Divinity: Original Sin II: Difference between revisions

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== General ==


== General Tips ==
* Make sure to pick up some bedrolls from the starting ship, they can be assigned to your ability bars and used at any time outside of combat to heal your party's health to full. They'll also provide them with the Rested status for a few turns if you initiate a fight immediately afterwards.
* Save often, manually. The game is intended to be difficult, and certain things can instantly kill you and your entire party at once instantly. Do NOT rely on autosaves, as those are infrequent, usually happening either just before entering a point which will have a fight, or at the start of a fight.
* If you play both co-op and single-player, create different profiles from the main menu to keep them separate, as quicksaves and autosaves made in the same profile will will overwrite themselves regardless of whether you are playing single-player or co-op.
* Be sure to save before trying something you suspect might be dangerous.
* After finishing the first act, you unlock the abilty to respec your character and change their appearance infinite times for free at the mirror.
* After finishing the first act, you get an opportunity to change up your companions once, and if you don't like them, you can switch to hired mercenaries without stories, but they also don't have tags. There are also only a limited number of mercenaries, but you can resurrect them just like PC's.
* Combat is in a round-robin order, players and enemies go one after the other, so Initiative is of highly questionable use. It's only particularly useful to have one character with high initiative, and that's only so they get the first turn in combat. Initiative for other characters does not matter very much. This also makes the Wits attribute mostly only good for spotting things (but this can be boosted by the spell ''Peace of Mind'', and for a slight increase to your Critical Chance, but this is generally of less use than investing into your damage-boosting attribute.
* If a conversation is going to result in combat, you can stall it indefinitely by not clicking on (end) and freely reposition your 3 characters not in the conversation to places of tactical advantage. This is kinda cheesy though.
* Status effects on characters in conversation are paused, so this can be used to pre-buff a character about to engage in conversation you know or suspect will end in combat, then you can buff someone else right before switching to the first to end the conversation.
* You should always engage enemies at your level or lower whenever possible. Enemies one level higher can be beaten, but are much more dangerous. Avoid fighting enemies two levels or more than you are.
* If you keep running into enemies too high a level for you, explore in a different direction until you find level-appropriate enemies.
* Keeping your gear up to date level to level makes a HUGE difference. You always want an up-to-date weapon.
* The only difference between Tactician and Honor difficulties is that Honor has permadeath and deletes your single save file. It also autosaves when someone in your party dies. It is not recommended to play Honor mode as your first (blind) playthrough, there are lots of ways to get screwed by things you might not have expected, and then there goes your entire playthrough. You have been warned.


* Enemies more than one level higher than your party become very difficult to take down. If you're encountering such enemies regularly, you might want to explore elsewhere or wrap up some unfinished quests first. Up to date gear also makes a major difference.


== Character Creation ==
* By default your party tends to start fights all clumped up and vulnerable to area attacks, but unchaining and spreading out your party members beforehand and finding high ground for your ranged characters can make even the toughest fights far more manageable.
* You have the choice between creating an Origin character or a custom character. The Origin characters have their own history with their own personal Tag allowing for custom interactions between the Origin character an NPC's, and their own individual quest, and they have a fixed name and gender (and a partly customizable appearance), but they can otherwise be customized as you choose. Origin characters don't have a personal tag or an individual quest, but can have their appearance fully customized.


* Character Presets are only suggestions. You can change pretty much everything from a preset. The only thing fixed by a preset, in fact, are the starting weapons found in the "Confiscated Weapons" chest.
* The game mentions the "sight range indicator" button (Shift on PC) as useful for sneaking around enemies, but its main use is for stealing from and pickpocketing friendly NPCs while sneaking. NPCs who notice something's been taken will look around for the culprit (you) for a short while, but if you stay out of sight for a bit they'll go back to not caring.
** '''Battlemage''': One-Handed Axe + One-Handed Axe
** '''Cleric''': Mace + Shield
** '''Conjurer''': Wand + Shield
** '''Enchanter''': Staff
** '''Fighter''': Sword + Shield
** '''Inquisitor''': Two-Handed Hammer
** '''Knight''': Two-Handed Sword
** '''Metamorph''': Two-Handed Spear
** '''Ranger''': Bow
** '''Rogue''': Dagger + Dagger
** '''Shadowblade''': Dagger
** '''Wayfarer''': Crossbow
** '''Witch''': Dagger
** '''Wizard''': Wand + Wand


