Divinity: Original Sin 2

Divinity: Original Sin 2

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intweapons
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
1.694 MB
16 Mar, 2018 @ 3:18pm
2 Apr, 2018 @ 2:58pm
7 Change Notes ( view )

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intweapons

Description
A mod that allows Swords, Two-handed Swords, Crossbows, Bows, and Daggers to spawn with any type of magic damage and scale off of intelligence instead of Strength or Finesse. Does not affect the basic vanilla weapons that deal physical damage and scale from Strength or Finesse, although they may show up less often since there's now more weapons that can take their spot in treasure tables.
8 Comments
musu.neko 17 Jun, 2018 @ 9:08am 
@Adrien i'm not sure if its a bug . i also used craft overhaul mod it seems that i could't get random int scaling dagger
Korgi 20 May, 2018 @ 3:21pm 
Is there a way to edit the mod myself in some way? I love the melee weapons for my battlemage, but I keep finding int scaling bows which is a downer for my ranged co-op partner
Butler 19 Apr, 2018 @ 10:32pm 
Great mod mate! really glad to see this on the workshop. i wanted to ask is there a way you could change the bonuses on the weapons? example i came across a two handed sword with air damage that scales with intellegence but it gave a plus one to strength, is it possible to change the parameters so the bonuses change to intellegence as opposed to their default i.e finesse and strength bonuses? i have very little mod experience so was simply wondering.
Arthel 3 Apr, 2018 @ 7:06am 
Fuck the thumbnail is on point mate hahahaha ! Great mod by the way, I can now really play a thaumaturge, love you drunken fox.
Adrien  [author] 23 Mar, 2018 @ 10:47pm 
They function the same as the original weapon, except they deal some form of magic damage, and scale off of intelligence rather than strength or finesse. They're not affected in any way by warfare, they'll be affected by their respective magic combat ability. A water damage sword, will be increased by putting points into Hydrosophist for example.
ILive66Failed 23 Mar, 2018 @ 5:02pm 
so these will basically function like staves? and without warfare will be much weaker than their physical counterparts, correct?
Blue Hexagon 17 Mar, 2018 @ 9:09pm 
Took a bit to find some equipment with the int scaling, but it looks like the mod checks out. Started finding them a little before finishing up the outside-the-actual-fort Fort Joy content.
mouse 17 Mar, 2018 @ 8:52am 
:terraria: