Adds custom races to the game, based off of existing races with special powers.Current version does not support DE, there is a link in the comments if you'd really like to try this mod out.Werewolf/Niffin are buggy, I do not recommend.No longer supported, I'm sorry guys! Jan 06, 2018 Divinity Original Sin 2: Fighter solo Werewolf, Roost Anlon, Harbinger of Doom (Honour Mode) Part 7. Divinity Original Sin 2: Knight solo Lich, Alice Alisceon, Werewolf (Honour Mode.
After several weeks of learning the Divinity Engine 2, building the mod and playtesting, Candle in the Dark is officially released!
Candle in the Dark
Version: v1.10
Custom Standalone Adventure by BowShatter
Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1356308905&searchtext=
Nexus Workshop Link: https://www.nexusmods.com/divinityoriginalsin2/mods/338
Original Custom Module from Neverwinter Nights: https://neverwintervault.org/project/nwn1/module/candle-dark
Install Instructions
1. Unzip the RAR archive to retrieve the .pak file.
2. Drop the .pak file into the following directory, Documents>Larian Studios>Divnity Original Sin 2>Mods
3. In DOS2, in Story, change Adventure selected to 'Candledark' and start playing. Have fun!
Make sure to deactivate mods as they might result in serious bugs! (unless you know for sure they are safe)
Game Details
No. of Players: 1-4 Player Characters (PCs).
Companions: 2 Humans - Elsa (2H Warfare/Pyro/Bartering) and Vincent (1H Warfare/Hydro/Loremaster)
Party Size: 4 (includes companions)
Mode: Both Singleplayer and Multiplayer, but some triggers are exclusive to the first PC entering it.
Estimated Playtime: 3-5 Hours
Starting Level: 1
Ending Level: 6
Difficulty: Classic (Easy), Tactician or Honour (Intended Difficulty)
Races: Any living race will do. Human is ideal for story reasons. Strictly no Undead.
Misc: It is advised that you have played DOS2 main campaign or at least Fort Joy before and are familiar with its mechanics.
Notes: Pet Pal is not supported, but there is another obvious way to speak to animals in the mod.
Notable Features
- Most humanoid enemies will drop all the gear that they are visibly wearing.
- Traders will restock their shop inventory just by asking them to.
- New custom and returning DOS1 Skills/Spells for all skill trees, sold by a dedicated merchant.
- Special weapons, such as fist weapons and elemental daggers.
Original Synopsis:
The village of Shadowrock labors under the yoke of unknown evils that walk the night mists, leaving the corpses of villagers for the morning light.
They are the victims of a strange plague which has always haunted this sleepy valley, and so it has ever been say the Shadowrock elders.
You have lived unquestioning like the rest, surrendering the dead to the Gravekeeper who watches the forbidden tombs of the forest.
Then one morning everything changes when the dreaded night ills strike your own family down.
A road of fateful decisions, whispered questions and bloody vengeance lies ahead.
With all the forces aligned against your struggle, you are but a candle in the dark.
Expected Issues:
Since this is my first ever adventure mod in DOS2, there will bound to be bugs (especially textures and terrain), though nothing too game breaking.
Be sure to save often just in case. The Divinity Engine 2 has some weird quirks as of current build.
Previews:
Credits:
Larian Studios for making the editor available.
Robert and Donna Burson for making the original mod.
LaughingLeader for coding help.
Windemere RPG for his in-depth Video Tutorial Series on YouTube.
Dima01 for his Video Tutorials especially the one regarding enemies approaching, talking, then attacking.
Scottworld for his Video Tutorial on how to create Companions.
Luckless Yilas for his encouragement, initial playtesting, bug spotting, ideas and being a good friend.
ohgodhwhydidIjoin for first playtest feedback.
Damashi The Kaotic for his playtest.
VoidInsanity for his harsh yet constructive criticism on area design.
MAHak for his advice, encouragement and some playtesting.
If you feel like you've contributed to this mod, but are not credited, inform me and I will update the list.
Finally, I'd like to thank you for playing, if you do download and play it.
(SPOILERS) -DO NOT READ IF YOU HAVE NOT PLAYED-
Changelog:
v1.10 (Release)
- Made some changes to the Village to look more visually acceptable.