* Certain quests are unable to be completed without the Scholar tag. That is the only tag which has such a restriction. Red Prince, Sebille, and Fane all start with the tag, and having at least one of them in your group will help.
* Characters in dialogue won't usually move or react to anything else which can be taken advantage of in a variety of ways, such as in assisting with pickpocketing or repositioning your other party members for a battle about to start. The durations of buffs and debuffs also don't tick down for anyone mid-conversation.
* Do not split your attribute points between two different damage-boosting abilities (Strength, Intelligence, Finesse), you can only deal damage in one way at a time (either physical or magical), and it cuts your damage output making you less effective at both than a specialist.
* If you want to minmax, Warfare does more for physical damage than weapon skills. This also works for Necromancy as well.
* Healing from Necromancy's passive bonus and Mosquito Swarm is "neutral" and does not damage Undead or living under the Decaying Touch status effect. Bloodsucker DOES still cause damage like regular healing, though.
* You can talk to NPC's to distract them, or turn their view cone for thievery.


* Save regularly and in different slots as autosaves are unreliable. You can also save mid-conversation and you'll be back in that part of the conversation when you load the game.


== Civil Abilities ==
* Quicksaves and autosaves made in the same profile overwrite themselves regardless of whether you are playing single-player or co-op, meaning it's better to make separate profiles if you're playing both.
* Civil Abilities cap at 5 base points, but can be increased over the cap with bonuses from items. You only get a total of 6 Civil ability points throughout an average playthrough, so you can only max out one of them, and its advised to stick with a different one for each party member.
* If you plan on having your chosen main character talk to most of the people, it's advised that they take Persuasion as their chosen civil ability.
* With the Pet Pal Talent you can talk to animals, and sometimes they have persuasion checks, so Pet Pal is often suggested as a Talent for your Persuasion character, although perhaps not enough to make it mandatory.
* Lucky Charm, Bartering, and Thievery are three different ways to essentially increase your wealth.
* Avoid taking Sneaking and Telekinesis as Civil Ability points. Sneaking is of no use in combat, and not that difficult outside of combat, anyone can sneak without it. Telekinesis is only useful to invest in for a very specific gimmick build based around using TK to throw containers packed with as many things as possible at enemies to deal massive damage. If that's not your thing, skip it.


