Divinity: Original Sin 2

Divinity: Original Sin 2

Throwing Weapons Armory- DE
21 Comments
Matchet 11 Jan, 2024 @ 8:11am 
Future patch's crafting recipes were never made, I guess (?)
AetherVanguard 11 Oct, 2022 @ 8:00pm 
It's a really cool idea but wow they are costly, especially at the start of the game.
Gilgy 15 Aug, 2020 @ 12:11am 
Have you considered making throwing Javelins? I've never seen it done.
Bongo 9 May, 2020 @ 5:38am 
The Throwing Knife of Disease doesn't seem to work on GM mode, any suggestions?
Col. Fagnificent 8 Dec, 2019 @ 4:35pm 
can I make a request?
- Similar to the Medicinal Dart that restores vitality, make one that restores or gives Physical Armor and another dart that does the same for Magic Armor. Pretty please and thank you ;3
MajesticNoodle 18 Nov, 2019 @ 4:29pm 
At least with Divine War all of these seem fairly balanced, only notable exception is the 2 turn knockdown axe is insanely strong. Even in Vanilla a no CD 2 turn knockdown is kinda crazy.
Kermitjames 2 Oct, 2019 @ 7:13pm 
I cannot seem to locate the shop keep in fort joy. Where exactly does she show up?
Krisys 19 Aug, 2019 @ 2:40pm 
Is it possible to get those items to be added to the game's loot tables instead of having them sold at one place ? It would be really cool :D
Boss Tripp 6 May, 2019 @ 12:27pm 
is there a way you can make a weapon that can be thrown and just comes back to you?
lost_soul 27 Apr, 2019 @ 2:01am 
So some daggers need a dagger to be equipped.. and some daggers do not? Is that planned for backstabbing?
Tachy 16 Mar, 2019 @ 6:44am 
Can we get crafting for these? that would be amazing, also the scaling is a tiny bit too high
Haddon 9 Mar, 2019 @ 1:20pm 
These throwing weapons are awesome, though they are not well-balanced. The physicals scale too well, at least the knives and axes. I would say make them deal piercing damage, so they don't scale with Warfare, or turn down the stat scaling a bit. I am currently using an ambidextrous Beast to Backlash an enemy, then throw 3 knives into their back, next turn use a teleport skill and 3 more knives. It is costly, and doesn't work until you get to Act 2 (the first vendor doesn't sell enough), but god Beast is doing as much damage as my Summoner/Necro and his summon combined.
RandomHero 30 Jan, 2019 @ 4:22pm 
Curious if this is still being worked on, a craftable version would be amazing or even the option to have them as skills instead of perishable items, i'm a huge fan of throwable weapons in any game and i'm about to start a rogue build in this so they would be perfect
njnothere 16 Jan, 2019 @ 2:42pm 
im not seeing these in GM mode for some reason?
Are these working right?
Keyen 9 Jan, 2019 @ 11:58am 
It's interesting. However, the amount sold is nowhere enough, at least at the first vendor (and to be honest, I dislike charge weapons).

Can you do a version where they are not consumed on use(a much more expensive version, for instance, because MAGIC, it comes back after throwing), or even better, lootable on the target on which they were used?

If you do, i can see myself do a playthrough with a rogue playing around ambidexterity + guerilla. Despite the high cost, sneak would be a good buffing option.

Edit: Ugh, Guerilla doesn't work on it, I guess it's not considered as an attack.
J0k3_R  [author] 9 Jan, 2019 @ 1:13am 
Yeah should be fine! I’ve tested it on an old save
heretic 8 Jan, 2019 @ 5:20pm 
Is this mod able to be added to a run that's in progress?
J0k3_R  [author] 8 Jan, 2019 @ 5:16pm 
Yeah, completely compatible, shouldn't be any clashes between any of the mods I've made with each other
Kodaxmax 8 Jan, 2019 @ 5:01pm 
i assume make grenades great again is compatible?
njnothere 7 Jan, 2019 @ 1:34pm 
misssed this!
Kyle'Thuzad 5 Jan, 2019 @ 3:52pm 
Yesss. I was waiting for this one!