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Ancient Gifts Mod Beta 1C




Description:

Current Version: 1C

Authors: HardLess, Mantella

Contact:

Summary:

With the cataclysm that put an end to the second age, many ancient knowledges were lost. Today as the earth shakes under army's march, the foundations of the second age reemerged from there ruins.

This mod provide a new "Soul of Iron" skill table (melee/combat magic) and 32 Dungeon siege 1 spells !





Details:
  • Single Player: Y
  • Multi-Player: Y
  • Difficulty Settings: N
  • New Graphics: Y
  • New Sounds / Music: N
  • New Weapons: Y
  • New Armor: Y
  • New Spells: Y
  • New Misc. Items (Rings, Amulets...): N
  • New Character(s): N
  • Modified GUI: Y
  • Modified Experience: N
  • Modified Custom Map: N
  • Modified Skill Tabs: Y
  • New Enemy Type(s): N
  • Modified Attribute System: Y
  • Modified Loot Drops: N
  • Modified Container: N
  • Modified Spells: Y
  • Modified Items Modifiers: Y
  • Next Improvements:
  • Powers for the current Tab
  • Skill Tab
  • Armors and Weapons
  • Spells
  • Other features
  • Know Issues:
  • Fist of stone level indicator hidden
  • Skill incrementing indicator not implemented
  • Skill points bonus display not implemented























  • Installation:
    Place Ancient_Gifts_Beta_1c.ds2res into the Dungeon Siege 2 Broken World Resources folder.

    Uninstall:
    Remove Ancient_Gifts_Beta_1c.ds2res from the Dungeon Siege 2 Broken World Resources directory.


    Links:

    You can find the english readme here.
    You can find the french readme here.
    Ancient Gifts Beta 1c: Download it

    Ancient Gifts Beta 1c for Aranna Legacy: Download it.

    Ancient Gifts Beta 1c for Adepts: Work in progress.

    Special thanks to KillerGremal, DarkElf, Bare-Elf, Dulac and Iryan.



    HardLess and Mantella

    __________________________

    IceLancer's picture

    I am not sure was that sarcastic praise or .. (not English native/might miss Some hidden talk?)
    anyway
    I am aware of Erasira.
    Although i just prefer OnGO skill reset,just press button where ever you are,and reset.Its more convenient for me.

    Erasira reset is just too ...much lines of talk for simple reset ,and sometimes i can't even remember the name of each skill i wanna reset to use npc.
    If i would rewrote that npc he would have first option reset all skills,and then somewhere deeper reset skills one by one.But as i said,remembering all skill names..is not my forte

    Hey I just started using this mod, I'll give feedback whenever I can. I don't know why I thought it would replace a skill tab or something so I was with-holding the thought of downloading it until now. Lukawh also really turned me on to the idea of using Ancient Gifts so I really look forward to giving it a shot.

    Glag to see you give it a try.
    Hardless just gave me a new version today that fix most of the bugs reported here. Expect a release very soon.
    CU
    Mantella

    I look forward to it :3 I really like the work you two are doing

    HardLess's picture

    Hi guys,

    After 4 month, here is the new version of the Ancient Gifts mod. This version is a bug fix of all the bugs reported excepted the bug of the orb autocast...

    I hope you'll like it :), me and Mantella are working on the Soul of Iron for the moment, so I hope I would be available in order to release the new version as early as possible.

    Thanks again to everyone,

    See you,

    HardLess.

    Thanks for the update Smile I really like what this mod has to offer :3

    The new release is great. Thanks for the new Standard-Bearer skill values, much better now. I have only few little bugs to mention.

    The orb of lightning still has minimal damage always 5, despite the level.

    Templar's buff level II, I think it's templar's penintence, allows for using chants at any place but it isn't mentioned in the spell's description. Level III chant is fine in that. Also, these buffs used to drain all the character's mana, but now they drain only a part of mana pool. Is that intentional? Not like I considered it a bug, it's great that char can use also other buffs. :3

    And one thing that is off topic. Further down on this forum there is a little mod avadaible that unlocks BW campaign. Could it be modified to unlock Elite BW? I would be grateful for any advices or help Smile
    Ancient Gifts is awesome, btw, keep up the good work Smile

    HardLess's picture

    Hi Lukawh thanks for the feedback,

    I will take a look at the orb of lightning it seems pretty strange I remember having a look at this already, are you using the mod compatible with the Arrana Legacy ?

    About the second level of the templar it's an error from me I must have forgotten to mention that the chants can be used and I have also forgotten to mention that the templar is just converting a part of his mana not everything in order to let him use the DS1 buffs that we added.

