Divinity: Original Sin 2

Divinity: Original Sin 2

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D:OS2 - Assault Handcannon - Recipes & Skills
By RobotGodzilla
A guide for Assault handcannon mod which contains information about it's skills, equipment and crafting recipes. You can learn the crafting recipes by buying the book "The Mind-Blowing Art of Brimstone". Workshop Link here.
   
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• Recipe List: Missiles
Icon
Result
Item 1
Item 2
Item 3
Impact Missile
Sharp Metal Piece
Nailbomb Grenade
Pyrokinetic Missile
Impact Missile
Firestorm Grenade
Voltaic Missile
Impact Missile
Thunderbolt Grenade
Bombard Missile
Impact Missile
Cluster Grenade
Supersonic Pulse Missile
Impact Missile
Voltaic Missile
Scourgeddon Missile
Impact Missile
Pyrokinetic Missile
Source Orb x3
• Recipe List: Detonator & Satchel Charges
Icon
Result
Item 1
Item 2
Item 3
Item 4
Detonator
Wooden Log
Sharp Metal Piece
Short Stick
Rope
Explosive Satchel Charge
Metal Scrap
Nailbomb Grenade
Electric Satchel Charge
Explosive Charge
Thunderbolt Grenade
Napalm Satchel Charge
Explosive Charge
Firestorm Grenade
• Abilities: Handcannon
Icon
Skill Name
Type
CD
Base DMG
AP
Range
Scrap Blast
Primary
-
3-15
2 AP
8m
Cannonball Shot
Innate Skill
1 CD
11-12
2 AP
10m
Toggle Range Overlay
Innate Skill
-
-
-
8m

  • Scrap Blast: Release a short range devastating blast of piercing metal shards that deals massive physical damage to everything in its path. Each shot wears the weapon down by 3 durability points, additional weapon degradation is based on applied elemental statuses.

  • Cannonball Shot: A heavy armor-breaking projectile that can deal with targets out of reach of the primary attack, features a minor chance to cause knockdown.

  • Toggle Range Overlay: Enable the handcannon range overlay.



Skillbook Abilities
Icon
Skill Name
Requirements
CD
Base DMG
AP
Memory
Range
Siege Bulwark
Warfare 3
3 CD
-
2 AP
1 Memory
12m
Harpoon Strike
Warfare 5
2 CD
Piercing
DMG 10%
1 AP
1 Memory
12m
Drum Roll
Warfare 7
5 CD
3x Base
DMG
3 AP
1 Memory
8m
Deus Ex
Machina
Warfare 10
Combat only
30 CD
-
4 AP
2 Memory
-

  • Siege Bulwark: Deploy a mechanised shield that reduces incoming damage and negates common incapacitation statuses for 2 turns.

  • Harpoon Strike: Launch a chained harpoon at a target and, depending on the type of the target, either DRAG the target close to your character or PULL your character towards the target.

  • Drum Roll: Discharge the handcannon primary attack three times in quick succession.

  • Deus Ex Machina: Construct a mechanized war tower at your current position, sacrificing your handcannon into an ignition source for the tower’s weapon. A handcannon will not be used if a combat encounter ends before construction finishes.

Deus Ex Machina Skills
Icon
Skill Name
Requirements
Base DMG
AP
Range
Abaddon Round
War Tower
66-67
2 AP
20m
Dismantle
War Tower
-
-
-

  • Abaddon Round: Fire a powerful ram round that deals colossal damage to any target within its impact radius.

  • Dismantle: Deconstruct the tower and plug its handcannon off.

• Abilities: Missiles & Charges
Missile Stats
Icon
Name
Requirements
Base DMG
AP
Range
Impact Missile
Handcannon
32-33 Physical
2 AP
15m
Pyrokinetic Missile
Handcannon
36-37 Fire
2 AP
15m
Voltaic Missile
Handcannon
36-37 Air
2 AP
15m
Bombard Missile
Handcannon
26-27 Physical 8x
2 AP
15m
Supersonic Missile
Handcannon
80-81 Magic
2 AP
15m
Scourgeddon Missile
Handcannon
140-141 Physical
3 AP
12m

  • Impact Missile: Launch a standard explosive missile that causes severe physical damage.

