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The guide is not completed as of yet, however it should provide enough general information to get you started.
== New Players Guide to Divinity: Original Sin 2 ==
 
[http://divinity.wikia.com/wiki/New_Player_Guide_and_Tips_(DoS:2) Back to Guides and Tips.]
 
   
  +
== Terms ==
>>>>> '''GUIDE IS NOWHERE NEAR FINISHED YET! <<<<<'''
 
  +
If you are new to RPGs or games in general really, here are some terms you may see used and what they mean if you don't know.
  +
* DPS = Damage per second. Anything using this term is relating to damage taken or dealt.
  +
* Tank = Character whose main focus is to absorb damage.
  +
* Caster = The character using an ability, also can refer to mage characters.
  +
* Hotbar = The bar at the bottom of your screen that has all the skills and items on it.
  +
* DOTs = Damage Over Time. Abilities that inflict damage over multiple turns or buffs that buff over several turns.
  +
* AOE = Area of Effect
   
 
== Character Creation ==
Some things before it starts. I am no super elite mathematician so please don't expect crunched numbers to get the best min/max, this is a simple guide filled with simple information and with links to pages so that you can learn how things in the game work before you dive in.
 
  +
=== Selecting a Character ===
  +
The first thing you'll do when you start up a new game is choose who you'll play as; these character options come down to [[Sebille Kaleran|Sebille]] a female Elf, [[The Red Prince]] a male Lizard, [[Ifan ben-Mezd]] a male human, [[Lohse]] a female human, [[Beast]] a Male Dwarf, [[Fane]] a Human Male Undead (The use of human and undead is to say he is an undead that has the body of a human, undeads can also be the other races too.) and finally a blank slate character that is completely custom.
   
  +
Each of them has their own unique backgrounds, stories, history and interactions with the world and it's inhabitants. Many of their stories will collide with each other's at certain points, like when interacting with an NPC they may debate on who will speak to the person first and sometimes depending on who talked to them first there may be consequences for the following speakers, so knowing their motives beforehand could be vital.
Due to the game being in early access expect things to possibly change over the course of the EA and after launch of DoS2.
 
 
== Before we begin.. ==
 
[[File:Edge-0.png|thumb|220x220px]]
 
You may want to go to Options > Gameplay and enable Edge-Panning, it just feels..right.
 
 
Subtitles also may be helpful.
 
 
Adjust other options to your liking.
 
 
== Character Creation ==
 
We'll begin with the first thing a player really does, creates their character.
 
   
  +
The custom character acts more like a make your own adventure and allows you choices that the pre-made characters may not have, it also allows for more customization than you'll get with a pre-made.
=== '''Character Customization''' ===
 
When creating your character you will be presented with a lot of options to adjust, the first selection you should make is which character you want to play as. DoS2 has 5 character options (at this moment in time(EA)) [[Sebille]], [[The Red Prince]], [[Ifan Ben-Mezd]] and [[Lohse]], each of them have their own unique stories and personalities along with unique personal quests that can only be gotten by playing as one of them. The fifth option is to play as a custom character, you will have no personal story like the other 4, but you get better customization and the character will feel more your own compared to playing as a pre-made. The custom can play as any of the races. Note that there is currently no playable companion that is a dwarf, only the custom character may be a dwarf.
 
   
  +
If you choose to play as one of the pre-made characters the remaining pre-mades will show up in your world as party members to recruit.[[File:Character creation.png|thumb|429x429px]]
It should also be noted that, even though this seems obvious, if you play as a pre-made character that one will not be in the world for you to have as a companion and the other three will be.
 
 
{| class="di-table"
[[File:Character creation.png|thumb|429x429px]]
 
{| class="article-table"
 
 
!Race
 
!Race
!Bonus Stats
 
 
!Racial Ability
 
!Racial Ability
 
!Racial Talents
 
!Racial Talents
 
|-
 
|-
 
|Human
 
|Human
  +
|[[Encourage (Original Sin 2)|Encourage]]
|<nowiki>+2 </nowiki>[http://divinity.wikia.com/wiki/Wits_(dos2) Wit], +3 Critical Chance, +1 [http://divinity.wikia.com/wiki/Leadership_(DoS2) Leadership]
 
 
|[[Talents (Original Sin 2)|Ingenious, Human Resolve]]
|[http://divinity.wikia.com/wiki/Encourage_(dos2) Encourage]
 
|[[Divinity: Original Sin 2 talents|Ingenious, Human Resolve]]
 
 
|-
 
|-
 
|Lizard
 
|Lizard
  +
|[[Dragon's Blaze (Original Sin 2)|Dragon's Blaze]]
|<nowiki>+2 </nowiki>[http://divinity.wikia.com/wiki/Intelligence_(dos2) Intelligence], +1 [http://divinity.wikia.com/wiki/Persuasion_(DoS2) Persuasion]
 
 
|[[Talents (Original Sin 2)|Sophisticated, Spellsong]]
|[http://divinity.wikia.com/wiki/Dragon%27s_Blaze_(dos2) Dragon's Blaze]
 
|[[Divinity: Original Sin 2 talents|Sophisticated, Spellsong]]
 
 
|-
 
|-
 
|Dwarf
 
|Dwarf
  +
|[[Petrifying Touch (Original Sin 2)|Petrifying Touch]]
|<nowiki>+2 </nowiki>[http://divinity.wikia.com/wiki/Strength_(Divinity:_Original_Sin_2) Strength], +1 [http://divinity.wikia.com/wiki/Sneaking_(DoS2) Sneaking]
 
 
|[[Talents (Original Sin 2)|Sturdy, Dwarven Guile]]
|[[Spell: Metamorph (DoS2)|Metamorph]]
 
|[[Divinity: Original Sin 2 talents|Sturdy, Dwarven Guile]]
 
 
|-
 
|-
 
|Elf
 
|Elf
  +
|[[Flesh Sacrifice (Original Sin 2)|Flesh Sacrifice]]
|<nowiki>+2 </nowiki>[http://divinity.wikia.com/wiki/Finesse_(dos2) Finesse]
 
 
|[[Talents (Original Sin 2)|Elegant, Corpse Eater]]
|[http://divinity.wikia.com/wiki/Flesh_Sacrifice_(dos2) Flesh Sacrifice]
 
|[[Divinity: Original Sin 2 talents|Elegant, Corpse Eater]]
 
 
|-
 
|-
 
|Undead
 
|Undead
  +
|[[Play Dead]]
|Unknown
 
 
|
|Unknown
 
  +
[[Talents (Original Sin 2)|Undead, (2nd varies by race)]]
|Unknown
 
 
|}
 
|}
   
===Choosing a race to play===
+
=== Choosing a race to play ===
{{Main|Divinity: Original Sin 2 Races}}
+
{{Main|Races (Original Sin 2)}}
 
==== Humans ====
 
==== Humans ====
Humans are an all around balanced race like in any game, they rarely excel at anything, but are good for everything. However, due to their bonuses in Wits and Critical Chance, they make excellent Rogues, Shadowblades or Rangers.
+
Humans are an all around balanced race like in any game, they don't excel at anything, but are also good at everything. With their bonus in Leadership and their ability Encourage they make for good front or middle line supports/fighters/tanks.
   
 
==== Lizards ====
With a free point in Leadership and their innate ability Encourage, having at least one in the party is near essential for the buffs they give.
 
 
Lizards excel at caster roles such as Wizards, Witches and Enchanters due to their innate Intelligence boost due to Sophisticated, they also have Spellsong which grants them a free Persuasion point. The Lizard race has an ability called Dragon's Blaze which is a low cost, low damage, cone shaped fire surface.
   
====Lizards====
+
==== Dwarves ====
Lizards excel at caster roles such as Wizards, Witches and Enchanters due to their innate Intelligence boost due to Sophisticated, they also have Spellsong which grants them a free Persuasion point. The Lizard race has an ability called Dragon's Blaze which is a low cost, low damage, cone shaped fire field.
 
 
====Dwarves====
 
 
Dwarves get an innate bonus to Strength and Sneaking, they make for powerful Fighters or Knights and along with their innate ability Metamorph, which allows them to turn a target into stone via Petrification
 
Dwarves get an innate bonus to Strength and Sneaking, they make for powerful Fighters or Knights and along with their innate ability Metamorph, which allows them to turn a target into stone via Petrification
   
Dwarfs make for great warriors or tanks, they also get a sneaking bonus, but a warrior role seems better suited to them. Metamorph is free CC which can at times prove very useful.
+
Dwarfs make for great warriors or tanks, they also get a sneaking bonus, but a warrior role seems better suited to them.
   
====Elves====
+
==== Elves ====
Elves, in my opinion, are the best by a lore standpoint as Corpse Eater allows you to consume body parts which are free heals, they give you backstory to the person the limb belonged to and most importantly they give you free spells when you consume certain body parts. Flesh Sacrifice is also a good damage boost, especially combined with Haste.
+
Elves are tall, lanky creatures that present themselves more as folks made of wood or forest materials rather than the common Elf you see in fantasy. They have strong abilities like Corpse Eater which allows them to consume specific body parts sometimes that grants them abilities for free. They also have Flesh Sacrifice which is a nice damage and AP boost at the cost of some Constitution.
   
====Undead====
+
==== Undead ====
  +
The Undead are the last race to be revealed and present a unique challenge to players. Among those challenges are the fact that if you do not cover their bodies with armor of some type they will scare non-undeads and cause local law enforcement to attack you, non-guards will most likely just run from you, but it isn't worth risking it.
Undead are currently unknown on all fronts and will be updated when they are released.
 
   
  +
The other challenge they present is they cannot be healed in the typical way, healing potions and spells damage them instead and in their place poison heals them; so you can walk into a poison surface or gas or even chug a poisoned health potion and it'll heal you.
After selecting the character you want to play as fiddle with their looks until you are happy with how they look.
 
   
  +
The Undeads gameplay changes the strategy of the whole game for the player using it and it is inadvisable to attempt to play them without having at least a minor understanding of the mechanics of the game, the game itself will even warn you that your experience will be dramatically different compared to playing as a humanoid race.
For this guide any reference to the player will be as if they are playing a custom character.
 
   
===Tags===
+
=== Tags ===
If you have selected to play as a custom character you will need to select your character's tags. Tags help define who a character is and how they interact with things and people in the world.
+
If you have selected to play as a custom character you will need to select your character's tags. Tags help define who a character is and how they interact with things and people in the world.
   
 
Below your character's class selection you will see a box that says Tags, under it is another box that has a few empty spaces along with two tags already filled out that state the character you are and race.
 
Below your character's class selection you will see a box that says Tags, under it is another box that has a few empty spaces along with two tags already filled out that state the character you are and race.
Line 88: Line 76:
 
Select manage and this will take you to a list of tags to select. They are the following.
 
Select manage and this will take you to a list of tags to select. They are the following.
 
[[File:Tags.png|thumb|335x335px]]
 
[[File:Tags.png|thumb|335x335px]]
* [[Tag: Soldier (DoS2)#Soldier|Soldier]]
+
* [[Soldier]]
* [[Tag: Scholar (DoS2)|Scholar]]
+
* [[Scholar]]
* [[Tag: Noble (DoS2)|Noble]]
+
* [[Tag: Noble (Original Sin 2)|Noble]]
* [[Tag: Barbarian (DoS2)|Barbarian]]
+
* [[Barbarian]]
* [[Tag: Jester (DoS2)|Jester]]
+
* [[Jester]]
* [[Tag: Mystic (DoS2)|Mystic]]
+
* [[Mystic]]
  +
* [[Outlaw]]
* [http://divinity.wikia.com/wiki/Tag:_Outlaw_(DoS2) Outlaw]
 
   
 
Tags most often interact with dialogue from NPCs and can assist you in getting new information, I suggest you try talking to NPCs using multiple characters in your party as they can use their tags to get more information if it is applicable to the NPC you are interacting with.
 
Tags most often interact with dialogue from NPCs and can assist you in getting new information, I suggest you try talking to NPCs using multiple characters in your party as they can use their tags to get more information if it is applicable to the NPC you are interacting with.
   
=== '''Class Selection''' ===
+
=== Class Selection ===
Now you will want to choose what class you want to play as, please know that classes are merely templates, with adding points elsewhere during leveling you can be anything you want, however classes due dictate starting stats and skills so you should pick something you will want to build into.
+
Now you will want to choose what class you want to play as, please know that classes are merely templates, with adding points elsewhere during leveling you can be anything you want, however classes do dictate starting stats and skills so you should pick something you will want to build into.
   
