Divinity: Original Sin 2

Divinity: Original Sin 2

BonusUniques [DE]
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Update: 20 Jun, 2024 @ 3:37pm

-Added 2 more Uniques to act 1.
1. A ring for a hydro/healer character.
2. A strength sword that has lower damage but heals for every bit of damage it does.

-Made Divine Descent's unique passive work after ressurecting (reentering fight).
-Made Celebrimbor's ring teleportable by moving it slightly.

Update: 19 Jun, 2024 @ 9:07am

-Added text indicators for pyro shield blocks.
-Added a new support skill to the Midas wand, which causes you and an ally you cast it on to absorb ranged attacks and convert them into AP for a short time.
-Removed charge count on midas wand, since I couldn't untie it from the new skill and I wanted the Midas wand to actually have a use besides helping stuff auto level. Also, for the stage in the game when you get the midas wand it doesn't seem too overpowered to let you cast it on whatever you want.

Update: 17 Jun, 2024 @ 4:25pm

-Added a pyro shield to act 2.

Update: 13 Jun, 2024 @ 9:36pm

-Slight base damage nerfs to bring the new weapons in line with the existing ones.

Update: 13 Jun, 2024 @ 5:04pm

-Added 6 new uniques!
-Act 1:
1. A constitution based sword (for deathknight style builds/tankers)
2-3. 2 Intelligence maces for some more elemental build coverage (Water and Earth)
4. An Intelligence dagger (Water)
-Act 2:
5. Partner dagger for #4 (Also water)
6. An Aero based Shield

- Changed the favorable wind status on the Aero helmet to breathing bubble, since the glove's special effect was also related to movespeed and you would often want to cast favorable wind anyway for allies.

Update: 12 Jun, 2024 @ 8:09pm

-Minor icon update for the new unique.

Update: 12 Jun, 2024 @ 8:00pm

-Added 2 more new Uniques to Act 2!
1. A Rogue based ring with a very cool mechanic to play around.
2. An elementalist belt to give some more build diversity.
-Changed the skill attached to the wind staff, since I put that skill on the elementalist belt instead.
-Edited some of the uniques I considered to be weaker than others in their base stats (minor changes, adding some more school points etc)

Update: 11 Jun, 2024 @ 6:20pm

Fairly Decent update today:

-Added 2 new uniques to Act 2:
1. The greatest meme weapon everyone always wanted, an epic frying pan with unique skills and statuses!
2. An amulet designed for a tanker to wear that gives some nice utility and a custom skill.
-Switched the Necrofire on the Demon Helm to sparkstriker, since being perma necrofired can get kinda annoying and it doesn't benefit the user very much.
-Added +1 to each respective school on the boots since they were a little underwelming.
-Fixed some Uniques not having tooltips that would show, some still don't because of the location they are stored in but there were a few that didn't have the setting turned on for some reason.

Update: 4 Jun, 2024 @ 1:35pm

-Added a new Auto skill to the boots items and confined the new combat start/end functionality to them for the cases that people might like to manually control the trails.

Update: 4 Jun, 2024 @ 12:45pm

-Minor update to make the trail boots auto activate and deactivate on combat start/end, so that you don't have to manually toggle them (mainly for annoying ones like oil/poison/fire trails that you might not want to have on outside of combat). The skills still require no AP so you can toggle them back off if you don't want them active in combat.