== Character Creation & Development ==


== Talents to Avoid ==
* You have the choice between creating an Origin character or a custom character. The Origin characters have their own history with their own personal Tag allowing for custom interactions between the Origin character an NPC's, as well as their own individual quest and a unique skill, but they can be built and customized freely beyond some minor cosmetic limitations.
* '''All Skilled Up''' and '''Bigger and Better''' trade a Talent point you get once every 4 or so levels in exchange for - in the case of "All Skilled Up - an Combat Ability point you get once every level and a Civil Ability point you also get about once every four levels. In the case of Bigger and Better, it's trading a Talent point for one level's worth of Attribute points, which is a very poor trade. These are only much use in Act 1 before you can respec.
* '''Ambidextrous''' is not that great since the scrolls you'd be using most often cost 1 AP already, and grenades don't scale with the player so are not especially useful.
* '''Demon''' and '''Ice King''' effectively are their own counters - the resistance you get from one element is cancelled out by the other, so you're only really left with the +10% to Maximum resistance, which you will NEVER come close to hitting without a lot of luck with the randomly generated gear.
* '''Comeback Kid''' is a death resistance talent which heals you back up to 20% HP instead of dying. It doesn't trigger other "on death" Talents such as '''Morning Person''' or '''Unstable''', and 20% health leaves you in range to be one-shot killed by most things anyway.
* '''Five Star Diner''' doubles the effects of food, but the effects of food are pretty low and are usually worse than using a potion.
* '''Glass Cannon''' is a dangerously attractive Talent, but it's more a liability than anything else. The AI knows you will have Glass Cannon, and it is very aggressive at targeting you with hard crowd-control (CC) skills which can render you unable to act.
* '''Guerrilla''' is aggressively bad. Sneaking inside combat costs a staggering 4 AP - one entire turn's worth, and a regular attack costs 2 AP, so you're paying a total of 6 AP to do the damage of less than 3 AP's worth of normal attacks. It only adds damage for one Huntsman skill (Assassinate) and one Scoundrel Skill (Mortal Blow), and otherwise is only useful for sneaking up from outside of combat and unleashing your first blow.
* '''Morning Person''' heals you to full when resurrected by a Rez scroll... but if you're playing well, you shouldn't be dying in the first place.
* '''Leech''' heals you a little when you walk over blood for much less use than spending that same amount of AP to use a potion.
* '''Slingshot''' extends the range of your grenade throws by 5 meters, but the range is pretty much fine as it is, and grenades aren't that useful anyway.
* '''Torturer''' only applies to damage-over-time status effects, nothing else. So only Bleeding, Poisoned, Burning, Necrofire, and possibly Ruptured Tendons. This is especially questionable since if you are able to get one of these to land, it's a sign that you can probably finish the enemy off before the extra turns come into play anyway. Torturer does combine well with Burning and the ''Spontaneous Combustion'' skill, but a Talent which only works with one or two skills is of poor utility.


* You unlock the ability to respec your characters for free at will after leaving the first island, meaning you're not locked into any class or build choices you make. Unlike in the previous game, characters also retain all their learned skills. You will however be locked into the three Origin companions you add to your party after leaving the island for the rest of the game, although custom mercenaries can always be added at will.


== Crafting ==
* The Warfare skill boosts all physical damage, including things like bow attacks and Necromancy spells. Also, unlike weapon skills (like Ranged or Single-Handed) the Warfare bonus is calculated on top of all other damage bonuses, usually making it the strongest choice for improving physical attacks.
* If an item, when right-clicked, does not have "Combine" as one of the options in the pop-up menu, it is not usable in crafting. Feel free to sell it.


Handy Recipes:
* Don't be hesitant to "dip" a point or two into Combat Abilities other than the character's main focus if there's a Talent or Skill you want locked behind it. One common use is to pick up at least one instant movement ability like Huntsman's Tactical Retreat or Scoundrel's Cloak and Dagger for everyone as mobility is very useful for all characters.
** Empty Potion Bottle + Penny Bun Mushroom = Small Healing Potion
 
** Small Healing Potion + Small Healing Potion = Medium Healing Potion (Repeat for better versions. This also works for armor potions)
* The talent "Elemental Affinity" which reduces AP costs when standing on a surface of the same element can be very strong, but doesn't specify which surfaces apply to which elements. They are as follows: Pyrokinetic = fire, Geomancer = oil/poison, Hydrosophist = water/ice, Aerotheurge = electrified surface & Necromancer = blood. Warfare, Huntsman, Scoundrel, Summoning and Polymorph are unaffected and clouds do not count.
** Mortar & Pestle + Bone = Bone Dust
 
** Mortar & Pestle + Stardust Herb = Stardust
* Some quests require the talent "Pet Pal" which allows you to talk to animals, meaning completionist types might want to pick it up for their talky character, though you don't miss out on anything dramatic by not having it. On a similar note, "Scholar" is the character Tag with the most use in resolving quests.
** Bonedust + Stardust = Pixie Dust
 
** Small Rune + Small Rune (same type) + Pixie Dust = Medium Rune (Same Type. Repeat for better versions. )
* Civil Ability points are very limited in number, meaning each character can realistically only focus on one of them. All Civil Ability effects are specific to that character only except for Lucky Charm, meaning you do want to do most of your talking with a Persuasion character, but you don't have to worry about looting every container with your Lucky Charm character.
** Knife/Sword + Long Branch = Short Branch (multiple?)
 
