Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Neko-Saskia Nov 1, 2015 @ 10:04am
tenebrium wands?
is that a thing in EE? can't find any indication of it but wouldn't their absense be fairly detrimental to magic heavy character's ability to beat the last bosses?
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Showing 1-12 of 12 comments
Xero Nov 1, 2015 @ 10:31am 
There were no tenebrium staves before... So probably no tenebrium wands.
Seigensi Nov 1, 2015 @ 10:35am 
Lore wise Tenebrium is a material in the game like metal or wood, no logic behind turning it into some sort of magic projectile.
T-man Nov 1, 2015 @ 10:41am 
Originally posted by Seigensi:
Lore wise Tenebrium is a material in the game like metal or wood, no logic behind turning it into some sort of magic projectile.

There are already wood and metal wands in the game... and they do not "shoot wood or metal"...
So a Tenebrium wand that deals shadow damage is completely viable lorewise.

BTT
But I also don't think something similar is in the game.
Last edited by T-man; Nov 1, 2015 @ 10:42am
Seigensi Nov 1, 2015 @ 10:46am 
Haven't checked wands out, tenebrium made sense in the original as far as projectiles with bows and the like, but the important factor for tenebrium was the effect it had on contact with things. You get the rot by touching it, people are damaged by contact with the thing itself. If you had a rod made of tenebrium shooting magic it would not apply a tenebrium effect. If you choose to read my post as "shoot metal or wood" when I was trying to simplify my point for explanation thats fine, but wrong. Lets not forget that tenebrium only had damage modifiers for physical damage inflicted with it. Nothing to do with spells or magic.
T-man Nov 1, 2015 @ 11:33am 
Originally posted by Seigensi:
Haven't checked wands out, tenebrium made sense in the original as far as projectiles with bows and the like, but the important factor for tenebrium was the effect it had on contact with things. You get the rot by touching it, people are damaged by contact with the thing itself. If you had a rod made of tenebrium shooting magic it would not apply a tenebrium effect. If you choose to read my post as "shoot metal or wood" when I was trying to simplify my point for explanation thats fine, but wrong. Lets not forget that tenebrium only had damage modifiers for physical damage inflicted with it. Nothing to do with spells or magic.

That's what YOU made up in YOUR mind... and nothing else. So do not try to sell it as anything else...
But well... let's keep your notion for now.
So... do you get shocked when touching a wooden wand? No? Ok seems it's no inert ability of wood then. So why can it shoot lightning (and other elements) when used? :goblin:

Plus... it's a... "fantasy"-game... "fantasy"-games are called "fantasy"-games because they contain a lot of "fantasy"...
Last edited by T-man; Nov 1, 2015 @ 11:36am
Krave Nov 1, 2015 @ 11:34am 
I don't understand what you are referring to with the last boss. Flank him to death then chop him down with deathknight summons. Wands are for early-midgame and their damage dramatically falls off late.
Neko-Saskia Nov 1, 2015 @ 11:37am 
Originally posted by Seigensi:
Haven't checked wands out, tenebrium made sense in the original as far as projectiles with bows and the like, but the important factor for tenebrium was the effect it had on contact with things. You get the rot by touching it, people are damaged by contact with the thing itself. If you had a rod made of tenebrium shooting magic it would not apply a tenebrium effect. If you choose to read my post as "shoot metal or wood" when I was trying to simplify my point for explanation thats fine, but wrong. Lets not forget that tenebrium only had damage modifiers for physical damage inflicted with it. Nothing to do with spells or magic.

well in the "Shambling Oak Death Wand" in non EE was made with tenebrium, so.... i don't see why it shouldn,t be posible in EE with the new wand class,

but mostly i don't really care about lore, it's more a question of whether it's even viable for mage classes to kill the end bosses without it in the game
Frede Nov 1, 2015 @ 11:41am 
I've found a tenebrium wand, yes. It deals Tenebrium damage (Who would've thought) and no elemental damage. The base stats are mediocre though.
Krave Nov 1, 2015 @ 11:41am 
If you have a pure mage squad, have each mage summon something and now you have everything your heart desires. Flank defense debuffs are cumulative. If you want to use spells on the last boss, you'll die to the adds very fast. No amount of wand damage will save you from the steady stream of spawning adds.
Neko-Saskia Nov 1, 2015 @ 11:42am 
Originally posted by Krave:
I don't understand what you are referring to with the last boss. Flank him to death then chop him down with deathknight summons. Wands are for early-midgame and their damage dramatically falls off late.

i don't know what you're smoking cause my high speed, dual wand mage is the most op character i've ever had
Neko-Saskia Nov 1, 2015 @ 11:46am 
Originally posted by Bukke:
I've found a tenebrium wand, yes. It deals Tenebrium damage (Who would've thought) and no elemental damage. The base stats are mediocre though.

ok good to know
Krave Nov 1, 2015 @ 11:51am 
Originally posted by Mashiro-Senpai:
Originally posted by Krave:
I don't understand what you are referring to with the last boss. Flank him to death then chop him down with deathknight summons. Wands are for early-midgame and their damage dramatically falls off late.

i don't know what you're smoking cause my high speed, dual wand mage is the most op character i've ever had

I'm smoking mathematics.
Level twenty wands max out around 80-100 damage. Max DW (5) is 3 AP per two wand swings. All 3 sets of endgame bosses have high natural elemental resists. My DW wand mage was doing about 30-60 per volley, at 3.5 volleys per turn, for around 160 effective damage a turn.

Compare this to summoning a deathknight decapitator. For a one-time cost of AP, you get 3 swings of 120-180 on the first turn, 2 swings every additional turn. You don't have to spend AP for this continuous damage after the first turn. Each swing has a chance to knockdown the target, allowing 100% hit against it for everybody else and denying that enemy at least 1 turn. The summon is also an awesome tank (1200 hp, over half off physical damage as armor reduction) and soaks up dangerous CC and nuke spells. It isn't even comparable.

The DW wand build is great early on due to its innate 100% hit rate and easy proc of elemental effects. But as the game goes later and later, other builds get tools to get 100% hit rate, and elemental effects become less and less important. There are some fights where enemies are just immune to elemental & environmental effects.
Last edited by Krave; Nov 1, 2015 @ 11:53am
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Date Posted: Nov 1, 2015 @ 10:04am
Posts: 12