 
I will break down the classes here in an info box to help you get an idea of what they are and you can follow the links to learn more.
 
I will break down the classes here in an info box to help you get an idea of what they are and you can follow the links to learn more.
{| class="article-table"
+
{| class="di-table"
 
!Class
 
!Class
 
!Type
 
!Type
 
!Extra Info.
 
!Extra Info.
 
|-
 
|-
  +
|[[Battlemage (Original Sin 2)|Battlemage]]
|[http://divinity.wikia.com/wiki/Class:_Battlemage_%28DoS2%29?venotify=created Battlemage]
 
|Hybrid. Melee + Magic
+
|Hybrid, Melee + Magic
|Dual Wielding spell caster
+
|Dual wielding melee caster
 
|-
 
|-
  +
|[[Cleric (Original Sin 2)|Cleric]]
|[http://divinity.wikia.com/wiki/Class:_Cleric_%28DoS2%29?venotify=created Cleric]
 
|Hybrid. Melee + Magic
+
|Hybrid, Melee + Magic
|Tanky spell caster
+
|Frontline support caster
 
|-
 
|-
  +
|[[Enchanter (Original Sin 2)|Enchanter]]
|[http://divinity.wikia.com/wiki/Class:_Enchanter_%28DoS2%29?venotify=created Enchanter]
 
|Magic.
+
|Magic
 
|Support spell caster
 
|Support spell caster
 
|-
 
|-
  +
|[[Fighter (Original Sin 2)|Fighter]]
|[http://divinity.wikia.com/wiki/Class:_Fighter_%28DoS2%29?venotify=created Fighter]
 
|Melee.
+
|Melee
|Tanky frontline fighter
+
|Frontline fighter
 
|-
 
|-
  +
|[[Inquisitor (Original Sin 2)|Inquisitor]]
|[http://divinity.wikia.com/wiki/Class:_Inquisitor_%28DoS2%29?venotify=created Inquisitor]
 
|Magic.
+
|Magic
|Staff wielding melee necromancer
+
|Heavy hitting melee caster
 
|-
 
|-
  +
|[[Knight (Original Sin 2)|Knight]]
|[http://divinity.wikia.com/wiki/Class:_Knight_%28DoS2%29?venotify=created Knight]
 
|Melee.
+
|Melee
|High damage 2-Handed weapon fighter
+
|Close range 2-Handed
 
|-
 
|-
  +
|[[Ranger]]
|[http://divinity.wikia.com/wiki/Class:_Ranger_%28DoS:2%29?venotify=created Ranger]
 
|Ranged.
+
|Ranged
 
|Long range bow user
 
|Long range bow user
 
|-
 
|-
  +
|[[Rogue (Original Sin 2)|Rogue]]
|[http://divinity.wikia.com/wiki/Class:_Rogue_%28DoS2%29?venotify=created Rogue]
 
|Melee.
+
|Melee
 
|Close range stealthy backstabber
 
|Close range stealthy backstabber
 
|-
 
|-
  +
|[[Shadowblade]]
|[http://divinity.wikia.com/wiki/Class:_Shadowblade_%28DoS2%29?venotify=created Shadowblade]
 
|Hybrid. Melee + Magic
+
|Hybrid, Melee + Magic
|Close range, stealthy, uses necromancy
+
|Close range, stealthy, can cast spells and do melee damage
 
|-
 
|-
  +
|[[Wayfarer (Original Sin 2)|Wayfarer]]
|[http://divinity.wikia.com/wiki/Class:_Wayfarer_%28DoS2%29?venotify=created Wayfarer]
 
|Hybrid. Ranged + Magic
+
|Hybrid, Ranged + Magic
 
|Long range crossbow user, has earth and poison spells
 
|Long range crossbow user, has earth and poison spells
 
|-
 
|-
  +
|[[Witch (Original Sin 2)|Witch]]
|[http://divinity.wikia.com/wiki/Class:_Witch_%28DoS2%29?venotify=created Witch]
 
|Magic.
+
|Magic
 
|Casts earth, poison and necromancy spells
 
|Casts earth, poison and necromancy spells
 
|-
 
|-
  +
|[[Wizard (Original Sin 2)|Wizard]]
|[http://divinity.wikia.com/wiki/Class:_Wizard_%28DoS2%29?venotify=created Wizard]
 
|Magic.
+
|Magic
 
|Fire and earth mage, big AoE damage dealer
 
|Fire and earth mage, big AoE damage dealer
 
|}
 
|}
   
=== '''Stat Adjustment''' ===
+
=== Stat Adjustment ===
DoS2 uses a fairly simple stat system made up of the following stats..
+
DoS2 uses a fairly simple stat system made up of the following categories.
 
[[File:Stats.png|thumb|399x399px]]
 
[[File:Stats.png|thumb|399x399px]]
   
  +
[[Strength (Divinity: Original Sin 2)|Strength]], [[Finesse]], [[Intelligence (Original Sin 2)|Intelligence]],
[http://divinity.wikia.com/wiki/Attribute:_Strength_%28DoS2%29?venotify=created Strength], [http://divinity.wikia.com/wiki/Attribute:_Finesse_%28DoS2%29?venotify=created Finesse], [http://divinity.wikia.com/wiki/Attribute:_Intelligence_%28DoS2%29?venotify=created Intelligence], [http://divinity.wikia.com/wiki/Attribute:_Constitution_%28DoS2%29?venotify=created Constitution], [http://divinity.wikia.com/wiki/Attribute:_Memory_%28DoS2%29?venotify=created Memory] and [http://divinity.wikia.com/wiki/Attribute:_Wits_%28DoS2%29?venotify=created Wits]. For more details click the stat to go to the stat's page.
 
  +
[[Constitution]], [[Memory (Original Sin 2)|Memory]] and [[Wits]]. For more details click the stat to go to the stat's page.
   
 
For the shorter version here is how the stats work.
 
For the shorter version here is how the stats work.
   
Strength - Determines damage dealt with Strength weapons and provides a bonus to Physical Armor.
+
[[Strength (Divinity: Original Sin 2)|Strength]] - Determines damage dealt with Strength weapons such as Greatswords, Hammers, Axes, Swords and provides a bonus to Physical Armor.
   
