Divinity: Original Sin II: Difference between revisions

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(a few tweaks in prep for the DE)
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* If you play both co-op and single-player, create different profiles from the main menu to keep them separate, as quicksaves and auto-saves made in the same profile will will overwrite themselves regardless of whether you are playing single-player or co-op.
* If you play both co-op and single-player, create different profiles from the main menu to keep them separate, as quicksaves and auto-saves 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.
* Be sure to save before trying something you suspect might be dangerous.
* After finishing the first act, you unlock the ability to respec your character and change their appearance infinite times for free at the mirror.  
* You can use Shift to display the vision cones of NPCs. This can help you determine if Sneaking would get you spotted without trying to sneak yourself (which can sometimes result in NPC's losing disposition if they see you).
* 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.
* Tired of clouds blocking your vision in combat? In addition to displaying vision cones, Shift shows the boundaries of vision blocking things like smoke clouds, letting you determine where you can move to get a clear sight line to a target.
* If a conversation is going to result in combat, you can stall it indefinitely by not clicking on (end) and freely re-position your 3 characters not in the conversation to places of tactical advantage. This is kinda cheesy though.
* If a conversation is going to result in combat, you can stall it indefinitely by not clicking on (end) and freely re-position 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.
* 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.
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* The only difference between Tactician and Honor difficulties is that Honor has permadeath and deletes your single save file. It also auto-saves 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.
* The only difference between Tactician and Honor difficulties is that Honor has permadeath and deletes your single save file. It also auto-saves 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.
* You can talk to NPC's to distract them, or turn their view cone for thievery.
* You can talk to NPC's to distract them, or turn their view cone for thievery.
* After finishing the first act, you unlock the ability 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.


== Character Creation ==
== Character Creation ==
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* The most powerful skills (3 Source Point skills) only require a minimum of 5 points into any Skill school, so unless you specifically want the 3-Source Point skill for that school, you may want to consider leaving the school at 3 points, which allows you to learn all but one of the skills in that school (not counting crafted skills). That said, the 3 SP skills are some of the most powerful in the game.
* The most powerful skills (3 Source Point skills) only require a minimum of 5 points into any Skill school, so unless you specifically want the 3-Source Point skill for that school, you may want to consider leaving the school at 3 points, which allows you to learn all but one of the skills in that school (not counting crafted skills). That said, the 3 SP skills are some of the most powerful in the game.
* Warfare boosts all physical damage, even daggers, bows/crossbows, and Necromancy spells.
* Warfare boosts all physical damage, even daggers, bows/crossbows, and Necromancy spells.
* 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.
* Healing from Necromancy's passive bonus and skills is "neutral" and does not damage Undead. Living people under the Decaying status effect is similar, except for the Bloodsucker skill, which DOES still cause damage like regular healing.
* Avoid Retribution and Perseverance. They need to be maxed out to be of any use, which takes half your total Combat Ability points, crippling you everywhere else. Retribution is particularly crappy because enemies have much higher HP and armor than players, and even dealing 50% of their attack damage back to them isn't very effective. Perseverance is only triggered by a handful of status effects, and doesn't restore enough armor to matter without a crippling amount of points invested.
* Avoid Retribution and Perseverance. They need to be maxed out to be of any use, which takes half your total Combat Ability points, crippling you everywhere else. Retribution is particularly crappy because enemies have much higher HP and armor than players, and even dealing 50% of their attack damage back to them isn't very effective. Perseverance is only triggered by a handful of status effects, and doesn't restore enough armor to matter without a crippling amount of points invested.
* Leadership grants decent bonuses to nearby allies, but it does nothing for the character who takes Leadership, and the 5-meter range requires other characters to be crammed very closely together. That limits the usefulness, and like the other defense abilities, heavy investment in Leadership sucks up a bunch of points which will lower your effectiveness at maximizing damage.
* Leadership grants decent bonuses to nearby allies, but it does nothing for the character who takes Leadership, and the 5-meter range requires other characters to be crammed very closely together. That limits the usefulness, and like the other defense abilities, heavy investment in Leadership sucks up a bunch of points which will lower your effectiveness at maximizing damage.
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** Mortar & Pestle + Stardust Herb = Stardust
** Mortar & Pestle + Stardust Herb = Stardust
** Bonedust + Stardust = Pixie Dust
** Bonedust + Stardust = Pixie Dust
** Small Rune + Small Rune (same type) + Pixie Dust = Medium Rune (Same Type. Repeat for better versions. the highest level rune will require Superior Pixie Dust )
** Small Rune + Small Rune (same type) + Pixie Dust = Medium Rune (Same Type. Repeat for better versions. the highest level rune will require Superior Pixie Dust)
** Knife/Sword + Long Branch = Short Branch  
** Knife/Sword + Long Branch = Short Branch  
** Knife/Sword + Short Branch = Arrow Shafts (8)
** Knife/Sword + Short Branch = Arrow Shafts (8)