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Posted (edited)

Not everything was lost during Caed Nua destruction.
Some accessories were recovered and made their way to Deadfire!


Have made a mod, that adds several accessories from PoE1 to vendors in Deadfire.

In v1.0.0 the following 8 items are added:
  • Shod-in-Faith (boots)
  • Gauntlets of Swift Action (gloves)
  • Lavender Hat (ex. Lavender Wreath) (headgear)
  • Binding Rope (belt)
  • Talisman of the Unconquerable (amulet)
  • Fulvano's Amulet (amulet)
  • Bartender's Ring (ring)
  • Pensiavi mes Rèi (ring)
In v1.1.0 the following 10 items are added:
  • Coil of Resourcefulness (belt)
  • Crossed Patch (headgear)
  • Tax Collector's Mantle (cloak)
  • Telda's Ring (ring)
  • Ring of Selonan (ring)
  • Seal of Faith (ring)
  • The Ring of Wonder (ring)
  • Girdle of Maegfolc Might (belt)
  • Girdle of Driving Wave (belt)
  • Cloak of Tireless Defender (cloak):
For more information check the mod page: here Edited by MaxQuest
  • Like 16
Posted

Hey, man, that's great touch of nostalgy) I had really missed some of this items, especially Shod-in-Faith. Could you add a russian version to Nexus? I did a translation already, here it is: https://filecloud.me/grqjpip7885c.html

 

And if you don't mind i will provide link to your mod on Deadfire RLF mod's page?

  • Like 1
Posted (edited)

hellwax mold! Hellwax mold!

 

 

Ring of the Selonan, Telda's Ring, Seal of Faith

 

 

Tall Grass

 

Sanguine Plate

 

The Disappointer

 

edit: I just realized this post came off as somewhat peremptory, I was just too enraptured by the prospect of the mod and started spamming my keyboard with excited utterances. 

Edited by Dr. Hieronymous Alloy
  • Like 2
Posted (edited)

^ Helwax mold is out of reach unfortunately...

At least I am not aware of an existing script that would let you duplicate items, and somehow provide UI for that.

 

I can add those rings in further updates if you want.

Not so sure about weapons and armor for now, as the mod was intended to replicate some of accessories only.

 

Hey, man, that's great touch of nostalgy) I had really missed some of this items, especially Shod-in-Faith. Could you add a russian version to Nexus? I did a translation already, here it is: https://filecloud.me/grqjpip7885c.html

That's sweet :)

I have uploaded the new v1.0.1 version that includes your translation. Thank you)

Nexus is currently updating the files.

 

And if you don't mind i will provide link to your mod on Deadfire RLF mod's page?

Russian localization fix? Sure) Edited by MaxQuest
  • Like 1
Posted (edited)

"Ring of the Selonan, Telda's Ring, Seal of Faith" - He-heh, casters needs more casts)

 

If you can make some other things in future i'll be veeery grateful!

Thing about some of this:

https://pillarsofeternity.gamepedia.com/Tax_Collector%27s_Mantle

https://pillarsofeternity.gamepedia.com/Wildstrike_Belt

https://pillarsofeternity.gamepedia.com/Berserker%27s_Belt

https://pillarsofeternity.gamepedia.com/Coil_of_Resourcefulness

Edited by Phenomenum
  • Like 1
Posted (edited)

  • There is a known issue of Shod-in-Faith boots description not showing 1-per-encounter and that it triggers onCrit taken. Unfortunately that's a current modding limitation. That effect was tricky to implement, and description parser doesn't completely understand it.

Actually, this isn't a modding limitation ;)

 

Explanation:

 

 

{

                    "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",

                    "StatusEffectType": "ApplyStatusEffectOnEvent",

                    "OverrideDescriptionString": 131340002, (A new description in statuseffects.stringtable was created. Typically this trick is using when you want to write about specific trigger condition or something else, love message for example. A joke. Without it, UI will show ONLY corresponding condition from gui.stringtable: "when Critically Hit" in your case).