    About the mod to unlock different level, I could release a new version in order to unlock everything if you want :).

    Thanks again,

    See you,

    HardLess.

    I have seen the lightning orb issue with and also without Aranna Legacy.

    Regarding unlocking levels, KillerGremal already pointed me on Monster Level Adjustment, which can do the trick. But thank for offering your help Smile

    The Orb of Frost and the Orb of Fire do not autocast but can be placed in the autocast slots. I haven't tested too many other spells yet though, I'll be back with more to report

    First of all, great mod, you deserve a commendation. Big thumbs up.

    After lurking around the comments I didn't come by mention of the Mystic Aid spell, in the description is stated it increases the party's melee and ranged critical chance, and in the stats (for my lvl 56 nature mage) it says the increase is "+-65" while for my lap dragon is "+268" which confuses me a little.

    Other bugs and errors I have already seen addressed on the thread so I'll save you the extra read. Thanks for all your work.

    this mod is great first off, and runs with arrana legacy beautify. one thing i noticed though is that with the Templar devotion spell, the one that allows you to use chants is that you can spam chants. I don't know if it was intentionally left that way and it saved me when i ran into a mimic by unleashing an iron horn horde but just thought i'd mention it.

    HardLess's picture

    Hi guys, it has been such a while for me to post anything here. I have lost motivation and enthusiasm and I apologize to every users of this mod. My third year at the university was harsh but the year is finish. I'm currently doing an internship so I'm quite busy. My internship will end mid-July so I want to work again on the mod before my first year of master start. Because I'll be even more busy that I was this year so I have 1 month and a half to work on it. I'll be able to really create content during August but before creating some content I want to have a real plan. That's where you guys (if you are interested obviously) comes in.
    Those are my primary objectives for the mod:
    _Total rework of the Soul of Iron
    _Creating a Ranged/Nature skill tree
    _Creating a Nature/Combat skill tree
    It's have been a year now so I during this whole time I have written down every pieces of idea I had. And I'm even more excited knowing that the version C of the mod has been almost downloaded 1000 times, perhaps a little amount for you but for me it's monstrous. And this is why I want to thanks everyone who downloaded and played this mod because they have been quite a support for me to come back modding. I'll try over the difficult year to come to be at least on the forum twice a week to answer any question and to fix anything that I can as quick as possible.

    But let's come to the good stuff. So firstly about this NEW soul of iron, I have been imagining a real personality to this guy.

    About the Soul of Iron :

    The souls of iron a feared group of strong soldiers using the magic from another world to control and destroy their enemies before the first cataclysm. Their magic were lost when the shield met the sword and they became only a myth in Aranna. The myths tell that their bodies were rotten by the use of their magic, their hands was blended to their sword. They were swift and untouchable even in front of many opponents. The magic they used manifested in a form of a dark green chain. Some old priest of the 10th Legion even tell that they were able to disappear during a combat and reappear miles away without being seen by any even by mighty mages, some hypotheses tell that they were able to go in another world even if they lost a bit of their souls every time.

    So I want to create a melee character based on dexterity, being able to dodge and land critical strike. Using a new type of magic the "aether" a dark green matter in a form of a chain which can be use to ground his enemies or drag them to him but also protect him from attack he wasn't able to dodge. I want him to have a teleportation power and power to enchain nearby enemies.

    About the Ranged/Nature:

    I was thinking of a character based on the use of aura and his element would be the wind. He would be able to heal and buff his friends and he has a massive impact on the enemies slowing them, demoralizing them making them easy target. He could be able to push a whole horde of monster from him thanks to his use of the wind and giving a powerful motivation to his friends. With a good combination of the cold magic he could be able to freeze his enemy with a single breath. Perhaps something with like a fairy companion I don't know yet.

    About the Nature/Combat:

    For this guy I want to create a sort of dark/light mage balancing between the art of using black mage and light magic giving him the ability to make a massive amount of damage to his opponents but also buffing his companions. He would be able to create illusions.

    As you can see I need help to finish those guys, like back stories and obviously names. Create a new skill tables require a lot of imagination and I need a boost from you guys. I have to create over 50 skills, powers and spells to make this really playable. I'll work on it as soon as I have a nice starting point for one of them.

    I would like to create really cool effects for those guys as well which takes a lot of time so if enough people are interested I will create a blog entry where I will post every new thing I create for you to have a look and give your opinion.
    I really want this to work out but I'll need help with your minds guys. So if you are enthusiast I will work on it as soon as we have something concrete.