- Overhauled the area design and encounters in the Forest.
- Slight visual changes to the Graveyard.
- Corpses added near Bazial as a display of his power.
- New NPCs with mini quests added: Kalyson (Bird) and Pavel (Dog)
- Three new unique equipment added: Eagle's Eye (Ring), Zweihander and Hunter's Companion
- Extra enemies added to the Lycan Forest
- Slither Cave is now darker, but with torches.
- Added spell: Global Warming
- Fixed Peddler selling enemy loot in his standard treasure table.
- Pard and Thea now reacts to Werewolf Form.
- Slight XP adjustments to account for greater number of enemies.
- Enemies now use some of the new spells.
- Enemy armor looted now is properly coloured.
- Terrain for all areas tweaked.
- Visual effect of Ice Shard changed.
- Companions should no longer gain illegal attribute points when loading a save every new level.
- Howl of Terror magic damage nerfed by 30%.
v1.01
- All Class Presets for Living Races now start with Civilian Clothes.
- Intro Dialogue is now much longer and explains the narrative.
- More NPCs will now acknowledge on your alternate appearance.
- Some terrain textures fixed.
- Kesa's dialogue has been entirely overhauled.
- Sleeping bags added near the river under a tree.
- Peddler now sells backpacks of different icons for inventory management.
- Peddler's faction now set to Neutral to the player (until you bribe him through trade).
- Vincent no longer incorrectly thinks you didn't hire him.
- Vincent's and Elsa's comments on your alternate appearance have been rewritten.
- Vincent and Elsa will no longer trigger a player-only conversation in the village.
- Vincent and Elsa now both start with Encourage since they are Human.
- Townsfolk and Militia have been given their own neutral faction to avoid combat issues when attacking them.
- Rending Bite range has been reduced.
- Extra crafting ingredients added to merchants.
v1.00
Public Test Released Version
v0.99
Public Test Pre-Release
Known Issues:
- Companions cannot be rehired after being dismissed.
- Companions may receive random stat boosts when they level up.
- Cannot exit Werewolf state while in Yeva's House. (???)
- Mods that change the main DoS2 campaign are incompatible and will cause serious bugs.
Candle in the Dark
Version: v1.10
Custom Standalone Adventure by BowShatter
Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1356308905&searchtext=
Nexus Workshop Link: https://www.nexusmods.com/divinityoriginalsin2/mods/338
Original Custom Module from Neverwinter Nights: https://neverwintervault.org/project/nwn1/module/candle-dark
Install Instructions
1. Unzip the RAR archive to retrieve the .pak file.
2. Drop the .pak file into the following directory, Documents>Larian Studios>Divnity Original Sin 2>Mods
3. In DOS2, in Story, change Adventure selected to 'Candledark' and start playing. Have fun!
Make sure to deactivate mods as they might result in serious bugs! (unless you know for sure they are safe)
Game Details
No. of Players: 1-4 Player Characters (PCs).
Companions: 2 Humans - Elsa (2H Warfare/Pyro/Bartering) and Vincent (1H Warfare/Hydro/Loremaster)
Party Size: 4 (includes companions)
Mode: Both Singleplayer and Multiplayer, but some triggers are exclusive to the first PC entering it.
Estimated Playtime: 3-5 Hours
Starting Level: 1
Ending Level: 6
Difficulty: Classic (Easy), Tactician or Honour (Intended Difficulty)
Races: Any living race will do. Human is ideal for story reasons. Strictly no Undead.
Misc: It is advised that you have played DOS2 main campaign or at least Fort Joy before and are familiar with its mechanics.
Notes: Pet Pal is not supported, but there is another obvious way to speak to animals in the mod.
Notable Features
- Most humanoid enemies will drop all the gear that they are visibly wearing.
- Traders will restock their shop inventory just by asking them to.
- New custom and returning DOS1 Skills/Spells for all skill trees, sold by a dedicated merchant.
- Special weapons, such as fist weapons and elemental daggers.
Original Synopsis:
The village of Shadowrock labors under the yoke of unknown evils that walk the night mists, leaving the corpses of villagers for the morning light.