Finesse - Determines damage dealt with Finesse weapons, Daggers, Bows and X-Bows, also provides a bonus to Dodging.
+
[[Finesse]] - Determines damage dealt with Finesse weapons such as Daggers, Bows and Crossbows, also provides a bonus to Dodging.
   
Intelligence - Determines magical damage and bonus to Magical Armor.
+
[[Intelligence (Original Sin 2)|Intelligence]] - Determines magical damage and bonus to Magical Armor.
   
Constitution - Hitpoints.
+
[[Constitution]] - How much health aka Vitality you have.
   
Memory - How many spells you can use at one time. Recommend you look at the memory page for this stat.
+
[[Memory (Original Sin 2)|Memory]] - How many spells/abilities you can store in your memory. Spells that aren't stored cannot be cast, but can freely be swapped outside battle.
   
Wits - Critical chance and initiative, also helps detect traps and treasure.
+
[[Wits]] - Critical chance and initiative, also helps detect traps and treasure.
   
 
=== Abilities ===
 
Abilities are broken into two categories Combat and Civil.
   
  +
Combat abilities determines your proficiency in any given stat relating to combat, such as Ranged or Two-Handed. Raising them will give you bonuses like more damage with weapons related to that type or a bonus to dodge. [[File:DOS2 abilities.png|thumb|402x402px]]
=== '''Abilities''' ===
 
Abilities are broken into two categories ''Combat'' and ''Civic.''
 
   
  +
Civil abilities determine your ability to interact with NPCs using [[Persuasion]] and [[Bartering (Original Sin 2)|Bartering]]; [[Lucky Charm (Original Sin 2)|Lucky Charm]] can increase the rarity of loot you find; [[Loremaster (Original Sin 2)|Loremaster]] allows you to identify items; [[Telekinesis (Original Sin 2)|Telekinesis]] allows you to grab things from a distance; [[Sneaking (Original Sin 2)|Sneak]] makes it easier to move unnoticed by NPCs and [[Thievery (Original Sin 2)|Thievery]] lets you steal more items from NPCs along with pick locked doors and chests.
'''''Combat''''' abilities determine weapon proficiency, defensive proficiency and spell proficiency. [[File:Abilities.png|thumb|402x402px]]
 
   
 
You are awarded Combat points every level and Civil points every (currently unknown) level.
'''''Civic''''' abilities determine your proficiency when interacting with NPCs using '''[http://divinity.wikia.com/wiki/Civic_Ability:_Persuasion_%28DoS2%29?venotify=created Persuasion] and [http://divinity.wikia.com/wiki/Civic_Ability:_Bartering_%28DoS2%29?venotify=created Bartering]; [http://divinity.wikia.com/wiki/Civic_Ability:_Lucky_Charm_%28DoS2%29?venotify=created Lucky Charm]''' can increase the rarity of loot you find; '''[http://divinity.wikia.com/wiki/Civic_Ability:_Loremaster_%28DoS2%29?venotify=created Loremaster]''' allows you to identify items; '''[http://divinity.wikia.com/wiki/Civic_Ability:_Telekinesis_%28DoS2%29?venotify=created Telekinesis] '''allows you to grab things from a distance; '''[http://divinity.wikia.com/wiki/Civic_Ability:_Sneaking_%28DoS2%29?venotify=created Sneak] '''makes it easier to move unnoticed by NPCs and '''[http://divinity.wikia.com/wiki/Civic_Ability:_Thievery_%28DoS2%29?venotify=created Thievery]''' lets you steal more items from NPCs.
 
   
  +
[[Attributes and Abilities (Original Sin 2)|Learn more about Attributes and Abilities here.]]
You are awarded '''''Combat''''' points every level and '''''Civic''''' points every (currently unknown) level.
 
   
 
=== [[Talents (Original Sin 2)|Talent Selection]] ===
[http://divinity.wikia.com/wiki/Divinity:_Original_Sin_2_Attributes_and_Abilities Learn more about Attributes and Abilities here.]
 
 
Talents are varied in their effects, some give you more resistances while lowering others, some introduce new mechanics to think about when engaging combat situations.[[File:Traits.png|thumb|400x400px]]
   
  +
The list of talents is fairly large.
==<nowiki/>==
 
   
 
== Gathering your party ==
=== '''[[Divinity: Original Sin 2 talents|Talent Selection]]''' ===
 
  +
Divinity: Original Sin 2 has 6 companions.
Talents are varied in their affects, some give you more resistances while lowering others, some introduce new mechanics to think about when engaging combat situations.[[File:Traits.png|thumb|400x400px]]
 
   
  +
Check out their individual pages for specific locations and other information.
An example would be my favorite talent, '''Glass Cannon''', it allows a character to start combat with full Action Points, but the trade-off is that their armor, both magical and physical, no longer block special effects. Say you get hit by Battering Ram, normally the physical armor could block the knockdown effect, but with Glass Cannon you no longer can block it.
 
  +
* [[The Red Prince]]
  +
* [[Ifan ben-Mezd]]
  +
* [[Lohse]]
  +
* [[Fane]]
  +
* [[Beast]]
  +
* [[Sebille Kaleran|Sebille]]
 
Note that as of v3.0.31.292 on 2/2/2017 we may now select what class the companions should be upon recruitment of them, thus you should pick the companions you want because you like them and not because of necessity, this also allows more flexibility when creating your own character as you will not run into the problem of missing out on a key role.
   
 
== Combat and using the environment to your advantage ==
The list of talents is fairly large and will most likely increase by more before launch/at launch [[Divinity: Original Sin 2 talents|so I will put a link here so you may read up on them individually.]]
 
  +
Combat in Divinity: Original Sin 2 is a simple turn based system where each character will be placed in order against the enemy depending on their Wits, the higher Wits is the better chance you will move before the enemies can.
   
  +
You have a limited number of moves per turn depending on your Action Points, these can be seen at the bottom of the screen and will have a max of 6, you will almost always start with 4. These can be modified using certain abilities like [[Haste (Original Sin 2)|Haste]].
<nowiki> </nowiki>Some of my favorites however are '''Glass Cannon''', listed above in the example.
 