    HardLess wrote:

    Those are my primary objectives for the mod:

    About the Soul of Iron :

    So I want to create a melee character based on dexterity, being able to dodge and land critical strike. Using a new type of magic the "aether" a dark green matter in a form of a chain which can be use to ground his enemies or drag them to him but also protect him from attack he wasn't able to dodge. I want him to have a teleportation power and power to enchain nearby enemies.


    You have done very well considering that the mod has had limited exposure. I like all of your ideas as they help expand the possibilities playing the game.

    HardLess wrote:

    About the Ranged/Nature:

    I was thinking of a character based on the use of aura and his element would be the wind. He would be able to heal and buff his friends and he has a massive impact on the enemies slowing them, demoralizing them making them easy target. He could be able to push a whole horde of monster from him thanks to his use of the wind and giving a powerful motivation to his friends. With a good combination of the cold magic he could be able to freeze his enemy with a single breath. Perhaps something with like a fairy companion I don't know yet.


    I believe this is looking like the Ranger class from many popular RPG franchises. Using nature to help augment their abilities like the Blood Assassin uses combat magic to augment theirs.

    Personally Nature Mages already have numerous cold spells so I would steer clear of those, instead using spells to help augment their abilities and those of the party.

    Wind Magic is something not utilized much in the DS series but found in a lot of other rpgs. Apart from buffing their speed, agility and dodging ability it could have limited offensive abilities as well. Some ideas would be Haste (like from LOA), Slow (like the slow crowd spell from LOA), Transform (also LOA) and a few summon spells like summon bear, wolf, etc (all natural creatures). Maybe also a skill to convert 1 enemy nature based creature (again bear, wolf, etc) within range to help them for a short time like the charm spell from DS1.

    Rangers could also have the ability to hide from the enemies or sneak past them in order to create an ambush. It would be great also if they could lay traps to augment these abilities, like LOA provided (glyphs) or decoys (like the Mindflare spell from LOA).

    Dexterity would be extremely important to them as well as intelligence for their spells and skills.

    HardLess wrote:

    About the Nature/Combat:

    For this guy I want to create a sort of dark/light mage balancing between the art of using black mage and light magic giving him the ability to make a massive amount of damage to his opponents but also buffing his companions. He would be able to create illusions.


    An idea would be for them to be able to cast Gravity/Energy type magic like explosive powder, bomb, cluster bomb,
    light ray, starburst, meteor, meteor storm, tremor, nova strike, sun ray, etc. (all from DS1).

    The skilltree could be quite interesting, allowing the player to choose to specialize in either gravity, energy or buffs. Buffs could be things that enhance protection or elemental shields or armor like again what DS1 provided with Mana Shield, Fire Armor, etc.

    Intelligence would obviously be the prominent stat but strength could be important for gravity type spells and dexterity for energy?

    While normal summons wouldn't be suitable for this type of mage, they could still be allowed (and specialize?) in summoning elemental summons like Fire, Ice, Water, Earth, Wind, Lightning and ethereal Elementals. All of these already exist in DS2 or converted from DS1 or LOA in the Legendary Mod.

    HardLess's picture

    Iryan wrote:

    I believe this is looking like the Ranger class from many popular RPG franchises. Using nature to help augment their abilities like the Blood Assassin uses combat magic to augment theirs.

    You must be right, I really would like to found an idea which is a bit interactive as the Blood Assassin has his marks.

    Iryan wrote:

    Wind Magic is something not utilized much in the DS series but found in a lot of other rpgs. Apart from buffing their speed, agility and dodging ability it could have limited offensive abilities as well. Some ideas would be Haste (like from LOA), Slow (like the slow crowd spell from LOA), Transform (also LOA) and a few summon spells like summon bear, wolf, etc (all natural creatures). Maybe also a skill to convert 1 enemy nature based creature (again bear, wolf, etc) within range to help them for a short time like the charm spell from DS1.

    I think the real focus of this character is important before choosing an element in fact. Perhaps we should think about what this character would be capable of, what is the gameplay. Choosing an element would be easier after. A buff focus character is lacking from DS2, their are little spells compared to DS1. I have worked last year on those transform spells. I had a start but it was really buggy. I will take a look at this I loved this idea in DS1 and a character base on the transfomation spells would be really great. If it end up possible I have a great idea for the Nature/Combat mage :D.

    Iryan wrote:

    An idea would be for them to be able to cast Gravity/Energy type magic like explosive powder, bomb, cluster bomb,
    light ray, starburst, meteor, meteor storm, tremor, nova strike, sun ray, etc. (all from DS1).

