Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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imminence May 31, 2016 @ 9:27am
Great mace / club...?
I know about many 1-H blunt weapons, but have yet not seen a 2-HD one.

Are there any? If so, can I craft one?
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Showing 1-12 of 12 comments
Ssenkrad_II May 31, 2016 @ 11:45am 
Crafting mace's is terrible in game, the only one is nail + branch and it will not allow (any mace) tenebrium addition. There are also multiple unique gold maces in game but no 2-handed...

The only real 2-handed maces I see on a regular basis are tenebrium 2-handed maces being sold in Sacred Stone which require massive investment in tenebrium skill and are overall weaker than almost every one of their counterparts (even spears).

You can craft swords, axes, daggers, crossbows/bows, and even spears and can add tenbrium to all of them- mace gets the shaft (har har) I don't really understand the reason!
imminence May 31, 2016 @ 12:22pm 
Seems to be the same issue as it is with shields. I start to believe, that the devs simply "forgot" to add certain items.

Nevertheless, if I give my 2-HD-fighter a wizard's staff, which can also be used as melee weapon, will this be covered by the 2-HD-skill or must I add the skill for staffs?
Ssenkrad_II May 31, 2016 @ 12:27pm 
2 handed will only increase crit from 200% to 300% plus add some crit % chance- it should feed into using a 2-handed staff. Staff skill will do something else entirely if I am not mistaken...

Not sure why they didn't do shields or mace, as there is enough ore around (steel or iron, large or normal) to have a "branch + ore = 2 handed and single mace" as well as "ore + hammer = shield"... It would be a great stand alone mod I would believe as well as giving the option to add tenebrium to the mace... Oh well, it is what it is...
Last edited by Ssenkrad_II; May 31, 2016 @ 12:28pm
LadySky89 May 31, 2016 @ 4:38pm 
Originally posted by Ssenkrad_II:
2 handed will only increase crit from 200% to 300% plus add some crit % chance- it should feed into using a 2-handed staff. Staff skill will do something else entirely if I am not mistaken...

Not sure why they didn't do shields or mace, as there is enough ore around (steel or iron, large or normal) to have a "branch + ore = 2 handed and single mace" as well as "ore + hammer = shield"... It would be a great stand alone mod I would believe as well as giving the option to add tenebrium to the mace... Oh well, it is what it is...

I was wondering why I didn't find one indeed. The game advices you the usage of blunt weapons against certain monsters, skeletons for example, which are better resistant to blades... but there is none to find! Except some rare and ugly 1h maces...

Anyway staves work fine for the purpose.. you don't get any malus by using them without being a mage, as their damage doesn't depend to any skill at all. (btw, there's no "Staff" skill, check better) And more generally, this game is very versatile about weapons, you can benefit from bonuses by increasing relative skills, but you can potentially use just anything on any kind of character.
Ssenkrad_II May 31, 2016 @ 4:40pm 
I was curious about the "staff skill", I never use staffs or wands, I know there is a new "wand skill", didn't know about the no staff skill, too funny...

Knockdown arrows deal crushing damage as well as crippling blow... It is the "crushing damage" that is important!
imminence May 31, 2016 @ 5:03pm 
Well, my idea with staffs was good, but it won' work :steamfacepalm:

I tried to give it to the female fighter from the inn, but she has only 5 INT
and staffs require INT, like a sword requires STR. I won't gimp her just to see the next tier of staffs requiring even more INT.
Ssenkrad_II May 31, 2016 @ 5:06pm 
She comes with crushing blow I believe (if not get it on her asap), use the skill as much as possible!

You could also do a rush for tenebrium gear.
LadySky89 Jul 10, 2016 @ 11:53am 
Staff for mages are useless imho. Sure, you could spam the spell to throw an equivalent blow to the staff elemental damage, but nothing other than that. If you go for auto-hit, your character will go toward the mob (as staves are melee), and often staves have useless bonuses or none at all.

Wands are much better (with a dual weapon skill maybe, to reduce auto-attack cost). They auto-attack from distance and you can combine them to do multiple elements' damage, they also have decent stats + 3 charges of an additional skill you have not learned.

Without a skill to enhance staves, and they way they are now, staves are just pointless imho.
Lautrec Jul 10, 2016 @ 3:13pm 
Staves can open melee power stance which will increase your "all" damage by %20. They don't need dual wielding invesment either. They are not worse than wands, they are actually way better than wands.
LadySky89 Jul 11, 2016 @ 5:25am 
Originally posted by Tosimaru:
Staves can open melee power stance which will increase your "all" damage by %20. They don't need dual wielding invesment either. They are not worse than wands, they are actually way better than wands.

I'm talking about mages, I don't need it on melees or ranged... it is supposed to be a mage weapon... I rarely use auto attack at all, but when I do, it's very dangerous to get nearby enemies just to attack them (for a mage). So you kinda can't use any bonuses added to that staff. (stun, paralize, knockdown etc, which are comfy and very effective if used from wands instead) Does "all" damage include spell damage too, which is calculated on INT and elemental damage?
Last edited by LadySky89; Jul 11, 2016 @ 5:27am
Ssenkrad_II Jul 11, 2016 @ 8:33am 
Yes, it does include spells... Which is why I dual and use the skill for mages as well as for bows (power stance also is in bows)
LadySky89 Jul 11, 2016 @ 1:58pm 
Nice to know
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Date Posted: May 31, 2016 @ 9:27am
Posts: 12