  • Pyrokinetic Missile: Launch a chemical explosive missile that deals fire damage on impact and can ignite surfaces and clouds.

  • Voltaic Missile: Launch a missile filled with unstable shock crystals that deals air damage on impact and can electrify surfaces and clouds.

  • Bombard Missile: Launch a cluster payload that deals physical damage and breaks into 8 projectiles on impact.

  • Supersonic Missile: Launch an experimental umbra missile that deals heavy damage against magical defences on impact.

  • Scourgeddon Missile: Launch a heavy payload that deals excessive physical damage in a large radius on impact, deafening and knocking down even the mightiest of the foes.

Detonator & Satchel Charges
Icon
Name
Base DMG
AP
Range
Detonator
-
1 AP
30m
Explosive Satchel Charge
22 Physical
2 AP
8m
Electric Satchel Charge
7 Physical
22 Air
2 AP
8m
Napalm Satchel Charge
7 Physical
22 Fire
2 AP
8m

  • Detonator: Detonate any armed satchel charges within 30 meters.

  • Explosive Satchel Charge: Deploy a basic explosive charge at a location that will remain there until it’s blown up by taking damage or by using a detonator. Can be disarmed and picked up if it wasn’t used.

  • Electric Satchel Charge: Deploy a power coil charge at a location that will remain there until it’s blown up by taking damage or by using a detonator. Can be disarmed and picked up if it wasn’t used.

  • Napalm Satchel Charge: Deploy a fuel charge at a location that will remain there until it’s blown up by taking damage or by using a detonator. Can be disarmed and picked up if it wasn’t used.
• Equipment Stats: Assault Handcannon
Icon
Item
Requirement
Bonus Stats
Negative Stats
Assault handcannon
Requires Level 2.
Damage scales with
character's level, strength, finesse and warfare.
+ 100 Two-handed.
+105 Accuracy Boost.
Skill: Cannonball.
- 100 Huntsman
- 200% Critical Chance.
- 1 Movement.

  • Sold by Sold by Sarah - The Gunpowder Merchant Available at level 2

  • + 100 Two-handed is to meet the requirement to use any Assault handcannon mod related skills/items. It does not alter the damage on your weapon due to not being a melee.

  • - 100 Huntsman is to deny access to any huntsman related skills to the handcannon suchs as arrow storm or ballistic shot.

  • - 200% critical chance has no major impact because of the basic attack being a cone skill.

  • + 105% accuracy boosts no major change with your basic because it is a cone skill.

  • It does not get any benefit from necromancy.
• Equipment Stats: Utility belts
Bastion Belt
  • Light Bastion Belt: A belt equipped with a compact forge that allows to quickly patch armor even during combat and keeps its wearer warm, however, due to weight of the appliance it can considerably slow down its user.

  • Medium Bastion Belt: An expanded variant of the bastion belt that features a much stronger and bulkier compact forge.

  • Heavy Bastion Belt: An expanded variant of the bastion belt that features a much stronger and bulkier compact forge.

Icon
Item
Bonus Stats
Negative Stats
Light Bastion Belt
+ 5% physical armor regeneration.
+ 5% magic armor regeneration.
- Applies warm status.
- 10% speed reduction.
- 5 Initiative.
Medium Bastion Belt
+ 15% physical armor regeneration.
+ 15% magic armor regeneration.
- Applies warm status.
- 20% speed reduction.
- 10 Initiative.
Heavy Bastion Belt
+ 30% physical armor regeneration.
+ 30% magic armor regeneration.
- Applies warm status.
- 30% speed reduction.
- 15 Initiative.


Chaos Belt
  • Light Chaos Belt: A belt stuffed with a spiraling serum that is constantly injected into its wearer’s body, greatly improves stamina during combat actions, however the body itself becomes fragile as a side effect of the serum.