                    "OverrideDescriptionStringTactical": -1,

                    "UseStatusEffectValueAs": "None",

                    "BaseValue": 0,

                    "DynamicValue": {

                        "Stat": "None",

                        "SkillDataID": "00000000-0000-0000-0000-000000000000",

                        "ClassID": "00000000-0000-0000-0000-000000000000",

                        "MultiplyBy": 1,

                        "Operator": "Add"

                    },

                    "KeywordsIDs": [],

                    "DurationType": "Infinite",

                    "Duration": 20,

                    "MaxStackQuantity": 0,

                    "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",

                    "ApplicationType": "ApplyOnStart",

                    "IntervalRateID": "00000000-0000-0000-0000-000000000000",

                    "StackedChildrenApplyEffects": "false",

                    "InclusionConditions": {

                        "Operator": 0,

                        "Components": []

                    },

                    "ApplicationPrerequisites": {

                        "Conditional": {

                            "Operator": 0,

                            "Components": []

                        }

                    },

                    "TriggerAdjustment": {

                        "TriggerOnEvent": "None",

                        "TriggerOffEvent": "None",

                        "ValidateWithAttackFilter": "false",

                        "ParamValue": 0,

                        "ValueAdjustment": 0,

                        "DurationAdjustment": 0,

                        "ResetTriggerOnEffectTimeout": "false",

                        "MaxTriggerCount": 0,

                        "IgnoreMaxTriggerCount": "false",

                        "RemoveEffectAtMax": "false",

                        "ChanceToTrigger": 1

                    },

                    "PowerLevelScaling": {

                        "UseCharacterLevel": "false",

                        "BaseLevel": 0,

                        "LevelIncrement": 1,

                        "MaxLevel": 0,

                        "ValueAdjustment": 0,

                        "DurationAdjustment": 0

                    },

                    "IsHostile": "false",

                    "ClearOnCombatEnd": "false",

                    "ClearOnRest": "false",

                    "ClearOnFoodRest": "false",

                    "ClearWhenAttacks": "false",

                    "ClearOnDeath": "false",

                    "HideFromCombatTooltip": "false",

                    "HideFromCombatLog": "false",

                    "HideFromUI": "false", (was set to "true", so you had hided condition info from IU by your own hands)

                    "HideIfNoValue": "false",

                    "VisualEffects": [],

                    "MaterialReplacementID": "00000000-0000-0000-0000-000000000000",

                    "AttackFilter": {

 

 

 

Screenshots:

 

 

vq2xJhf.jpg

 

jAHAFlI.jpg

 

 

 

Corrected version: https://filecloud.me/ictnzg29yd2d.html

 

Don't thank me :blush:

Edited by Phenomenum
  • Like 1
Posted (edited)

Actually, this isn't a modding limitation ;)

 

Explanation:

 

 

{

                    "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",

                    "StatusEffectType": "ApplyStatusEffectOnEvent",

                    "OverrideDescriptionString": 131340002, (A new description in statuseffects.stringtable was created. Typically this trick is using when you want to write about specific trigger condition or something else, love message for example. A joke. Without it, UI will show ONLY corresponding condition from gui.stringtable: "when Critically Hit" in your case).

                    "OverrideDescriptionStringTactical": -1,

                    "UseStatusEffectValueAs": "None",

                    "BaseValue": 0,

                    "DynamicValue": {

                        "Stat": "None",

                        "SkillDataID": "00000000-0000-0000-0000-000000000000",

                        "ClassID": "00000000-0000-0000-0000-000000000000",

                        "MultiplyBy": 1,

                        "Operator": "Add"

                    },

                    "KeywordsIDs": [],

                    "DurationType": "Infinite",

                    "Duration": 20,

                    "MaxStackQuantity": 0,

                    "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",

                    "ApplicationType": "ApplyOnStart",

                    "IntervalRateID": "00000000-0000-0000-0000-000000000000",

                    "StackedChildrenApplyEffects": "false",

                    "InclusionConditions": {

                        "Operator": 0,

                        "Components": []

                    },

                    "ApplicationPrerequisites": {

                        "Conditional": {

                            "Operator": 0,

                            "Components": []

