Divinity: Original Sin 2

Divinity: Original Sin 2

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Spellblades & Other Magical Weapons
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
9.846 MB
2 Apr, 2019 @ 2:49am
16 Aug, 2019 @ 3:23am
11 Change Notes ( view )

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Spellblades & Other Magical Weapons

Description
Why this mod?
Spellblades & Other Magical Weapons is a mod, that aims to make mage/warrior and mage/rogue builds more viable, by adding in a new set of elemental weapons, and changing the way that the armor resist system works, for most status-applying, weapon based skills.

What does it do?
There are two primary parts to the mod...

Elemental blades & other magical weapons
These weapons deal elemental damage and are affected by your strength/finesse, intelligence and your level in a relevant ability. This enables the attribute spreading that a spellsword character needs.

Dynamic armor status resist
If you are wielding one of the newly added weapons, you will now be able to apply status effects from weapon based abilities, when the target has no magical armor - no longer will that pesky physical armor stop your spellsword character from applying a knockdown. Note, this also affects staves, so go make your staff wielding warrior a reality!

The details...
  • New elemental weapons have been added for all of the generic melee weapon types - one for each of the elements; air, earth, fire, poison and water.

  • These weapons will not drop in the game, but instead are crafted by combining elemental essence and a weapon of the desired type.

  • Daggers, swords (1H/2H), axes (1H/2H), maces (1H/2H) and spears can now all be used to create magical weapons.

  • Using weapons of higher rarities to craft spellblades will result in a more powerful spellblade, by adding boosts like critical chance, blinded status effects and increased elemental damage.

  • Items of higher level, will have slightly higher chances of obtaining these boosts.

  • Using higher quality essence will give a boost to status chance, for applying the element corresponding status.

  • The crafted spellblades and magical weapons scale of your strength or finesse as usual but will also scale of the corresponding elemental school instead of warfare, since you are now dealing magical damage.

  • Putting points into the intelligence attribute will no longer be wasted, as having higher intelligence will trigger increasing buffs to weapon damage. Note, that this damage bonus will generally not be as significant as putting points into strength/finesse exclusively, as long as you are not wielding a very under leveled weapon.

  • You need at least 11 intelligence for a buff to trigger, and the buff will not benefit further from intelligence above 25 (to balance the late game).

  • Twohanded swords will trigger larger buffs than do swords, and swords will trigger larger buffs than daggers. Same thing for other weapon types.

  • Dualwielding will trigger a second buff 50% the size of the first one.

Compatibility
The only thing this mod overwrites, are the stat entries for status applying warfare and scoundrel skills. If another mod overwrites these there will probably be a conflict - otherwise everything should be fine.

Further comments
This mod is mostly finished, but you will probably see a few updates for new icons, perhaps some bug fixes and maybe even a new feature or two. Only the future will tell 0:

A few possible updates:
  • Improved crafting system for obtaining spellblades - Partially done, more to do!
  • Unique spellblades
  • More weapon types - they are here!
  • New icons, and perhaps weapon visuals - this may take some time...

A big thanks to the people in the Divinity: Original Sin Discord channel who put up with all my questions and helped me out a great deal - especially LaughingLeader who amongst other things showed me the concept for the (simple) behavior script used in this mod!

If you find any bugs, or have any questions and/or suggestions - please, feel free to share them below, I would like to hear all your ideas for the mod!

Thankyou for checking out this mod, I hope you like it!

Have fun! :)


Also... Since you've already come this far... If you like the mod, perhaps consider giving it a thumbs up, so that the steam algorithm does not bury this mod in the deepest depths of the workshop!



Popular Discussions View All (2)
2
6 May, 2019 @ 10:04am
PINNED: Elemental Weapon Analysis: Spellblades vs Odinblades
foxstriker9
0
17 Jan, 2021 @ 9:53am
Dynamic armor status resist not working?
Melzer
85 Comments
FeelsKekMan 2 Dec, 2022 @ 3:55am 
Hello @Tobberon really nice mod, I was wondering if you're still working on implementing ranged weapon to the mod or not, thanks in advance :)
JJ Woods 10 Feb, 2022 @ 10:05pm 
So i disabled the crafting overhaul mod cuz trying to make the spellblades from this mod would crash the game then almost crash my whole computer. There's some sort of conflict that happens when trying to make spellblades while the crafting mod is enabled. Do you or the author for the crafting overhaul mod have plans to fix this? Your mod is hella fun but so is the extended crafting stuff you get and it sux having to pick one or the other.
Tobberon  [author] 14 Mar, 2021 @ 4:46am 
@CoyBoye The modded swords should indeed scale with INT, although not directly - you won't see it on the weapon itself. Rather, a status-effect should appear which should increase weapon damage (based on INT).
Angel :): 3 Feb, 2021 @ 10:34pm 
Maybe it doesn't scale because original swords are STR based? If so, any planned updates for making INT based swords aswell for scaling?
Angel :): 3 Feb, 2021 @ 10:29pm 
Hello there, awesome mod to be honest, but I think something doesn't add up. I tried creating new char with cheat engine and make one spellblade and then put points into INT, that does not scale the weapon dmg itself whatsoever or that was intended?
NoOrdeR 17 Jun, 2020 @ 5:35pm 
does this work with crafting overhaul mod ?
Sonne 25 May, 2020 @ 11:41am 
Hello, could you add a gauntlet-like weapon, that has some spells bound to it... yes, I'm talking about the one Thanos had. Or just some regular ati or str based fist weapon? I searched all over workshop and Nexus mod manager for this kind of mod. I can't find a satisfied one. Then I found out your mod fascinating, could you make that come true?(The infinite gauntlet is just kidding)
Dęąth Viper 23 Feb, 2020 @ 7:21pm 
Would love to see another mod that does that with this mods spellblades. I cant do it because my divinity engine got corrupted somehow :(
Tobberon  [author] 23 Feb, 2020 @ 8:45am 
@McGibblers Not as the mod is now - atleast not from within the game. It could possibly be done with a separate mod/addon, although I dont suppose thats what you were looking for...
Dęąth Viper 22 Feb, 2020 @ 9:30pm 
anyway to randomize enemies getting spell sword items? Like for example if Im about to fight 3 magister swordsmen maybe 1 randomly gets a water blade ?