They are the victims of a strange plague which has always haunted this sleepy valley, and so it has ever been say the Shadowrock elders.
You have lived unquestioning like the rest, surrendering the dead to the Gravekeeper who watches the forbidden tombs of the forest.
Then one morning everything changes when the dreaded night ills strike your own family down.
A road of fateful decisions, whispered questions and bloody vengeance lies ahead.
With all the forces aligned against your struggle, you are but a candle in the dark.
Expected Issues:
Since this is my first ever adventure mod in DOS2, there will bound to be bugs (especially textures and terrain), though nothing too game breaking.
Be sure to save often just in case. The Divinity Engine 2 has some weird quirks as of current build.
Previews:
Credits:
Larian Studios for making the editor available.
Robert and Donna Burson for making the original mod.
LaughingLeader for coding help.
Windemere RPG for his in-depth Video Tutorial Series on YouTube.
Dima01 for his Video Tutorials especially the one regarding enemies approaching, talking, then attacking.
Scottworld for his Video Tutorial on how to create Companions.
Luckless Yilas for his encouragement, initial playtesting, bug spotting, ideas and being a good friend.
ohgodhwhydidIjoin for first playtest feedback.
Damashi The Kaotic for his playtest.
VoidInsanity for his harsh yet constructive criticism on area design.
MAHak for his advice, encouragement and some playtesting.
If you feel like you've contributed to this mod, but are not credited, inform me and I will update the list.
Finally, I'd like to thank you for playing, if you do download and play it.
(SPOILERS) -DO NOT READ IF YOU HAVE NOT PLAYED-
Changelog:
v1.10 (Release)
- Made some changes to the Village to look more visually acceptable.
- Overhauled the area design and encounters in the Forest.
- Slight visual changes to the Graveyard.
- Corpses added near Bazial as a display of his power.
- New NPCs with mini quests added: Kalyson (Bird) and Pavel (Dog)
- Three new unique equipment added: Eagle's Eye (Ring), Zweihander and Hunter's Companion
- Extra enemies added to the Lycan Forest
- Slither Cave is now darker, but with torches.
- Added spell: Global Warming
- Fixed Peddler selling enemy loot in his standard treasure table.
- Pard and Thea now reacts to Werewolf Form.
- Slight XP adjustments to account for greater number of enemies.
- Enemies now use some of the new spells.
- Enemy armor looted now is properly coloured.
- Terrain for all areas tweaked.
- Visual effect of Ice Shard changed.
- Companions should no longer gain illegal attribute points when loading a save every new level.
- Howl of Terror magic damage nerfed by 30%.
v1.01
- All Class Presets for Living Races now start with Civilian Clothes.
- Intro Dialogue is now much longer and explains the narrative.
- More NPCs will now acknowledge on your alternate appearance.
- Some terrain textures fixed.
- Kesa's dialogue has been entirely overhauled.
- Sleeping bags added near the river under a tree.
- Peddler now sells backpacks of different icons for inventory management.
- Peddler's faction now set to Neutral to the player (until you bribe him through trade).
- Vincent no longer incorrectly thinks you didn't hire him.
- Vincent's and Elsa's comments on your alternate appearance have been rewritten.
- Vincent and Elsa will no longer trigger a player-only conversation in the village.
- Vincent and Elsa now both start with Encourage since they are Human.
- Townsfolk and Militia have been given their own neutral faction to avoid combat issues when attacking them.
- Rending Bite range has been reduced.
- Extra crafting ingredients added to merchants.
v1.00
Public Test Released Version
v0.99
Public Test Pre-Release
Known Issues:
- Companions cannot be rehired after being dismissed.
- Companions may receive random stat boosts when they level up.
- Cannot exit Werewolf state while in Yeva's House. (???)
- Mods that change the main DoS2 campaign are incompatible and will cause serious bugs.
This page of the Divinity Original Sin 2 guide contains a detailed description of Metamorph. You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages.
Metamorph is a rather unique class that is great for fighting on a front line - it focuses on dealing damage by using two-handed weapons but its effectiveness is mainly based on Polymorph school. Abilities from that school allow to deal damage and influence both a Metamorph and enemies by inflicting various status elements on them.