                        }

                    },

                    "TriggerAdjustment": {

                        "TriggerOnEvent": "None",

                        "TriggerOffEvent": "None",

                        "ValidateWithAttackFilter": "false",

                        "ParamValue": 0,

                        "ValueAdjustment": 0,

                        "DurationAdjustment": 0,

                        "ResetTriggerOnEffectTimeout": "false",

                        "MaxTriggerCount": 0,

                        "IgnoreMaxTriggerCount": "false",

                        "RemoveEffectAtMax": "false",

                        "ChanceToTrigger": 1

                    },

                    "PowerLevelScaling": {

                        "UseCharacterLevel": "false",

                        "BaseLevel": 0,

                        "LevelIncrement": 1,

                        "MaxLevel": 0,

                        "ValueAdjustment": 0,

                        "DurationAdjustment": 0

                    },

                    "IsHostile": "false",

                    "ClearOnCombatEnd": "false",

                    "ClearOnRest": "false",

                    "ClearOnFoodRest": "false",

                    "ClearWhenAttacks": "false",

                    "ClearOnDeath": "false",

                    "HideFromCombatTooltip": "false",

                    "HideFromCombatLog": "false",

                    "HideFromUI": "false", (was set to "true", so you had hided condition info from IU by your own hands)

                    "HideIfNoValue": "false",

                    "VisualEffects": [],

                    "MaterialReplacementID": "00000000-0000-0000-0000-000000000000",

                    "AttackFilter": {

 

 

 

Screenshots:

 

 

vq2xJhf.jpg

 

jAHAFlI.jpg

 

 

Aha! So that's how you do it... :)

I've tried setting an Override Description,... but was losing the Consecrated Ground ability link. It didn't occur to me that it is possible to rectify this via changing the HideFromUI.

 

Btw, using Protective Eothasian Charm as point of reference is pretty clever. I started with The Mask of the Weyc. But it suffers from the same problem: screenshot.

 

In any case: thanks for the pointers! I have updated the mod.

 

P.S. Just took a look how Deadfire looks in Russian. Oh my... :)

Берас - так режет слух)

It's kinda strange that translators have chosen "Берас" over {"Берат", "Бератх", "Бераф"}.

Edited by MaxQuest
  • Like 1
Posted (edited)

"P.S. Just took a look how Deadfire looks in Russian. Oh my... :)
Берас - так режет слух)
It's kinda strange that translators have chosen "Берас" over {"Берат", "Бератх", "Бераф"}."

 

Ha-hah... Translations like that originates from PoE 1 and i prefer to leave those as it is in aware to confusing players. But this is the only tip of the iceberg - there's much more wild and crazy things in Deadfire official localization. Unfortunally, i can't rewrite all text (i had made some calculations and fugured out that is will took over a year, in addition to all corrections i did already). Deadfire translation much worse than PoE 1 in many ways.

 

P.S. GUYS, BEWARE OF RUSSIAN SPY! :ninja:

Edited by Phenomenum
  • Like 2
Posted (edited)

Btw, i have an idea about description of your new Lavender Rauatai Hat) I presume you'll never find a proper model, so if you don't mind i want to share my suggestion:

 

 

 

Шапка с ароматом лаванды

 

Oт этой шапки, выполненной в традационном рауатайском стиле, исходит тонкий аромат лаванды. Когда вы спросили Димезу об источнике запаха, она поведала вам короткую историю:

Некоторое время назад, к ней в лавку зашел пьяный моряк, приплывший, по его словам, из Дирвуда. С собой он принес лишь невыносимый перегар да засохший венок крайне неприглядного вида, который хотел продать, утверждая, что он обладает волшебными свойствами, которые помогли ему добраться в Даннедж, несмотря на суровые бури и стычки с пиратами. Димеза согласилась заплатить за него лишь несколько медяков, но позже, при внимательном изучении, поняла, что матрос говорил сущую правду.

Поскольку сам венок был приведен в непотребное состояние, она срезала лепестки лаванды и зашила их в подкладку этой шапки. Трюк сработал: магические чары по прежнему оберегают владельца, а свежий аромат лаванды напоминает вам о приключениях в Дирвуде и вызывает улыбку при мысли об одном забавном совпадении – ведь именно такой венок когда-то сплел вам аптекарь Тама Ватуа, в благодарность за его спасение от вайлианских наемников с Архипелага Мертвого Огня.

 

You want to see this description in english or can translate this yourself?

 

 

Edited by Phenomenum
  • Like 1
Posted (edited)

Tehehe, I'm not Russian ^^ eowyn_takes_her_helmet_off.jpg

 

But it's my native language) and I know it far better than English. On the other hand though, in English (or Latin alphabet in general) I do type thrice faster. Because of this I often prefer English for written, online communication. :)

 

 

Regarding translation: quite a few terms look weird in Russian. But yeah consistency is very important, so it's usually better to keep the established translation.