 
'''Pet Pal''' which allows you to speak to animals and while not useful for anything else but speaking to them I find it a nearly required talents to take as animals sometimes can give you quests, rewards or tips that you wouldn't have gotten without them.
 
 
'''The Pawn''' allows you to move the distance of 1 Action Point for free at the start of that characters turn, extremely useful for positioning and shouldn't be underestimated.
 
 
== Gathering your party ==
 
Divinity: Original Sin 2, currently, contains 4 possible companions if you do not select to play as one of them during character creation.
 
   
  +
Abilities have a required amount of Action Points that it will cost to use them during that turn and after their usage they will be placed on cooldown, meaning they cannot be used again until that timer is up. Having filler skills for the downtime of your big hitter skills is important.
Note that as of v3.0.31.292 on 2/2/2017 we may now select what class the companions should be upon recruitment of them, thus you should pick the companions you want because you like them and not because of necessity, this also allows more flexibility when creating your own character as you will not run into the problem of missing out on a key role.<nowiki/>
 
   
 
=== Status Effects ===
==Combat and using the environment to your advantage<nowiki/>==
 
 
Status effects are much like they are in most games, however, in DoS2 inspecting your environment and making use of status inducing abilities are one of the key aspects of combat compared to the usual one stun and burst down. Below you can see a list of statuses, what causes them and how they interact with other things.
<nowiki/>
 
 
{| class="di-table"
=== '''Status Effects''' ===
 
Status effects are much like they are in most games, however, in DoS2 inspecting your environment and making use of status effect inducing abilities are one of the key aspects of combat compared to the usual one stun and burst down. Below you can see a list of statuses, what causes them and how they interact with other things.
 
{| class="article-table"
 
 
!Status
 
!Status
 
!What can cause this?
 
!What can cause this?
Line 222: Line 212:
 
|-
 
|-
 
|Frozen
 
|Frozen
|Being hit with ice damage
+
|Being hit with ice damage while already being chilled
 
|Freezes characters making them unable to take action
 
|Freezes characters making them unable to take action
 
|-
 
|-
 
|Stunned
 
|Stunned
|Most Aerothurge spells or air damage
+
|Aerothurge spells and other misc ones
|Water and blood pools can be electrified to stun in large areas, being Wet also increases, if not guarantee's Stunned.
+
|Water and blood pools can be electrified to stun in large areas, being Wet also increases, if not guarantees Stunned.
 
|-
 
|-
 
|Knocked Down
 
|Knocked Down
|Spells like Battering Ram or slippery surfaces like Ice
+
|Spells like [[Battering Ram (Original Sin 2)|Battering Ram]] or slippery surfaces like Ice
|Ice fields can knock you down when you try moving in them.
+
|Ice surfaces can knock you down when you try moving in them.
 
|-
 
|-
 
|Bleeding
 
|Bleeding
|Many spells have a bleeding effect
+
|Necromancy spells, enchanted weapon damage
|Bleeds for damage every turn
+
|Bleeds for damage every turn, can create blood pools that can be electrified, blessed, cursed or frozen.
 
|-
 
|-
  +
|Burning
|Fire
 
 
|Pyro spells, fire bombs, fire being contacted by oil or poison
 
|Pyro spells, fire bombs, fire being contacted by oil or poison
|Fire can light oil fields aflame, torches and the light sources can also light oil on fire. Poison fields + fire cause explosions and both effects. Can melt frozen and warm chilled.
+
|Fire can light oil surfaces aflame, torches and the light sources can also light oil on fire. Poison surfaces + fire cause explosions. Can also melt frozen and warm chilled.
 
|-
 
|-
 
|Poisoned
 
|Poisoned
 
|Earth spells, poison bombs and arrows
 
|Earth spells, poison bombs and arrows
|Poison fields can be exploded by fire fields/effects
+
|Poison surfaces can be exploded by fire surfaces/effects
 
|-
 
|-
 
|Disease
 
|Disease
 
|Necromancy spells, enemies, bad food
 
|Necromancy spells, enemies, bad food
|Reduces stats
+
|Reduces stats temporarily
 
|-
 
|-
 
|Wet
 
|Wet
|Water and ice spells, bombs, water fields
+
|Water and ice spells, bombs, balloons, water barrels
  +
|Puts out fires in environment and on characters, boosts chance to be frozen or stunned if not guarantees it.
|Amplifies chance to become Frozen or Stunned, puts out fire both in the environment and on characters
 
 
|-
 
|-
 
|Warm
 
|Warm
 
|Some fire spells, approaching light sources like fire
 
|Some fire spells, approaching light sources like fire
|Being Warm can help negate ice spells by reducing the chance to get frozen or chilled
+
|Being Warm can help negate ice spells by reducing the chance to get frozen or chilled or stopping them completely. Being chilled removes Warm however.
 
|-
 
|-
 
|Slowed
 
|Slowed
 
|Oil, earth spells, oil kegs
 
|Oil, earth spells, oil kegs
 
|Can be lit on fire with any fire source, slows characters movement inside and causes you to start with less AP every turn. One of the most brutal environment effects.
 
|Can be lit on fire with any fire source, slows characters movement inside and causes you to start with less AP every turn. One of the most brutal environment effects.
|-
 
|Hasted
 
|Pyro spell Haste
 
|Improves character speed and grants bonus AP every turn under the effect.
 
 
|}
 
|}
   
 
=== Environmental Effects ===
==<nowiki/>==
 
 
Environmental effects cover a wide range of things.
 
=== '''Environmental Effects''' ===
 
Environmental effects cover a wide range of things, to begin with note that I will call sources of these things Fields.
 
   
 
There are a great many ways to create, clear and make use of environmental effects in DoS2, many of which are from spells and consumable equipment like bombs and arrows.
 
There are a great many ways to create, clear and make use of environmental effects in DoS2, many of which are from spells and consumable equipment like bombs and arrows.
   
To gloss over a few we have Fire fields, Water fields, Poison fields, Oil fields, Ice fields, Smoke fields, etc, each with their own special properties, uses and sources.
+
To gloss over a few we have Fire surfaces, Water surfaces, Poison surfaces, Oil surfaces, Ice surfaces, Smoke surfaces, etc. and each with their own special properties, uses and sources.
   
 
Lets go over some of the most common you will encounter.
 
Lets go over some of the most common you will encounter.
   