** Knife/Sword + Short Branch = Arrow Shafts (8)
* Initiative is only really useful on one character that you want to get the first turn in fights, as the game will always try to force alternating turns between allied and enemy characters. In other words, even if your whole party has sky-high Initiative, the highest Initiative enemy will always act after your highest Initiative character, after which your second highest Initiative character will get their turn, followed by the same for the enemy side, and so on.
** Hammer + Nails = Lockpicks (4)
 
** Cooking Pot + Campfire = Cooking Station
== Inventory Management & Trading ==  
** Elemental Skillbook (Fire, Earth, Air, Water) + Non-Elemental Skillbook (everything else) = Crafted skill [http://divinityoriginalsin2.wiki.fextralife.com/Crafted+Skills] requiring one point in each skill school.  
 
** If one or both of the skillbooks is a Source skillbook, it makes a more powerful Source version of the skill, requiring 2 Memory slots and 2 points in each skill school.
* You can add item containers to your ability bars, particularly useful for archers who can put all their arrows in a single bag, stick the bag into a quick slot, and leave the rest of the space for their abilities.
 
* Consumables are usable by any character in combat, even if they're in a different character's inventory (and even if that character is dead) meaning in most cases you only need one character to carry all your potions/scrolls/grenades and simply use them from their inventory as needed.
 
* Crafting is no longer a skill and is overall less useful than in the first Divinity: Original Sin, you can't for instance increase the damage of weapons or defense of armor. There are still a variety benefits to it though: Nails in shoes still make you immune to slipping on ice, scrolls can be turned into skill books, skill books of different types can be combined to create new hybrid skills you might never come across elsewhere, some useful potions can be made and combined together to make better versions of themselves, and it's still the most reliable source of special arrows and grenades.
 
* Items which don't have "Combine With" in the dropdown menu when selected are not used in any crafting recipes.
 
* You can get better deals from merchants you visit regularly if you improve their Attitude towards you to 100, easily attainable by trading them some money or items without asking for anything in return.
 
* Merchants restock their goods once per hour and whenever you level up. Also, all vendors who sell skill books add brand new skills to their selections when you reach levels 4, 9, and 16 (with a single second-tier Source Skill at level 13), so check back at these levels to access new skills.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 17:32, 5 June 2025

General

  • Make sure to pick up some bedrolls from the starting ship, they can be assigned to your ability bars and used at any time outside of combat to heal your party's health to full. They'll also provide them with the Rested status for a few turns if you initiate a fight immediately afterwards.
  • Enemies more than one level higher than your party become very difficult to take down. If you're encountering such enemies regularly, you might want to explore elsewhere or wrap up some unfinished quests first. Up to date gear also makes a major difference.
  • By default your party tends to start fights all clumped up and vulnerable to area attacks, but unchaining and spreading out your party members beforehand and finding high ground for your ranged characters can make even the toughest fights far more manageable.
  • The game mentions the "sight range indicator" button (Shift on PC) as useful for sneaking around enemies, but its main use is for stealing from and pickpocketing friendly NPCs while sneaking. NPCs who notice something's been taken will look around for the culprit (you) for a short while, but if you stay out of sight for a bit they'll go back to not caring.
  • Characters in dialogue won't usually move or react to anything else which can be taken advantage of in a variety of ways, such as in assisting with pickpocketing or repositioning your other party members for a battle about to start. The durations of buffs and debuffs also don't tick down for anyone mid-conversation.
  • Save regularly and in different slots as autosaves are unreliable. You can also save mid-conversation and you'll be back in that part of the conversation when you load the game.
  • Quicksaves and autosaves made in the same profile overwrite themselves regardless of whether you are playing single-player or co-op, meaning it's better to make separate profiles if you're playing both.

