Expanded Weapon Damage Types

If you liked this item, please rate it up on Steam Workshop page.

Author: Krisys

Last revision: 2 Sep, 2019 at 23:04 UTC

File size: 7.52 MB

On Steam Workshop

Description:

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.

I added the following weapon types to the game :
– Elemental 1-handed swords (fire, water, air and poison, Strength-based)
– Elemental 1-handed axes (fire, water, air and poison, Strength-based)
– Elemental 1-handed clubs (fire, water, air and earth, Strength-based)
– Elemental daggers (fire, water, air and poison, Finesse-based)
– Elemental spears (fire, water, air and poison, Finesse-based)
– Elemental 2-handed swords (fire, water, air and poison, Strength-based)
– Elemental 2-handed axes (fire, water, air and poison, Strength-based)
– Elemental 2-handed maces (fire, water, air and earth, Strength-based)
– Physical wands (inflict bleed, Intelligence-based)
– Physical staves (inflict bleed, Intelligence-based)
– Earth wands (create oil surfaces, Intelligence-based)
– Earth staves (create oil surfaces, Intelligence-based)

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). The physical wands and staves have the same drop rates than any of their elemental counterparts. Earth wands and staves are looted instead of earth 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 uncommon non-crossbow or bow 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 (depends on weapon type) weapon of the same weapon type
– weapon + tormented soul = random uncommon physical weapon of the same weapon type

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