Fire fields in my opinion are the most common as they are produced by basically anything that has a fire effect. They cause burning on targets and interact very nastily with Poison and Oil fields by creating massive explosions (poison fields) or spreading rapidly into a large area with Oil fields. They can be put out by a Water field, spells like Rain or ice spells can put them out, however note that you are creating a brand new battlefield by doing so which will segue into the next one.
+
Fire surfaces in my opinion are the most common as they are produced by basically anything that has a fire effect. They cause burning on targets and interact very nastily with Poison and Oil surfaces by creating massive explosions (poison surfaces) or spreading rapidly into a large area with Oil surface. They can be put out by a Water surface, spells like Rain or ice spells can put them out.
   
Water fields, the second most common, created by spells like Rain or water kegs being destroyed. These water fields can put out fire fields and spread water fields, but at the cost of soaking everything nearby turning the battlefield into an electric playground. Casting most Aero spells at anything inside the water field will cause an Electrified field which stuns anything inside of it until the field is destroyed. This applies to weapons with an electric damage type, like wand's basic attacks.
+
Water surfaces, the second most common, created by spells like Rain or water kegs being destroyed. These water surfaces can put out fire surfaces and spread water surfaces, but at the cost of soaking everything nearby turning the surface into an electric playground. Casting most Aerothurge spells at anything inside the water surface will cause an Electrified surface which stuns anything inside of it until the surface is destroyed. This applies to weapons with an electric damage type, like wand's basic attacks.
   
Oil fields, now these are often encountered and in my opinion the most deadly. Oil fields will slow any characters inside raising the AP cost of moving dramatically and most importantly setting up a prime area for a massive Fire field which can decimate your party, or the enemies, very quickly.
+
Oil surfaces will slow any characters inside raising the AP cost of moving dramatically and most importantly setting up a prime area for a massive Fire surface which can decimate your party or the enemies, very quickly.
   
Poison fields alone are not the most deadly, the poison is more an irritant, but in combination with a Fire field it is, if only barely, the second most deadly field combination. Fire and Poison create an explosion that can wipe out a whole party in one sweep and if it doesn't kill them in one go it will Poison and set them aflame with hardly a sliver of Hitpoints left.
+
Poison surfaces alone are not the most deadly, the poison is more an irritant, but in combination with a Fire surface it is, if only barely, the second most deadly surface combination. Fire and Poison create an explosion that can wipe out a whole party in one sweep and if it doesn't kill them in one go it will Poison and set them aflame with hardly a sliver of Hitpoints left.
   
==<nowiki/>==
+
==== <u>Kegs</u> ====
 
You'll often come across kegs laying around some places, on most occasions they indicate an encounter is possible or likely in the area and they are there for you or your enemy to make use of. These can vary in what they contain, but the most often you'll see are Oil, Water and Poison.
 
 
{| class="di-table"
==== '''<u>Kegs</u>''' ====
 
You'll often come across kegs laying around some places, on most occasions they indicate an encounter is possible or likely in the area and they are there for you or your enemy to make use of. These can vary in what they contain, but the most often you'll see are '''Oil''', '''Water''' and '''Poison'''.
 
{| class="article-table"
 
 
!Keg
 
!Keg
 
!What it does
 
!What it does
Line 297: Line 279:
 
|-
 
|-
 
|Water
 
|Water
|Spreads a puddle of water that can be frozen, electrified or turned into steam. Also puts out fire fields and burning.
+
|Spreads a puddle of water that can be frozen, electrified or turned into steam. Also puts out fire surfaces and burning.
 
|-
 
|-
 
|Poison
 
|Poison
Line 303: Line 285:
 
|}
 
|}
   
As of the AI 2.0 patch enemies now clearly recognize and seek to use kegs against the player's party, with this in mind you should stop and analyze what barrels are where and decide to eliminate them before the fight, re-position them for your benefit or remove them from battle completely.
+
As of the AI 2.0 patch enemies now clearly recognize and seek to use kegs against the player's party, with this in mind you should stop and analyze what barrels are where and decide to eliminate them before the fight, re-position them for your benefit or remove them from battle completely.
  +
 
Kegs can turn the tide of fights for or against you and should never be ignored under any circumstance. They can also be taken with you and used at a later time, although they weigh around 60&nbsp;kg and can take up to a quarter of a characters carrying weight.
   
 
=== <u>Elevation</u> ===
Kegs can turn the tide of fights for or against you and should ''never'' be ignored under any circumstance. They can also be taken with you and used at a later time, although they weigh around 60kg and takes up half if not more than half of a characters weight limit.
 
  +
Being higher up than an enemy can grant benefits like increased damage and longer range for spells and abilities. Enemies may also not be able to get to you or have to spend their turn to get to you.
   
  +
Being lower than the opposition can also block pathing for spells and attacks, it also decreases the damage by 20%.
==<nowiki/>==
 
   
  +
You can raise your range and damage by investing into Huntsman.
=== '''<u>Height</u>''' ===
 
Height is a mix of what you'd expect and what you didn't expect.
 
   
  +
Example of line of sight being broken.
Naturally you are out of range for melee attacks and it costs the enemy more to get to you, but unlike most games it gives you an actual bonus to range allowing something that is say 5m range to be 8m range and alongside that you get a bonus to damage if you are higher than the enemy, Huntsman can raise this with points. The advantage is nothing to scoff at either, it can be a deciding factor in battles and should be scouted for in advance.
 
 
[[File:Example range-0.png|none|thumb|220x220px]]
  +
Example of low ground.
  +
[[File:Example low ground.png|none|thumb|220x220px]]
  +
Example of high ground.
  +
[[File:Example high ground.png|none|thumb|220x220px]]
   
However being significantly lower than the enemy will not only block your abilities pathing, it will also reduce your damage by 20% of more due to the height difference.
 
 
[[Category:Divinity: Original Sin 2 gameplay]]
 
[[Category:Divinity: Original Sin 2 gameplay]]

Revision as of 11:41, 16 December 2019

The guide is not completed as of yet, however it should provide enough general information to get you started.

Terms

If you are new to RPGs or games in general really, here are some terms you may see used and what they mean if you don't know.