  • Medium Chaos Belt: A modified variant of the chaos belt that is able to supply bigger doses of the spiraling serum, with much stronger side effects.

  • Heavy Chaos Belt: A custom made chaos belt variant with near lethal doses of the spiraling serum which completely deteriorate its wearer’s skin and bones.

Icon
Item
Bonus Stats
Negative Stats
Negative Stats
Light Chaos Belt
+ 1 AP Start.
+ 1 AP Recovery.
+ 2 max AP.
- 20% physical resistance.
- 20% piercing resistance.
- 20% air resistance.
- 20% fire resistance.
- 20% earth resistance.
- 20% poison resistance.
- 20% water resistance.
Medium Chaos Belt
+ 2 AP Start.
+ 2 AP Recovery.
+ 4 max AP.
- 40% physical resistance.
- 40% piercing resistance.
- 40% air resistance.
- 40% fire resistance.
- 40% earth resistance.
- 40% poison resistance.
- 40% water resistance.
Heavy Chaos Belt
+ 3 AP Start.
+ 3 AP Recovery.
+ 6 max AP.
- 60% physical resistance.
- 60% piercing resistance.
- 60% air resistance.
- 60% fire resistance.
- 60% earth resistance.
- 60% poison resistance.
- 60% water resistance.


Recon Belt
  • Light Recon Belt: A thin lightweight belt that is largely used in scouting and rescuing operations. While it is made to support an array of agile movements, it slightly limits its user in their offensive capabilities.

  • Medium Recon Belt: An upgraded variant of the recon belt features a leg harness to further enhance movement capabilities, although due to the structure of the harness it is difficult to reliably perform the majority of fighting techniques and deliver heavy strikes in combat.

  • Heavy Recon Belt: A heavily modified variant of the recon belt, it boasts a heavy leg and waist harness that allows for prolonged and tireless scouting operations, however it drastically limits its user’s agility and overall stamina in combat due to immense discomfort and mild pain from the harness while performing various offensive stances.

Icon
Item
Bonus Stats
Negative Stats
Negative Stats
Light Recon Belt
+ 3 movement.
+ 4 initiative.
- 1 aerotheurge.
- 1 geomancer.
- 1 hydrosophist.
- 1 necromancer.
- 1 pyrokinetic.
- 1 scoundrel.
- 1 warfare.
Medium Recon Belt
+ 6 movement.
+ 8 initiative.
- 3 aerotheurge.
- 3 geomancer.
- 3 hydrosophist.
- 3 necromancer.
- 3 pyrokinetic.
- 3 scoundrel.
- 3 warfare.
Heavy Recon Belt
+ 9 movement.
+ 16 initiative.
- 6 aerotheurge.
- 6 geomancer.
- 6 hydrosophist.
- 6 necromancer.
- 6 pyrokinetic.
- 6 scoundrel.
- 6 warfare.


Skirmish Belt
  • Light Skirmish Belt: An experimental gravity belt that can manipulate the mass of physical weapons and projectiles, making their impact much heavier during attacks, and protecting its wearer from being displaced from one place to another by slightly anchoring them into the ground.

  • Medium Skirmish Belt: A tuned variant of the skirmish belt that features a stronger gravitational emitter, resulting in increased physical damage output. Applies heavier pressure to its wielder as a side effect.

  • Heavy Skirmish Belt: An overcharged variant of the skirmish belt that allows to deliver considerable physical damage during attacks due to unstable mass modifiers. Applies enormous pressure to its wielder and drains their stamina faster while performing attacks.

Icon
Item
Bonus Stats
Negative Stats
Light Skirmish Belt
+ 3 warfare.
Sets grounded.
- Thrown Immunity. (Can’t fly)
-1 movement.
Medium Skirmish Belt
+ 6 warfare.
Sets grounded.
- Thrown Immunity.
-2 movement.
-2 AP Recovery.
Heavy Skirmish Belt
+ 12 warfare.
Sets grounded.
- Thrown Immunity.
-4 movement.
-2 AP Recovery.