Divinity: Original Sin II: Difference between revisions

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* 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.
* 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.
* 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.


== Character Creation ==
== Character Creation ==
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* 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.
* 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.
* 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.
* 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 is "neutral" and does not damage Undead or living under the Decaying Touch status effect.
* You can talk to NPC's to distract them, or turn their view cone for thievery.




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* '''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.
* '''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.


== Crafting ==
* 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:
** 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)
** Mortar & Pestle + Bone = Bone Dust
** Mortar & Pestle + Stardust Herb = Stardust
** Bonedust + Stardust = Pixie Dust
** Small Rune + Small Rune (same type) + Pixie Dust = Medium Rune (Same Type. Repeat for better versions. )
** Knife/Sword + Long Branch = Short Branch (multiple?)
** Knife/Sword + Short Branch = Arrow Shafts (8)
** Hammer + Nails = Lockpicks (4)
** Cooking Pot + Campfire = Cooking Station
** Elemental Skillbook (Fire, Earth, Air, Water) + Non-Elemental Skillbook (everything else) = Crafted skill 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.


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