Below, you can see starting parameters for this class.
Attributes
In case of Metamorph three abilities were developed.
Attribute name | Value | Note |
Strength | +2 | Two additional Strength points allow this class to use their two-handed weapons more effectively (since they have predispositions because of a point in Two-Handed skill). However, this is mutually exclusive with Finesse bonus. |
Finesse | +2 | Finesse increases usefulness of daggers and ranged weapons (bows and crossbows) which makes it crucial to an assassin. However, it doesn't offer anything to a warrior that is based on Strength - it is better to change it to something else. |
Abilities and Talents
In case of Metamorph three abilities were developed.
Name | Value | Notes |
Two-Handed | 1 | A point in Two-Handed ability increases effectiveness of using two-handed weapons. This works great with a big bonus to Strength attribute and allows this class to shine in the first line of a front. |
Polymorph | 1 | A point in Polymorph gives this class access to powerful abilities from that school. They are especially useful during the first few hours of the game. A point in this ability is also the reason why this class has 4 additional points that can be spend on attributes. Velocidoc for mac. |
Persuasion | 1 | An ability useful in contacts with other characters because thanks to it, NPCs have better attitude towards a Metamorph. |
Talent
Opportunist - this talent allows you to perform surprise attacks when an enemy pass by that character or when they want to move away from a Metamorph It doesn't activate when an enemy performs an attack or action that doesn't require them to move.
Starting abilities
Icon | Name | Notes |
Tentacle Lash | One of the best abilities from Polymorph school and, at the same time, one of the more interesting in the game. Allows a character to deal physical damage to a target that stands a few meters away from it and when that target has no physical armor, it inflicts Atrophy effect. An enemy with that status can't use their weapons for one turn - a warrior can't use attacks and abilities that require them to use a sword and an archer can't perform ranged attacks. This ability scales great with Strength attribute of a hero which makes it great for warriors - it's great for a Metamorph that has this attribute increased right from the beginning of the game. | |
Chicken Claw | A useful ability that allows you to turn your enemies into chickens when they don't have physical armor. This effect is similar to Frightened - an enemy loses control over a unit which aimlessly runs around a battlefield. This ability's weak point is that it doesn't deal any damage and, in order to work, it requires an enemy to have no physical armor - because of that its usefulness decreases quickly. | |
Bull Horns | A great ability that doesn't require any AP in order to activate! When a character activates it, they a bonus to Retribution (deflects damage to an enemy) and unlocks Bull Rush ability. This one allows you to perform a charge that deals Pure Damage - they aren't blocked by magic nor physical armor - it also inflicts Bleeding status effect (if an enemy has no physical armor). |
Metamorph and Races
Race | Predispositions | Commentary |
Elf | None | An Elf is completely useless for this class - their special ability, Flesh Sacrifice, increases damage and gives additional APs but it lowers their Constitution which in turn decreases health points. This isn't good for a character that fights at a short distance. |
Human | High | A very good combination because Metamorph mainly deals physical damage and Humans have Ingenious talent which gives them a bonus to critical hit chance (and a bonus to very important Initiative). |
Dwarf | High | Similarly to Humans, Dwarves are great choice for this class - their unique talent, Sturdy, increases their Vitality and boosts Dodge which is crucial to a class that fights at a close distance. They can also use Petrifying Touch ability. |
Lizard | Average | A Lizard isn't the best choice for this class, however, they can do well enough - Sophisticated talent increases Fire and Poison Resistance and their special ability, Dragon's Blaze, is easy to use because Metamorphs fight at a short distance. |
![Divinity Original Sin 2 Werewolf Divinity Original Sin 2 Werewolf](https://i.pinimg.com/originals/93/87/9d/93879d28d7272792a2fbd2fc0e8b0dab.png)
Which abilities are worth choosing?
Divinity 2 Original Sin
A Metamorph has access to one school, Polymorph, which means that they can choose from 4 starting abilities. Three default skills are the best ones so you shouldn't make any changes here - Chameleon Cloak won't be useful to a character that fights with a two-handed weapon. Because of that you should use Tentacle Lash, Chicken Claw and Bull Horns.