Divinity: Original Sin 2

Divinity: Original Sin 2

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Staves & Wand Expanded
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
15.203 KB
5 May, 2018 @ 1:06pm
5 Jun, 2018 @ 5:49pm
8 Change Notes ( view )

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Staves & Wand Expanded

Description
This mod adds physical and earth variations to staves and wands. Moreover, it expands their utility by giving it the ability to create surfaces.

Fire: Fire puddle
Earth: Oil surface
Poison: Poison puddle
Physical Blood puddle (+30% chance to set disease)
Water: Freezed surface
Air: Electrified water

Staves only create surfaces hitting the ground. Wands in the other hand, creates it by either hitting the ground or a target.

Staves have a Staff Of Magus skills for each element. They receive damage bonus from the respective magic school.

Wands have the base attack increased from 55% to 60% and grants a base 5% Critical Chance, and +1 to the respective elemental skill. [Up to revision]

Both staves and wands give up to 3 bonus points in memory, scale with the weapon level.

Know issues:
* The weapon won't create a surface when it have a "Set status on hit" property (e.g. Set Atrophy for 1 turn. 20% chance to succeed). For some reason the game ovewrite the previous property, it also happen without the mod (fire, poison and water wands), so it needs a fix from Larian side.
* No NPC uses Earth or Blood weapons, I prefer to avoid touching the NPCs. If there is a demand for it, I might try to create an add-on for this mod, but I rather not.

Note: Special thanks to hisn764 and Hoo the fool, I took a lot of inspiration in their mods:
True Staff of Magus (Staff Weapon Skill Rework) by huisn764
Addtional Missing Weapons by Hoo the fool
Popular Discussions View All (2)
1
7 May, 2018 @ 12:20pm
Staves & Wands Expanded to NPC add-on
Mei
0
6 May, 2018 @ 8:15pm
Staff Of Magus Skills
Mei
20 Comments
Mei  [author] 25 Sep, 2018 @ 6:45am 
@GreppiM: Looks like the DOS2 Engine was updated on Sep12th, my bad...

I'll give it a try during this week, but if I have to redo the whole mod, I'll probably give up.
Mei  [author] 18 Sep, 2018 @ 8:44pm 
@GreppiM: Not sure, Larian didn't release the oficial DOS2 Engine for DE. The current mods in Nexus and Steam Workshop were ported using an unpack software following this method:

https://www.reddit.com/r/DivinityOriginalSin/comments/9c3tg7/how_to_upgrade_classic_mods_to_the_definitive

But since it's not guarantee to work, I didn't try it.. yet

I'm tending towards the wait approach, since I didn't start a campaing in DE yet.
maxine64 18 Sep, 2018 @ 6:18pm 
Will this get ported to DE?
Nomi 12 Jun, 2018 @ 8:18am 
before the update i prefer staves than wands, but now it seems that wands are more useful lol
NdranC 29 May, 2018 @ 1:08pm 
I'm looking forward to testing it. How are you planning to change the elemental skills?
Mei  [author] 29 May, 2018 @ 4:15am 
@NdranC: I managed to get the +Memory working, but I still need to spam vendors to check the + Elemental Skill.

I think Staves are fine now... Staff Of Magus are on the overpowered side already.
NdranC 24 May, 2018 @ 10:45pm 
If I were to finallize my suggestion I guess it would be something like this

Wands: Offensive option for mages, you can use single handed or dual wield for more bonuses
+1 elemental skill of the right type, +5 crit chance

Staves: Utility option for mages, gives you a wieder range of abilities or utilities
+staff of magus, +3 memory

Obviously this is your mod and you can do what you think it's right. I just really like what you did with it and want to chime in on the finishing touch. Thanks for taking time to read all of this btw.
NdranC 24 May, 2018 @ 10:45pm 
Maybe I'm missunderstanding what you mean when you say that it scales really quick (the old way) but even though skill points scale multiplicative (specially warfare like we all know) guaranting a +1 to the right elemental skill in the wand will not really be that big of a deal. Let's imagine the worse case scenario, without your mod I found 2 wands that are w/e random element dmg to them BUT they both have +2 aero on each (this seems so rare and probably only going to happen if i abuse vendor item respawning), that will give me +4 extra aero. Now I install your mod and those wands change from +2 each to +3 each (if you follow my suggestion and make the bonus +1) that means that my char went from +4 to +6 aero. Is it an increase? yes but is it unreasonable? Doesn't really feel like it. Most end game gear in this game already freely gives +2 and +3 to most skills.
NdranC 24 May, 2018 @ 10:45pm 
I've also made this point before but I'll say it once more. If a fire wand drops that has +3 int +1 geo +1 dual(forced), then I'll have to switch to it because even though my aero wand used to fit both on damage (+electrified water) and elemental skill, with the new system I only really care about the int so I'll be a aero mage with a fire wand (that doesn't synergise with my aero build) and on top of that useless +1 geo and +1 dual that I don't need.
NdranC 24 May, 2018 @ 10:45pm 
@Mei I just saw the new changes to wands and I personally don't think it's a good fit. For example my current wand had +2 int +2 aero (aero base dmg) and it turned into +2 int +1 dual wielding. The problem with that is that I'm not dual wielding. I'm using a shield since I find it to be a really good fit for aerotheurge frontline. I need to be close so I can use most of the close range aero spells and the shield provides a strong source of magic armor (plus restore with shields up) that will allow me not only to survive, but to keep me protected from walking on electrified water and the occasional electric damage that I do to myself.