  • DPS = Damage per second. Anything using this term is relating to damage taken or dealt.
  • Tank = Character whose main focus is to absorb damage.
  • Caster = The character using an ability, also can refer to mage characters.
  • Hotbar = The bar at the bottom of your screen that has all the skills and items on it.
  • DOTs = Damage Over Time. Abilities that inflict damage over multiple turns or buffs that buff over several turns.
  • AOE = Area of Effect

Character Creation

Selecting a Character

The first thing you'll do when you start up a new game is choose who you'll play as; these character options come down to Sebille a female Elf, The Red Prince a male Lizard, Ifan ben-Mezd a male human, Lohse a female human, Beast a Male Dwarf, Fane a Human Male Undead (The use of human and undead is to say he is an undead that has the body of a human, undeads can also be the other races too.) and finally a blank slate character that is completely custom.

Each of them has their own unique backgrounds, stories, history and interactions with the world and it's inhabitants. Many of their stories will collide with each other's at certain points, like when interacting with an NPC they may debate on who will speak to the person first and sometimes depending on who talked to them first there may be consequences for the following speakers, so knowing their motives beforehand could be vital.

The custom character acts more like a make your own adventure and allows you choices that the pre-made characters may not have, it also allows for more customization than you'll get with a pre-made.

If you choose to play as one of the pre-made characters the remaining pre-mades will show up in your world as party members to recruit.

Character creation
Race Racial Ability Racial Talents
Human Encourage Ingenious, Human Resolve
Lizard Dragon's Blaze Sophisticated, Spellsong
Dwarf Petrifying Touch Sturdy, Dwarven Guile
Elf Flesh Sacrifice Elegant, Corpse Eater
Undead Play Dead

Undead, (2nd varies by race)

Choosing a race to play

Main article: Races (Original Sin 2)

Humans

Humans are an all around balanced race like in any game, they don't excel at anything, but are also good at everything. With their bonus in Leadership and their ability Encourage they make for good front or middle line supports/fighters/tanks.

Lizards

Lizards excel at caster roles such as Wizards, Witches and Enchanters due to their innate Intelligence boost due to Sophisticated, they also have Spellsong which grants them a free Persuasion point. The Lizard race has an ability called Dragon's Blaze which is a low cost, low damage, cone shaped fire surface.

Dwarves

Dwarves get an innate bonus to Strength and Sneaking, they make for powerful Fighters or Knights and along with their innate ability Metamorph, which allows them to turn a target into stone via Petrification

Dwarfs make for great warriors or tanks, they also get a sneaking bonus, but a warrior role seems better suited to them.

Elves

Elves are tall, lanky creatures that present themselves more as folks made of wood or forest materials rather than the common Elf you see in fantasy. They have strong abilities like Corpse Eater which allows them to consume specific body parts sometimes that grants them abilities for free. They also have Flesh Sacrifice which is a nice damage and AP boost at the cost of some Constitution.

Undead

The Undead are the last race to be revealed and present a unique challenge to players. Among those challenges are the fact that if you do not cover their bodies with armor of some type they will scare non-undeads and cause local law enforcement to attack you, non-guards will most likely just run from you, but it isn't worth risking it.

The other challenge they present is they cannot be healed in the typical way, healing potions and spells damage them instead and in their place poison heals them; so you can walk into a poison surface or gas or even chug a poisoned health potion and it'll heal you.

The Undeads gameplay changes the strategy of the whole game for the player using it and it is inadvisable to attempt to play them without having at least a minor understanding of the mechanics of the game, the game itself will even warn you that your experience will be dramatically different compared to playing as a humanoid race.

Tags

If you have selected to play as a custom character you will need to select your character's tags. Tags help define who a character is and how they interact with things and people in the world.

Below your character's class selection you will see a box that says Tags, under it is another box that has a few empty spaces along with two tags already filled out that state the character you are and race.

Select manage and this will take you to a list of tags to select. They are the following.

Tags

Tags most often interact with dialogue from NPCs and can assist you in getting new information, I suggest you try talking to NPCs using multiple characters in your party as they can use their tags to get more information if it is applicable to the NPC you are interacting with.

Class Selection

Now you will want to choose what class you want to play as, please know that classes are merely templates, with adding points elsewhere during leveling you can be anything you want, however classes do dictate starting stats and skills so you should pick something you will want to build into.

I will break down the classes here in an info box to help you get an idea of what they are and you can follow the links to learn more.

Class Type Extra Info.
Battlemage Hybrid, Melee + Magic Dual wielding melee caster
Cleric Hybrid, Melee + Magic Frontline support caster
Enchanter Magic Support spell caster
Fighter Melee Frontline fighter
Inquisitor Magic Heavy hitting melee caster
Knight Melee Close range 2-Handed
Ranger Ranged Long range bow user
Rogue Melee Close range stealthy backstabber
Shadowblade Hybrid, Melee + Magic Close range, stealthy, can cast spells and do melee damage
Wayfarer Hybrid, Ranged + Magic Long range crossbow user, has earth and poison spells
Witch Magic Casts earth, poison and necromancy spells
Wizard Magic Fire and earth mage, big AoE damage dealer

Stat Adjustment

DoS2 uses a fairly simple stat system made up of the following categories.

Stats

Strength, Finesse, Intelligence, Constitution, Memory and Wits. For more details click the stat to go to the stat's page.

For the shorter version here is how the stats work.

Strength - Determines damage dealt with Strength weapons such as Greatswords, Hammers, Axes, Swords and provides a bonus to Physical Armor.

Finesse - Determines damage dealt with Finesse weapons such as Daggers, Bows and Crossbows, also provides a bonus to Dodging.

Intelligence - Determines magical damage and bonus to Magical Armor.

Constitution - How much health aka Vitality you have.

Memory - How many spells/abilities you can store in your memory. Spells that aren't stored cannot be cast, but can freely be swapped outside battle.

Wits - Critical chance and initiative, also helps detect traps and treasure.

Abilities

Abilities are broken into two categories Combat and Civil.

Combat abilities determines your proficiency in any given stat relating to combat, such as Ranged or Two-Handed. Raising them will give you bonuses like more damage with weapons related to that type or a bonus to dodge.

DOS2 abilities

Civil abilities determine your ability to interact with NPCs using Persuasion and Bartering; Lucky Charm can increase the rarity of loot you find; Loremaster allows you to identify items; Telekinesis allows you to grab things from a distance; Sneak makes it easier to move unnoticed by NPCs and Thievery lets you steal more items from NPCs along with pick locked doors and chests.

