Divinity: Original Sin 2

Divinity: Original Sin 2

69 ratings
Expanded Weapon Damage Types
   
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Type: Add-on
Game Mode: Story, GM, Arena
Tags: Weapons
File Size
Posted
Updated
7.939 MB
23 Aug, 2019 @ 2:05pm
23 Jan, 2024 @ 7:25pm
15 Change Notes ( view )

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Expanded Weapon Damage Types

In 2 collections by Krisys
Krisys Mod Package
7 items
Krisys Vanilla+ Mod Selection
11 items
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.

New weapons
I added the following weapon types to the game :
- Elemental 1-handed swords (fire, water, air, earth, and poison, Strength-based)
- Elemental 1-handed axes (fire, water, air, earth, and poison, Strength-based)
- Elemental 1-handed clubs (fire, water, air, earth, and poison, Strength-based)
- Elemental daggers (fire, water, air, earth, and poison, Finesse-based)
- Elemental spears (fire, water, air, earth, and poison, Finesse-based)
- Elemental 2-handed swords (fire, water, air, earth, and poison, Strength-based)
- Elemental 2-handed axes (fire, water, air, earth, and poison, Strength-based)
- Elemental 2-handed maces (fire, water, air, earth, and poison, Strength-based)
- Elemental bows (fire, water, air, earth, and poison, Finesse-based)
- Elemental crossbows (fire, water, air, earth, and poison, Finesse-based)
- Physical wands (inflict bleed, Intelligence-based)
- Physical staves (inflict bleed, Intelligence-based)
- Physical scythes that deal a bit more damage than staves but without the ranged attack (Intelligence-based) to complete your necromancer style
- Earth wands (create oil surfaces, Intelligence-based)
- Earth staves (create oil surfaces, Intelligence-based)

Except for wands and staves, elemental weapons with the following elements will have a chance to apply the following statuses:
- fire: burning (higher rate)
- water: chilled (lower rate)
- air: shocked (lower rate)
- earth: slowed (higher rate)
- poison: poisoned (higher rate)

How to get them?
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). Earth and Poison items each have 50% less probability to spawn than the other elements, to avoid advantaging Geomancer weapon builds too much. The physical wands and staves have the same drop rates than any of their elemental counterparts. Earth wands and staves are looted instead of poison 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 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 (50% chance for each) weapon of the same weapon type
- weapon + tormented soul = random uncommon physical weapon of the same weapon type

Those weapons start crafted at uncommon quality, but as the players level up, the quality of the items they can craft increases. I've mostly created those crafting recipes to ensure that players will always have access to weapons of the right element to their build, even if they don't get lucky with the loot and merchants.

I also increased spear range a bit, because they are somewhat lacking in comparison with other two-handed weapons, and I figured they would benefit from a little buff on their distinctive feature.

Compatibility
The mod will probably not be compatible with anything that changes the drop tables, especially the most basic ones, and should create some issues with mods that allow to combine weapons with elemental essences / tormented souls, but should be compatible with pretty much everything else.
36 Comments
Krisys  [author] 17 Jul @ 7:52am 
@Pimpin Pippin: Thanks! I'm really glad people are enjoying the mod :winter2019happyyul:
Pimpin Pippin 17 Jul @ 12:38am 
This is such a brilliant mod, thank you!
Especially the crafting recipes are a genius addition.
If Larian made this the default way weapons work DOS2 would have been a much better and more flexible game.
Krisys  [author] 4 Dec, 2024 @ 1:00pm 
@Byrote: Thanks, I'm glad you've been enjoying it! I'm not sure what you mean by slotless though, they are supposed to generate with as many rune slots as usual weapons :/
Byrote 3 Dec, 2024 @ 4:36pm 
Refreshingly straightforward in implementation. Pretty close to perfect for my latest playthrough. Uncommon starting level is fine, but slotless is definitely disappointing. Kind of turns into a damage penalty for builds that will already struggle against randomly super-high elemental resistances.
Mr.jbyyd 28 Apr, 2024 @ 6:03pm 
It doesn't matter, the fact that you can't upgrade doesn't prevent your module from being excellent. I look forward to your more updates. :)
Krisys  [author] 28 Apr, 2024 @ 5:55am 
@比格.迪克先生和斯摩.浦: By "four sisters' shining weapons" do you mean Sorcerous Sundries? It's not a deliberate choice, but from what I know Sorcerous Sundries has a few issues on its own, so I didn't go through the trouble of making compatibility adjustments for it, sorry :KiaraSad:
Mr.jbyyd 28 Apr, 2024 @ 5:41am 
Also MOD is great. I was always worried that the necromancer didn't have exclusive weapons.
Mr.jbyyd 28 Apr, 2024 @ 5:39am 
Hello, when I was playing, I found that the physical staff was not compatible with the official MOD's four sisters' shining weapons, which was embodied in the fact that elemental weapons and multiple upgrade materials could not be upgraded to the current level of equipment. My question is whether this is a BUG or a deliberate setup. I look forward to receiving your reply. :)
Pimpin Pippin 21 Feb, 2024 @ 4:18pm 
Okay thanks.
Just to double check, is the melee Staff (staves) supposed to have a bigger/longer melee range than the melee Scythe and most of the other 2-handed melee weapons?
Seems 2-handed axe/sword is 1.5 meters, Scythe is 2 meters and Staff is 2.5 meters which is a bit surprising when looking at their visual models.
Krisys  [author] 20 Feb, 2024 @ 2:44pm 
@Pimpin Pippin: Sorry, there isn't really any way to craft them for now, I just included them in the loot tables as a little bonus a week or two ago ^^' they should appear in merchants' inventories and chests once in a while