 

Btw, Obsidian if you are reading this:

- one of the best Russian localizations were done in Warcraft 3 and Witcher series, to the point were it was perceived to be of even higher quality than in English.

- DA:O, DA:I and Oblivion had translations of slightly lower quality than original, but still decent.

So you might want to check the localization studios behind these...

 

 

Regarding Lavender Wreath/Hat description suggestion: hey! that's a great and really fitting idea)

 

Here's my take at translating it to English:

 

Lavender Hat

 

From this hat, made in the traditional Rauatai style, comes a delicate aroma of lavender. When you asked Dimeza about the source of the smell, she told you a short story:

 

Some time ago, a drunken sailor, who, according to him sailed from Dyrwood, came to her shop. With him he brought only intolerable fume of booze and a dried-up wreath of a quite unattractive look that he wanted to sell. He was claiming that it possesses magical properties that helped him get to Dunnage despite the severe storms and skirmishes with pirates. Dimeza agreed to pay only a few coppers, but later, on closer examination she realized that sailor was telling the truth.

 

Since the wreath itself was in foul state, she cut off the lavender petals and sewed them into the lining of this hat. The trick worked: the magical enchant still protects the owner, and the fresh scent of lavender reminds you of the adventures in Dyrwood, and makes you smile at the thought of such a coincidence - after all, the apothecary Tama Watua once wove it for you, in gratitude for his salvation from Vailian mercenaries here - in the Deadfire Archipelago.

 

Is this ok?

Edited by MaxQuest
  • Like 2
Posted (edited)

Great mod. Wonderful Idea. Perfect Russian Localization. 10/10

More Rings from POE1, please. In the Deadfire they are not enough.

I hope that the author will not abandon this mod and create most rings / amulets / gloves / boots / belts and some cloaks and hats that possible competently implement.
For Example:

1. Crossed Patch to Eyepatch from Deadfire (All Icons from POE1 is here);
2. Footpads Hood to Hood from Deadfire
3. Executioner's Hood to Harbinger's Hood from Deadfire
and etc.

I can also express the idea of refinement Kana`s Hat to Kana's Turban

And idea to create any bonuses for some other unique items without any bonuses:
Crimson Plate Helm
Hazanui's Crested Hat

Light Leather Arena Helm
Cloak of Berath

Arkemyr's Old Robe

Serafen's Padded Mail

Vestments of Gaun

I'm sorry to ask you about this request. But it seems that the developers of the game with similar problems do not get through. :down:

Ready try to help you with the translation into other languages, if the description of the subjects will be taken directly from the first POE.
(All this is very funny, especially the fact that I don't even speak English well. :facepalm: );

P.S: And about this:
 

Btw, Obsidian if you are reading this:
- one of the best Russian localizations were done in Warcraft 3 and Witcher series, to the point were it was perceived to be of even higher quality than in English.
- DA:O, DA:I and Oblivion had translations of slightly lower quality than original, but still decent.
So you might want to check the localization studios behind these...

There were some logical mistakes in the translation of Witcher series and Warcraft 3+TFT, but undoubtedly they could be assessed at 99/100 due to the good playing of actors with properly chosen timbres(as part of the personality) for most characters.

Russian localization were good in Oblivion and in the Dragon Age: Origins + Awakening... Yeah! Skyrim with Gothic 1-3 had good translations too, i think.

Edited by Khagmas
  • Like 1
Posted (edited)

Thank you)

 

There is indeed a heavy deficit of top and even medium tier rings in Deadfire)

I will add a few more from PoE1 for sure.

 

Although I want to note that my intention with this mod was not to add all or even most of accessories from PoE1.

The idea is to add stuff that has some twist about it and can complement some builds really well; but! without being OP.

 

For example adding Fulvano's Boots (that add just +1 CON) would be a waste of time (both to implement, and to read the diluted change log).

At the same time, I'm also wary when thinking about stuff like Gwyn's Band of Union, because it's too powerful when compared to existing options.

 

That said, the suggested Crossed Patch will make a great addition to this mod; while Footpads Hood is somewhere in the low tier; and Executioner's Hood is in OP tier, because passive AoE frightning is just too good to have in Deadfire.

 

Atm I am thinking of adding:

- Collector's Mantle

- Belt of Resourcefulness

- Crossed Patch

- Ring of the Selonan, Telda's Ring, Seal of Faith - although these might get toned down, in order to accomodate 4-spells-per rank in PoE1 versus 2-spells-per-rank in Deadfire.

- The Ring of Wonder

- Ring of Thorns (if there won't be problems with Preservation)

 

P.S. Regarding recreation of bonuses for some 'unique' Deadfire items that don't have any bonuses: this doesn't fit the scope of this mod, and will have to be a separate one.

Btw, I've already seen 2 mods that add some effects to Serafen's and Xoti's armors.

 

There were some logical mistakes in the translation of Witcher series and Warcraft 3+TFT, but undoubtedly they could be assessed at 99/100 due to the good playing of actors with properly chosen timbres(as part of the personality) for most characters.

A minute of nostalgia: video + list :) Edited by MaxQuest
  • Like 3
Posted (edited)

Regarding recreation of bonuses for some 'unique' Deadfire items that don't have any bonuses: this doesn't fit the scope of this mod, and will have to be a separate one.

Btw, I've already seen 2 mods that add some effects to Serafen's and Xoti's armors.

 

A minute of nostalgia: video + list :)

 

Its old... but very funny video. :)

 

In Warcraft and Witcher series localization sometimes was so very impressive that the cause goosebumps.

 

Yes, I fully agree about your power-tiers of items. Gwyn's Band of Union is so strong, I never took it off after receiving it. :thumbsup: 

 

Maybe these abilities needs some nerfs in your mod?

Decrease time duration from 20 sec to 10 sec?

Blessing can work only 1 per rest, not per encounter?

Or is it a matter of "+4 INT"?

 

Perhaps one of the goals of this mod to cause nostalgia? In addition, in Deadfire there are much stronger items.

 

And what with Ring of Changing Heart, Wyrwood Ring, Iron Circle and Glittering Gauntlets?

You don't want add this, because this totally OP?

 

 

Yes, someone already tried to change some things.

But some of these items is never reworked.

Crimson Plate Helm

Hazanui's Crested Hat

Light Leather Arena Helm

Cloak of Berath

Arkemyr's Old Robe

Serafen's Padded Mail

Vestments of Gaun

Kana`s Hat

Edited by Khagmas
Posted

I'm probably going to have a go at those. Always irked me that you get unique items with no reason to wear them other than cosmetic. After they made it so even the pets give you bonuses!

  • Like 3
Posted (edited)

And what with Ring of Changing Heart, Wyrwood Ring, Iron Circle and Glittering Gauntlets?

You don't want add this, because this totally OP?

Ring of Changing Hearth and Wyrwood Ring are ok.

 

Iron Circle is one leg on the must-have side.

While Glittering Gauntlets and Gwyn's Band of Union are completely there.

 

Including such items is a bit risky.

> I mean, if they are obtainable early, they become must-have and immediately throw out of the window the competition. This also limits builds creativity, because "why should I take these items that under conditions x y and z makes a nice combo; when I can just take these two strong options, which will outperform that combo most of the time."

> If they are obtainable too late (like Acuan Giamas): the player will feel unsatisfactorily, because he couldn't make a build around them.

 

It's usually the best to include them as some boss-dropping rewards around 75% into the game. But still they should not be of the quality that would trivialize 90% of remaining non-boss encounters. And the thing is that such a cheap source of Daze... has the potential to do it, because -4 PEN is a lot.

 

Also between PoE1 and Deadfire, Obsidian have changed their stance towards item attributes.

In PoE1 they didn't stack, but were going up to +4 attribute per item.

In Deadfire they stack, but usually provide less.

 

So if I had to add Gwyn's Band of Union to Deadfire, it would need to have:

- +3 INT

- Blessing - manually castable once per encounter

- Instill Doubt - dazes in aoe, when reaching 80% health for 5s (down from 20s)

and drop from Concelhaut or Menzaggo.

 

 

Iron Circle would have:

- +3 CON

- -5% Attack Speed

- +1 AR when near death

and drop from Seel Preecher.

 

or

- +2 AR when near death

and drop from Lava Dragon.

 

 

And as for Glittering Gauntlets... it's such a temptation, ouf, but dazing on hit and hit-taken... is just too strong, in addition to the best deflection bonus (from an accessory) in the game.

 

So here am I thinking, do these items have to go through such a downgrade, or they deserve to be kept in PoE1 hall of fame and left alone :)

Edited by MaxQuest
  • Like 1
Posted (edited)

Also between PoE1 and Deadfire, Obsidian have changed their stance towards item attributes.

In PoE1 they didn't stack, but were going up to +4 attribute per item.

In Deadfire they stack, but usually provide less.

 

And as for Glittering Gauntlets... it's such a temptation, ouf, but dazing on hit and hit-taken... is just too strong, in addition to the best deflection bonus (from an accessory) in the game.

So here am I thinking, do these items have to go through such a downgrade, or they deserve to be kept in PoE1 hall of fame and left alone :)

 

This decision is up to you. :sweat: 

 

I think you're right, should not add them or their weakened duplicate.

 

Just rings are not enough now, and other options do not come to mind...

 

Snerf's Folly - does not look interesting. Yeah?

Sigil of the Arcane - Maybe this?

Silver Lover's Ring and Copper Lover's Ring - these last.

In categories of other things(belts, cloaks, hats, gloves, boots and amulets) a lot of good items too, but they are not as necessary as the rings.

 

P.S: And about Hood: the model of this item is different from the Blackbladess Hood. That is why I asked about the Footpad's Hood earlier.

Edited by Khagmas
Posted

Hey, great work! I am surprised that no one else had done this already.

 

If the OP or anyone else is interested, I already have most of the accessories from the original game completed so you can just take my code and use them in your own mod to save yourself the work. I'm hesitant to release them myself at the moment because it is part of a bigger mod I'm working on including enchanting, crafting, Durgan reinforcement, POE1 spells/abilities including Scale-Breaker, Watcher abilities, greater reactivity, etc. so I'm holding out but seeing as others are doing this already I might as well give these out so save people the effort.

 

https://pastebin.com/eV2U0A6V - items.gamedatabundle

https://pastebin.com/q6Fs84gX - abilities.gamedatabundle

https://pastebin.com/5RcypSjr - attacks.gamedatabundle

https://pastebin.com/r1411hRX - statuseffects.gamedatabundle (part 1)

https://pastebin.com/J9BrCYnB - statuseffects.gamedatabundle (part 2)

(Exceeded limit for paste so seperated them into two parts, they are one file.)

 

The images I am using come from someone who uploaded the original icons on NexusMods so if you download those it will be compatible.

 

Note that most of the accessories that have itemmods modifying attributes and armor should probably be rebalanced to fit the current game since the max ranges has been reduced. This is something I haven't done yet so atm they are pretty overpowered.

 

Also, Viettro's Footwear generates the "Spirits" item that isn't included in what I uploaded.

  • Like 2
Posted (edited)

Oh my :)

Thank you, it will definitely save me some time, even if I intent to transfer only a part of them to Deadfire)

 

If it's not a secret, how much time did it take to do?)

 

Edit:

 

There should be one more file with itemmods, no?

I am looking at Back_Tax_Collectors_Mantle, and can't find the referenced itemmods:

- "b6d34c19-9e7c-4ec8-aee7-d005f1690cf0",

- "8400d6b0-6d65-40e2-ae62-5b4c28b95eaf",

- "05856625-a9ff-4935-b48d-cedc52fec6b9"

Edited by MaxQuest
Posted (edited)

Then Collector's Mante is confirmed. Sweet! Always liked this cloak in PoE 1.

 

I have some thoughts lately. If you consider to add rings with more casts - Selona, Telda, Seal of Fate etc - could you add something new for druid? This thing is always bothering me in PoE 1 - having 2 rings for wizard, 2 rings for Priest (second one in WM 2, forgot the name), and no one for druids. That's unfair, i say.

 

Maybe you might to use some assets from PoE 1 for this ring with "nature" look, something like Ring of Thorns (which will be OP in Deadfire anyway) or similar, and set it as a trophy for quest with druids on Sayuka, for example.

 

As for description... well, i could write something for sure. ;)

Edited by Phenomenum
Posted

Collector's Mantle - is fairly balanced, so, sure I'll add it)

 

Regarding druid_ring: uhm, I understand that druid would like it; but no, adding completely custom stuff - is outside of this mod's scope.

So there could be a separate mod for this... or perhaps Obsidian will do something for 5.0.0.

 

Btw, regarding Ring of Thorns. You find it OP?

I feel some doubts in both directions. From one point of view, prone is much shorter in Deadfire than in PoE1. Also I don't really remember getting stunned.

On the other hand, yeah, for a solo player it might heavily decrease some specific combat difficulty, if there actually is such stunning encounter.

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