Spellblades & Other Magical Weapons

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Author: Tobberon

Last revision: 16 Aug, 2019 at 10:23 UTC

File size: 9.39 MB

On Steam Workshop

Description:
Why this mod?

Spellblades & Other Magical Weapons is a mod, that aims to make mage/warrior and mage/rogue builds more viable, by adding in a new set of elemental weapons, and changing the way that the armor resist system works, for most status-applying, weapon based skills.

What does it do?

There are two primary parts to the mod…

Elemental blades & other magical weapons
These weapons deal elemental damage and are affected by your strength/finesse, intelligence and your level in a relevant ability. This enables the attribute spreading that a spellsword character needs.

Dynamic armor status resist
If you are wielding one of the newly added weapons, you will now be able to apply status effects from weapon based abilities, when the target has no magical armor – no longer will that pesky physical armor stop your spellsword character from applying a knockdown. Note, this also affects staves, so go make your staff wielding warrior a reality!

The details…
  • New elemental weapons have been added for all of the generic melee weapon types – one for each of the elements; air, earth, fire, poison and water.
  • These weapons will not drop in the game, but instead are crafted by combining elemental essence and a weapon of the desired type.
  • Daggers, swords (1H/2H), axes (1H/2H), maces (1H/2H) and spears can now all be used to create magical weapons.
  • Using weapons of higher rarities to craft spellblades will result in a more powerful spellblade, by adding boosts like critical chance, blinded status effects and increased elemental damage.
  • Items of higher level, will have slightly higher chances of obtaining these boosts.
  • Using higher quality essence will give a boost to status chance, for applying the element corresponding status.
  • The crafted spellblades and magical weapons scale of your strength or finesse as usual but will also scale of the corresponding elemental school instead of warfare, since you are now dealing magical damage.
  • Putting points into the intelligence attribute will no longer be wasted, as having higher intelligence will trigger increasing buffs to weapon damage. Note, that this damage bonus will generally not be as significant as putting points into strength/finesse exclusively, as long as you are not wielding a very under leveled weapon.
  • You need at least 11 intelligence for a buff to trigger, and the buff will not benefit further from intelligence above 25 (to balance the late game).
  • Twohanded swords will trigger larger buffs than do swords, and swords will trigger larger buffs than daggers. Same thing for other weapon types.
  • Dualwielding will trigger a second buff 50% the size of the first one.

Compatibility

The only thing this mod overwrites, are the stat entries for status applying warfare and scoundrel skills. If another mod overwrites these there will probably be a conflict – otherwise everything should be fine.

Further comments

This mod is mostly finished, but you will probably see a few updates for new icons, perhaps some bug fixes and maybe even a new feature or two. Only the future will tell 0:

A few possible updates:

  • Improved crafting system for obtaining spellblades – Partially done, more to do!
  • Unique spellblades
  • More weapon types – they are here!
  • New icons, and perhaps weapon visuals – this may take some time…

A big thanks to the people in the Divinity: Original Sin Discord channel who put up with all my questions and helped me out a great deal – especially LaughingLeader who amongst other things showed me the concept for the (simple) behavior script used in this mod!

If you find any bugs, or have any questions and/or suggestions – please, feel free to share them below, I would like to hear all your ideas for the mod!

Thankyou for checking out this mod, I hope you like it!

Have fun! 🙂

Also… Since you’ve already come this far… If you like the mod, perhaps consider giving it a thumbs up, so that the steam algorithm does not bury this mod in the deepest depths of the workshop!