    Dungeon Siege 1 had so much spells if it was simple to put it all back to DS2, skill trees would be useless :). Dungeon Siege 2 is using not that much magic types. And moving lightning to combat magic was a bad idea in my opinion. Combat magic can have so much element and type of energy, nature magic is lacking something in DS2. Not as powerful as it was. I have made "explosive powder, bomb, cluster bomb" spells last year but I wasn't really happy with the physics of it, I wonder if I can find them on my old HDD.

    Explosive powder, Bomb, Light ray etc. are all in Adepts. I'm currently learning by making changes to them Insane Smile

    (maybe, if Techi lets me host file on Techiem2.net I might upload my experiments)

    Dwarf

    I have a little idea for Combat/Nature Magic guy. It could be interesting if one of the specialization branches of his skill tree was oriented towards manipulating enemies. One of his spell could be one that would make sort of a windstorm all around him which would cause all hostile projectiles and projectile spells (e.g. firebolt, but not jolt) to miss their target. A passive skill would be oriented towards this that would increase deflecting angle of this spell and eventually most projectiles would be thrown back at those who fired them. One thing about this would be that the mage using this spell would have to continually hold his hands in certain position for this spell to work. If he moves or does something else, the spell stops(like Electric Bolt in DS1- block [spell_turet] had require_still in it, if my interpretation is confusing). This would be all that the mage would do during combat. There could be other skills in this specialization branch like knockbacking multiple enemies in random directions by a single spell.

    And there could be a passive skill that would give % chance for any monster that decides to attack this character to change their target, or flee instead or to be stunned for some time(something like Hypnotic Gaze, Intimidating Glance and Redirection).

    Combat Mage and Nature Mage in DS2 summon raw elemental powers to damage oponents. What if a character multiclassing these two skills would use more sophisticated arts of magic like those I mentioned above? Something like: if you are able to manipulate both fire(Combat Mage) and ice(Nature Mage), you are beyond petty elemental magics.

    HardLess's picture

    Lukawh wrote:

    One thing about this would be that the mage using this spell would have to continually hold his hands in certain position for this spell to work. If he moves or does something else, the spell stops(like Electric Bolt in DS1- block [spell_turet] had require_still in it, if my interpretation is confusing).

    That's a great idea, in fact I don't even recall such spells in DS1, but that's a great idea and I will take a look at this spell_turret component and will try to implement it in DS2 to see what it look like. But I'm sure that would give really new possibilities in term of spells and skills. I'll look into it tomorrow, but this is a really nice idea. Thanks Smile

    Lukawh wrote:

    And there could be a passive skill that would give % chance for any monster that decides to attack this character to change their target, or flee instead or to be stunned for some time(something like Hypnotic Gaze, Intimidating Glance and Redirection).

    Combat Mage and Nature Mage in DS2 summon raw elemental powers to damage oponents. What if a character multiclassing these two skills would use more sophisticated arts of magic like those I mentioned above? Something like: if you are able to manipulate both fire(Combat Mage) and ice(Nature Mage), you are beyond petty elemental magics.

    I totally agree with you mind manipulation is a great idea, we need to find some good passive skills and variation, but that's a good start for sure :). And yes elemental is perhaps to easy for such a magician :D.

    Thanks again, I'll come asap to show you what I have been able to do.

    See you.

    Lukawh wrote:
    I have a little idea for Combat/Nature Magic guy. It could be interesting if one of the specialization branches of his skill tree was oriented towards manipulating enemies. One of his spell could be one that would make sort of a windstorm all around him which would cause all hostile projectiles and projectile spells (e.g. firebolt, but not jolt) to miss their target. A passive skill would be oriented towards this that would increase deflecting angle of this spell and eventually most projectiles would be thrown back at those who fired them. One thing about this would be that the mage using this spell would have to continually hold his hands in certain position for this spell to work. If he moves or does something else, the spell stops(like Electric Bolt in DS1- block [spell_turet] had require_still in it, if my interpretation is confusing). This would be all that the mage would do during combat. There could be other skills in this specialization branch like knockbacking multiple enemies in random directions by a single spell.

    And there could be a passive skill that would give % chance for any monster that decides to attack this character to change their target, or flee instead or to be stunned for some time(something like Hypnotic Gaze, Intimidating Glance and Redirection).

    Combat Mage and Nature Mage in DS2 summon raw elemental powers to damage oponents. What if a character multiclassing these two skills would use more sophisticated arts of magic like those I mentioned above? Something like: if you are able to manipulate both fire(Combat Mage) and ice(Nature Mage), you are beyond petty elemental magics.


    I like all of those ideas. May be a little hard to put into one skill tree but better having too many choices than too few.

    It would be a good idea to look at some of Darkelf's work, I believe its all open source with due credit. That's where I got a lot of material for Adepts. One of his spells is Fear, which works like Freak from DS1 and causes the monsters to temporarily run away from the caster. This is an example of mind manipulation as was the DS1 spell Charm, which cause the monster to fight for you. As I said before LOA introduced a lot of interesting new spells & concepts into DS1. Hardless has already looked into the transform spell but its very difficult to implement in DS2. Its a pity we don't have direct access to dll editing in DS2 like we did in DS1 as something like that would propably be necessary to pull off something as ambitious as that.

    Also looking from the angle of raw elemental power, I agree with your suggestion and it could also be used to create spells using 2 elemental properties to make something entirely different. The caster would need to be at a certain skill level with both combat and nature magic to unlock them, plus also possibly pre-requisite skill tree requirements.

    sigofmugmort1 wrote:
    Explosive powder, Bomb, Light ray etc. are all in Adepts. I'm currently learning by making changes to them Insane Smile

    (maybe, if Techi lets me host file on Techiem2.net I might upload my experiments)

    Dwarf


    That's sounds great, I'd like to see your experiments for sure as probably would Hardless. Remember those were all alpha version spells and as Hardless commented before the spell effects were lacking for some of them like explosive powder, etc. Also again Darkelf is to be credit as many of the Adept spells were based on his work.

    While DS1 could have been criticized for having too many disjointed spells, I vastly preferred its variety to DS2's handling of spells, trying to 4 clones of the same thing.

    I have little ide for the ranged/nature skill tree, it's just a realy basic ide but it might come in handy to create something around it.

    I'm thinking that the archer is giving it's summoned creature commands throu spells, think of it as "commands" for a trained battle/war beast theme, let's say that one spell might command the pet to rend it's target while another spell commands it to stun a single target, and the archer on top of this could gain bonuses depending on the summoned pet (perhaps implementing this with new summons)

    Well it's just a thought and I have never made any mods so I acctually have no ide how much effort this will take.

    Hope it could come in handy since this is my fav mod here (especially that you can have it together with Aranna Legacy)

    Thank you for all of your efforts , im a Dungeon Siege lover !!

    Hikanjoten's picture

    Hello, i'm new to the forum. I'm looking for a couple of mods that allow me to play melee + combat magic and range + nat magic. I don't care if there is or isn't a new class, i'm ok with just the enchantment spells that split xp earned. This awesome mod i just found is the answer to one of my problems. Thanks a lot.

    BTW, i like to play range + nat magic characters with a focus on summons (if you need inspiration). I'll wait for the range + nat magic mod.

    My game started lagging after I added the Aranna Legacy version of this mod to my DS1 Legendary Mod game. Is there a solution?

    Edit: maybe it's just a performance issue on my side.

    Unfortunately this mod does not create items that give points to all Ancient Gifts abilities (like how base game items can give bonuses like "+1 to melee skills" ), and does not change the Amulet of Kings to account for Ancient Gifts either. Also, Erasira from Aranna Legacy mod won't help you remove skill points from Ancient Gifts tree.

    Hi,
    I've been wondering if it is possible for me to translate the contents of your mod to german?

    Tried the mod yesterday on an existing party.

    Some things work, others do not.

    The skills, in particular, do not work - they have no tooltips (so I don't even know what I'm putting points into) and putting a point in them gives the point back, so nothing changes. The custom tab seems to be visually correct, it has the correct icon and skill icons and custom background, etc. The tooltip for the tree name says it is ranged combat, while there are no tooltips for the abilities.

    Experience splitting works as it should (which was the main reason why I got this mod...), most spells seem to be working, even visually. Orbs cannot be auto-casted, even though they can be put into auto-cast slots. Which is a real bummer. The Templar spells either do not work, or I didn't figure a way to cast them - they won't be cast in auto-cast slots, there is no target available for them when manually casting them. Maybe some better documentation and an in-description tutorial on how to cast them would be nice.

    A table of added skills and spells with their stats and descriptions would also be great.

    Unfortunately, the original author burned himself out and hasn't been active in this thread for years, but I figured I could give feedback anyway.

    I'm using the "standard" non-Legacy of Aranna download.

    Highest official patch with the expansion pack.

    Additional mods installed (there might be collisions, right?):
    Elys_DS2BW_Succubus_v18 (and running the game through its manager)
    The Dawn of the Third Age unofficial expansion pack
    Conversation Freedom (monsters do not disturb recruit NPC dialogues)
    Auto Engage Drink v0_9
    AllPet&Spells
    Uberstash
    6Slots
    G_extra_Hair
    SD-SpellBook v1.0 (442 Edition) (4 auto-cast slots in spellbooks)
    AncientGifts-Beta-1C (i.e. this mod)

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