![]() ![]() If you do go with building it up on Jahan instead it will cost him 6 skill points instead. Spending those 4 points and 1 Talent on a main character is completely insignificant when you consider how OP any reasonbly built character ends up in this game. With Scientist and Pragmatic, and 2 pieces of gear with +1 Crafting +1 Blacksmithing, you actually only need to invest 1 point in Crafting to reach Rank 5, and 3 points giving rank 2 in Blacksmithing, to reach rank 5. And you can get that trait 30s after the start of a new game when you find the dead body on the beach that the book nearby says he thought he could fly. It actually works out cheaper since they can also have the +1 Crafting bonus from the Trait Pragmatic. However, I prefer to make one of my 2 main characters the crafter. There's a lot you can do with your Crafting and Blacksmithing skills to make the best loot you find, even better.Īs mentioned above, since Jahan starts with the Scientist Talent, he has +1 Crafting and +1 Blacksmithing. Metal shields can be combined with a Metal Plate to increase the Block chance stat. Or with a Shadow Essense to increase sneak. Or with a ruby to increase all elemental resistenses. You can then combine it with a Tormented Soul to add stat bonuses to the item.Īrmor can be combined with Essenses to increase elemental resistences. ![]() Combining it with a different element Essense will switch the extra damage to that element instead of fire. If the sword also has some extra fire damage, combining it with a Fire Essense will increase the amount of extra fire damage it does. The best weapon is the best you find as loot and then enhance with Blacksmithin and Crafting skills of rank 5.įor example, if you take the best sword you have found and combine it with a Whetstone, while having rank 5 Blacksmithing, it will increase the base physical damage of the sword by 25%. Since you've already come this far.The best weapon is not one you find as loot. ![]() Thankyou for checking out this mod, I hope you like it!Īlso. 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! New icons, and perhaps weapon visuals - this may take some time.Ī 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!. ![]() Improved crafting system for obtaining spellblades - Partially done, more to do!.Dualwielding will trigger a second buff 50% the size of the first one.įurther 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.Twohanded swords will trigger larger buffs than do swords, and swords will trigger larger buffs than daggers.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).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. Putting points into the intelligence attribute will no longer be wasted, as having higher intelligence will trigger increasing buffs to weapon damage.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.Using higher quality essence will give a boost to status chance, for applying the element corresponding status.Items of higher level, will have slightly higher chances of obtaining these boosts.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.Daggers, swords (1H/2H), axes (1H/2H), maces (1H/2H) and spears can now all be used to create magical weapons.These weapons will not drop in the game, but instead are crafted by combining elemental essence and a weapon of the desired type.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. ![]()
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