You are awarded Combat points every level and Civil points every (currently unknown) level.

Learn more about Attributes and Abilities here.

Talent Selection

Talents are varied in their effects, some give you more resistances while lowering others, some introduce new mechanics to think about when engaging combat situations.

Traits

The list of talents is fairly large.

Gathering your party

Divinity: Original Sin 2 has 6 companions.

Check out their individual pages for specific locations and other information.

Note that as of v3.0.31.292 on 2/2/2017 we may now select what class the companions should be upon recruitment of them, thus you should pick the companions you want because you like them and not because of necessity, this also allows more flexibility when creating your own character as you will not run into the problem of missing out on a key role.

Combat and using the environment to your advantage

Combat in Divinity: Original Sin 2 is a simple turn based system where each character will be placed in order against the enemy depending on their Wits, the higher Wits is the better chance you will move before the enemies can.

You have a limited number of moves per turn depending on your Action Points, these can be seen at the bottom of the screen and will have a max of 6, you will almost always start with 4. These can be modified using certain abilities like Haste.

Abilities have a required amount of Action Points that it will cost to use them during that turn and after their usage they will be placed on cooldown, meaning they cannot be used again until that timer is up. Having filler skills for the downtime of your big hitter skills is important.

Status Effects

Status effects are much like they are in most games, however, in DoS2 inspecting your environment and making use of status inducing abilities are one of the key aspects of combat compared to the usual one stun and burst down. Below you can see a list of statuses, what causes them and how they interact with other things.

Status What can cause this? Effects and How these interact with other things?
Chilled Being hit with ice damage Water on the ground freezes into ice which can cause knockdown, being Wet can near guarantee Frozen if hit with an ice spell.
Frozen Being hit with ice damage while already being chilled Freezes characters making them unable to take action
Stunned Aerothurge spells and other misc ones Water and blood pools can be electrified to stun in large areas, being Wet also increases, if not guarantees Stunned.
Knocked Down Spells like Battering Ram or slippery surfaces like Ice Ice surfaces can knock you down when you try moving in them.
Bleeding Necromancy spells, enchanted weapon damage Bleeds for damage every turn, can create blood pools that can be electrified, blessed, cursed or frozen.
Burning Pyro spells, fire bombs, fire being contacted by oil or poison Fire can light oil surfaces aflame, torches and the light sources can also light oil on fire. Poison surfaces + fire cause explosions. Can also melt frozen and warm chilled.
Poisoned Earth spells, poison bombs and arrows Poison surfaces can be exploded by fire surfaces/effects
Disease Necromancy spells, enemies, bad food Reduces stats temporarily
Wet Water and ice spells, bombs, balloons, water barrels Puts out fires in environment and on characters, boosts chance to be frozen or stunned if not guarantees it.
Warm Some fire spells, approaching light sources like fire Being Warm can help negate ice spells by reducing the chance to get frozen or chilled or stopping them completely. Being chilled removes Warm however.
Slowed Oil, earth spells, oil kegs Can be lit on fire with any fire source, slows characters movement inside and causes you to start with less AP every turn. One of the most brutal environment effects.

Environmental Effects

Environmental effects cover a wide range of things.

There are a great many ways to create, clear and make use of environmental effects in DoS2, many of which are from spells and consumable equipment like bombs and arrows.

To gloss over a few we have Fire surfaces, Water surfaces, Poison surfaces, Oil surfaces, Ice surfaces, Smoke surfaces, etc. and each with their own special properties, uses and sources.

Lets go over some of the most common you will encounter.

Fire surfaces in my opinion are the most common as they are produced by basically anything that has a fire effect. They cause burning on targets and interact very nastily with Poison and Oil surfaces by creating massive explosions (poison surfaces) or spreading rapidly into a large area with Oil surface. They can be put out by a Water surface, spells like Rain or ice spells can put them out.

Water surfaces, the second most common, created by spells like Rain or water kegs being destroyed. These water surfaces can put out fire surfaces and spread water surfaces, but at the cost of soaking everything nearby turning the surface into an electric playground. Casting most Aerothurge spells at anything inside the water surface will cause an Electrified surface which stuns anything inside of it until the surface is destroyed. This applies to weapons with an electric damage type, like wand's basic attacks.

Oil surfaces will slow any characters inside raising the AP cost of moving dramatically and most importantly setting up a prime area for a massive Fire surface which can decimate your party or the enemies, very quickly.

Poison surfaces alone are not the most deadly, the poison is more an irritant, but in combination with a Fire surface it is, if only barely, the second most deadly surface combination. Fire and Poison create an explosion that can wipe out a whole party in one sweep and if it doesn't kill them in one go it will Poison and set them aflame with hardly a sliver of Hitpoints left.

Kegs

You'll often come across kegs laying around some places, on most occasions they indicate an encounter is possible or likely in the area and they are there for you or your enemy to make use of. These can vary in what they contain, but the most often you'll see are Oil, Water and Poison.

Keg What it does
Oil Spreads a puddle of oil that can be lit on fire. Acts as any other oil surface does.
Water Spreads a puddle of water that can be frozen, electrified or turned into steam. Also puts out fire surfaces and burning.
Poison Spreads a puddle of poison that will inflict poison damage on anything that isn't immune to it, can also be lit on fire for a combo explosion causing severe damage.

As of the AI 2.0 patch enemies now clearly recognize and seek to use kegs against the player's party, with this in mind you should stop and analyze what barrels are where and decide to eliminate them before the fight, re-position them for your benefit or remove them from battle completely.

Kegs can turn the tide of fights for or against you and should never be ignored under any circumstance. They can also be taken with you and used at a later time, although they weigh around 60 kg and can take up to a quarter of a characters carrying weight.

Elevation

Being higher up than an enemy can grant benefits like increased damage and longer range for spells and abilities. Enemies may also not be able to get to you or have to spend their turn to get to you.

Being lower than the opposition can also block pathing for spells and attacks, it also decreases the damage by 20%.

You can raise your range and damage by investing into Huntsman.

Example of line of sight being broken.

Example range-0

Example of low ground.

Example low ground

Example of high ground.

Example high ground