Character Creation & Development

  • You have the choice between creating an Origin character or a custom character. The Origin characters have their own history with their own personal Tag allowing for custom interactions between the Origin character an NPC's, as well as their own individual quest and a unique skill, but they can be built and customized freely beyond some minor cosmetic limitations.
  • You unlock the ability to respec your characters for free at will after leaving the first island, meaning you're not locked into any class or build choices you make. Unlike in the previous game, characters also retain all their learned skills. You will however be locked into the three Origin companions you add to your party after leaving the island for the rest of the game, although custom mercenaries can always be added at will.
  • The Warfare skill boosts all physical damage, including things like bow attacks and Necromancy spells. Also, unlike weapon skills (like Ranged or Single-Handed) the Warfare bonus is calculated on top of all other damage bonuses, usually making it the strongest choice for improving physical attacks.
  • Don't be hesitant to "dip" a point or two into Combat Abilities other than the character's main focus if there's a Talent or Skill you want locked behind it. One common use is to pick up at least one instant movement ability like Huntsman's Tactical Retreat or Scoundrel's Cloak and Dagger for everyone as mobility is very useful for all characters.
  • The talent "Elemental Affinity" which reduces AP costs when standing on a surface of the same element can be very strong, but doesn't specify which surfaces apply to which elements. They are as follows: Pyrokinetic = fire, Geomancer = oil/poison, Hydrosophist = water/ice, Aerotheurge = electrified surface & Necromancer = blood. Warfare, Huntsman, Scoundrel, Summoning and Polymorph are unaffected and clouds do not count.
  • Some quests require the talent "Pet Pal" which allows you to talk to animals, meaning completionist types might want to pick it up for their talky character, though you don't miss out on anything dramatic by not having it. On a similar note, "Scholar" is the character Tag with the most use in resolving quests.
  • Civil Ability points are very limited in number, meaning each character can realistically only focus on one of them. All Civil Ability effects are specific to that character only except for Lucky Charm, meaning you do want to do most of your talking with a Persuasion character, but you don't have to worry about looting every container with your Lucky Charm character.
  • Initiative is only really useful on one character that you want to get the first turn in fights, as the game will always try to force alternating turns between allied and enemy characters. In other words, even if your whole party has sky-high Initiative, the highest Initiative enemy will always act after your highest Initiative character, after which your second highest Initiative character will get their turn, followed by the same for the enemy side, and so on.

Inventory Management & Trading

  • You can add item containers to your ability bars, particularly useful for archers who can put all their arrows in a single bag, stick the bag into a quick slot, and leave the rest of the space for their abilities.
  • Consumables are usable by any character in combat, even if they're in a different character's inventory (and even if that character is dead) meaning in most cases you only need one character to carry all your potions/scrolls/grenades and simply use them from their inventory as needed.
  • Crafting is no longer a skill and is overall less useful than in the first Divinity: Original Sin, you can't for instance increase the damage of weapons or defense of armor. There are still a variety benefits to it though: Nails in shoes still make you immune to slipping on ice, scrolls can be turned into skill books, skill books of different types can be combined to create new hybrid skills you might never come across elsewhere, some useful potions can be made and combined together to make better versions of themselves, and it's still the most reliable source of special arrows and grenades.
  • Items which don't have "Combine With" in the dropdown menu when selected are not used in any crafting recipes.
  • You can get better deals from merchants you visit regularly if you improve their Attitude towards you to 100, easily attainable by trading them some money or items without asking for anything in return.
  • Merchants restock their goods once per hour and whenever you level up. Also, all vendors who sell skill books add brand new skills to their selections when you reach levels 4, 9, and 16 (with a single second-tier Source Skill at level 13), so check back at these levels to access new skills.