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Krisys

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KrisysTheFool

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About this mod

All weapons can spawn with damage of any element as their base damage type.

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My personal take on Divinity Original Sin 2 weapon damage types. The primary goal is to expand the field of viable build combinations by adding consistent damage sources to any possible ability / damage type combination.

New weapons
I added the following weapon types to the game :
- Elemental 1-handed swords (fire, water, air, earth, and poison, Strength-based)
- Elemental 1-handed axes (fire, water, air, earth, and poison, Strength-based)
- Elemental 1-handed clubs (fire, water, air, earth, and poison, Strength-based)
- Elemental daggers (fire, water, air, earth, and poison, Finesse-based)
- Elemental spears (fire, water, air, earth, and poison, Finesse-based)
- Elemental 2-handed swords (fire, water, air, earth, and poison, Strength-based)
- Elemental 2-handed axes (fire, water, air, earth, and poison, Strength-based)
- Elemental 2-handed maces (fire, water, air, earth, and poison, Strength-based)
- Elemental bows (fire, water, air, earth, and poison, Finesse-based)
- Elemental crossbows (fire, water, air, earth, and poison, Finesse-based)
- Physical wands (inflict bleed, Intelligence-based)
- Physical staves (inflict bleed, Intelligence-based)
- Physical scythes that deal a bit more damage than staves but without the ranged attack (Intelligence-based) to complete your necromancer style
- Earth wands (create oil surfaces, Intelligence-based)
- Earth staves (create oil surfaces, Intelligence-based)

Except for wands and staves, elemental weapons with the following elements will have a chance to apply the following statuses:
- fire: burning (higher rate)
- water: chilled (lower rate)
- air: shocked (lower rate)
- earth: slowed (higher rate)
- poison: poisoned (higher rate)

How to get them?
All the new weapons can be found like the base ones in the random loot and in shops. The elemental weapons have lower drop rates than their physical counterparts (1 in 4 strength or finesse based melee weapon will be elemental on the average). Earth and Poison items each have 50% less probability to spawn than the other elements, to avoid advantaging Geomancer weapon builds too much. The physical wands and staves have the same drop rates than any of their elemental counterparts. Earth wands and staves are looted instead of poison wands and staves half of the time.

To compensate the addition of new weapons, merchants now will offer more weapons (1.5 times more in the average). This way all weapon sorts should be generally available. I also took the liberty to boost the spears drop rates a bit in order to raise it from the base 1/4 chance that a given 2-handed weapon will be a spear.

In addition the mod adds recipes to craft weapons of any element :
- weapon + fire essence = random uncommon fire weapon of the same weapon type
- weapon + water essence = random uncommon water weapon of the same weapon type
- weapon + air essence = random uncommon air weapon of the same weapon type
- weapon + earth essence = random uncommon earth or poison (50% chance for each) weapon of the same weapon type
- weapon + tormented soul = random uncommon physical weapon of the same weapon type

Those weapons start crafted at uncommon quality, but as the players level up, the quality of the items they can craft increases. I've mostly created those crafting recipes to ensure that players will always have access to weapons of the right element to their build, even if they don't get lucky with the loot and merchants.

I also increased spear range a bit, because they are somewhat lacking in comparison with other two-handed weapons, and I figured they would benefit from a little buff on their distinctive feature.

Compatibility
The mod will probably not be compatible with anything that changes the drop tables, especially the most basic ones, and should create some issues with mods that allow to combine weapons with elemental essences / tormented souls, but should be compatible with pretty much everything else.