Divinity: Original Sin 2

Divinity: Original Sin 2

63 ratings
Staves of Magus [DE]
   
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Type: Add-on
Game Mode: Story, GM
Tags: Skills, Weapons
File Size
Posted
8.563 KB
21 Jan, 2019 @ 3:19am
1 Change Note ( view )

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Staves of Magus [DE]

In 1 collection by Elvasat
Elvasat's Mod Collection [DE]
6 items
Description
This mod makes some changes on Staff of Magus skill. It is alternate to
Ranged Staves [DE] mod


Staff magus skill has 0 cooldown

Staves have different Staff of Magus skills according to their damage type.

It doesn't change any stat or range.


Mod compatibility:

This mod changes following stats of the game:

_Staffs_Fire
_Staffs_Water
_Staffs_Poison
_Staffs_Earth
_Staffs_Air


9 Comments
Bog 15 May, 2024 @ 11:03am 
if you still work on this, can you make physic staff mod patch?
RunYouCleverBoy 11 Jun, 2023 @ 10:38pm 
same- it stops working
Tru_Catch 28 Apr, 2023 @ 6:06pm 
This mod worked for one session (1-2 hrs) then died. Tried reinstalling, still doesn't work.
4rGodd 5 Nov, 2022 @ 4:13am 
Hello, I have a problem, the mod suddenly stopped working. In the sense that stats and cooldown of the staff were thrown into default as an attack by staff. Everything works in the new game, but on the old preservation it stopped. Can i somehow fix this, or will I have to play further without this mod? (sorry for the bad English, I wrote through a translait)
Soy Story 9 Oct, 2020 @ 6:36pm 
+1 for '1 Cooldown' and 'Colored Icons' (if it's possible).
Daevinski 20 Jan, 2020 @ 9:58am 
+1 for '1 Cooldown' and 'Colored Icons' (if it's possible).
Fjarun 26 Jan, 2019 @ 5:25pm 
A version of this with the Staff of Magus ability cooldown changed to 1 would be welcome. Both to avoid the player's optimal move being just spamming the magic missile-style attack and to prevent NPC's doing the same. Radeka for example can end up using the ability twice in a turn and then ending her turn which isn't a problem per say, but it makes combat fairly uninteresting to be a part of when that happens.
Sombrero 26 Jan, 2019 @ 1:14am 
I don't really understand the change ? By default staff of magus is already hitting in the appropriate element. Is it meant just to make clearer on the name of the spell what element it is using ?
Fuzzy Wuzzy 22 Jan, 2019 @ 10:40pm 
Damn.. From the thumbnail I expected this to be a visual change, modifying the icons to be different colours for the corresponding elements. It appears it was merely just a text change. :steamsad: