Divinity: Original Sin II: Difference between revisions
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* Lucky Charm (free items in containers), Bartering (4% decreased purchasing price and increased selling price per point), and Thievery (pickpocketing and lockpicking) are essentially three different ways to increase your wealth. | * Lucky Charm (free items in containers), Bartering (4% decreased purchasing price and increased selling price per point), and Thievery (pickpocketing and lockpicking) are essentially three different ways to 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. | * 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. | ||
== Some Good Talents == | |||
* '''Duck Duck Goose''' prevents enemies from performing Attacks of Opportunity on you. Since most enemies can do that, this is very helpful for certain builds - particularly Rogues and Shadowblades. | |||
* '''Elemental Affinity''' lowers the AP cost of skills by 1 when standing in the appropriate element (to a minimum of 1 AP). You only get a fixed 4 AP per turn, so this is immensely helpful, such as to let you cast two 3 AP spells in one turn. Additionally, Magic Armor protects you from the damaging effects and statuses of surfaces. | |||
* '''Executioner''' can only go off once per turn, and it requires your character to land the killing blow, but 2 extra AP, even intermittently. The only downside is that it is mutually exclusive with '''The Pawn''', which is possibly even better than Executioner. | |||
* '''Far Out Man''' gives 2 meters extra range for INT-based spells (touch-range spells excluded). This only works with magic Skills, not physical Skills. | |||
* '''Living Armor''' replenishes your magic armor when you receive any healing. | |||
* '''Lone Wolf''' doubles the value of each point invested into a primary attribute or combat ability. This allows you to be much more flexible and spread your points around to more areas, or to increase your points beyond the normal cap. Most people think that this is so powerful as to be broken. It does require a party size of only 1 or 2 characters, though. | |||
* '''Opportunist''' lets you attack enemies who are in melee range and try to walk away. | |||
* '''Pet Pal''' allows you to talk to animals and certain creatures. This can lead to discovering hidden items and certain Pet Pal exclusive quests. However, many of the animals stories or quests can be depressing. | |||
* '''The Pawn''' gives you 1 AP's worth of free movement per turn. You don't have to spend it all at once, you can move a little, attack, then move a little more and attack again. You can use this every turn, so it will save you a lot more AP than Executioner will. | |||
* '''What A Rush''' gives +1 AP when below 50% health, and once again, free AP is very helpful. | |||