Divinity: Original Sin 2
0 of 0

File information

Last updated

Original upload

Created by

Waterzxc

Uploaded by

waterzxc

Virus scan

Safe to use

About this mod

This mod introduces several key features to various weapon types. Swords and hammers are no longer the same. Crossbows are never stronger than Bows. Staves are pretty nice too.

Requirements
Permissions and credits
Feels like all those swords, hammers and axes all work the same?
Feels like bows and staves need some love?
Feels like there's no reason to go dual wand rather than wand + shield?
This is the mod for you.

This mod introduces several key features to various weapon types. Swords and hammers are no longer the same. Crossbows are not always stronger than Bows. Staves are pretty nice too.

Version 2 is now available! (You can still choose to download version 1 if you want to)

Version 2.1 Update:
Spear special attack skill: 2AP, 2 turns cooldown. Deals 110% weapon damage as piercing damage to target!

1 hand weapons:
1h sword: Defensive option for light figher. Gives bonus dodge chance & movement speed
1h axe: Slightly lower base damage, but bonus crit chance and crit damage (155%).
1h club: Big damage fluctuation. For those who like to gamble on their damage output

2 hand weapons:
2h sword: No change. Highest consistent damage output (without Crit) of all 3 two-handed weapons.
2h Axe: Give bonus crit chance and EVEN more crit damage (160%). But accuracy is reduced by 5%.
2h club: Heavy weapon for tanks. Huge damage fluctuation. Heavy and sturdy so they give movement speed penalty but increased Preservance.

2h skill All In now deals increased damage in AOE.

Spear: bonus accuracy and dodge chance.

Staff:
Bonus Intelligence and Memory. Staff of Magus now deals more damage.

Wands:
Bonus Crit chance. Base damage increased.

Bows:
Bonus starting AP (NOT AP per turn). Base damage increased.

Crossbows:
Base damage lowered, but Crit damage is increased (160%). This is a buff for late game crossbows, but nerf to early game.
Crossbows remain a better damage output than bows, and has better scaling with Crit Chance. Bows become a utility option for those who want extra starting AP.

Daggers: no change


Details: (Version 1)
(Note: Base damage of most weapons are adjusted for balance reason)

1 hand sword: your defensive option
now gives bonus dodge chance and movement speed, but slightly lower damage
1 hand axe: strong but inaccurate
Now has increased damage, but lower accuracy
1 hand club: Crit machine
Now gives bonus Crit chance and Crit damage


2 hand sword: no change. Simple, yet effective weapon of choice
2 hand axe: Huge fluctuation of damage, low accuracy but once it hits, it can hurt a lot!
2 hand hammer: the Tank
Heavy Tank that has bonus Preservance, but lower movement speed. Also gives bonus Crit Chance and Crit damage.

2 hand skill ALL IN is now AOE. Damage increased

Spear: Weapon of choice for light fighter
Now gives bonus accuracy and dodge chance

Staff: Weapon of the wise
Bonus Intelligence and Memory. Staff of Magus skill now deals more damage and has small AOE.

Wands: Crit mages' favourite
Bonus Crit chance. Base damage greatly increased.

Bows: For archers who like rapid fire
Now gives 1 starting AP (NOT AP per turn, only start AP). Base damage slightly increased.

Daggers/ Crossbows: unchanged


To install:
Put the .PAK file into C:\Users\UserName\Documents\Larian Studios\Divinity Original Sin 2\Mods


FAQ:
Q: Is this mod compatible with saved games?
A: Yes

Q: Game won’t load after installing this mod
A: All override mods need some time to load. Load your saved game, go grab a coffee and come back later.