Divinity: Original Sin 2

Divinity: Original Sin 2

Spellblades & Other Magical Weapons
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Update: 16 Aug, 2019 @ 3:23am

Update: 8 May, 2019 @ 2:06pm

Pick a weapon, (almost) any weapon!

As per request, the mod now supports spell-spears, spell-axes and spell-whatnot. All the generic weapon types should now work. Also - using higher rarity essence now gives the spell-weapon an increased chance of applying the relevant status effect. Weapon skill status effects inflicted with staves will now also be resisted by magic armor, not physical.

Update: 13 Apr, 2019 @ 7:17am

Update: 12 Apr, 2019 @ 10:59am

Update: 12 Apr, 2019 @ 10:24am

Update: 12 Apr, 2019 @ 9:49am

Update: 12 Apr, 2019 @ 7:30am

Update: 11 Apr, 2019 @ 1:24pm

MAJOR UPDATE:

Improved crafting system for spellblades

  • Spellblades will now gain additional benefits from weapons of higher level and rarity! (see details in mod description)
  • Added a bit of visual fluff to the crafting - more to come in the future

Reworked internals
  • Major rework of the story script that sets spellblade buffs, and addition of a small behavior script for functionality
  • Spellblades crafted before update will no longer work - but go ahead and craft a better one!
  • The improved system should make for fewer bugs and is all-around cleaner

Update: 2 Apr, 2019 @ 1:17pm

Fixed wrong damage type of some twohanded swords.

Update: 2 Apr, 2019 @ 5:25am