"Pure" builds are NOT recommended because they only make you weaker. Dexterity stat determines your effectiveness when using gear that is based on this stat. At most, this will only affect your gameplay and progression for the first hour. Everything you do in combat (moving, casting, attacking, etc.) When that's done, you increase every magic skills to 2. Again, this is gonna give you a lot more versatility. This is intended as a repository for suggested optimal character and party builds. Jahan is a Mage found on the 2nd floor of mayor Cecil's office. Divinity: Original Sin Role-playing video game . Its not shameful to admit that the flexibility and open end world offered by the system can be a bit overwhelming in the start, and it takes a good amount of time to become accustomed to the entire setup. A character with Lone Wolf can no longer have a companion but receives a 80% bonus to base vitality, 2 bonus to Recovery and maximum Action Points and an extra ability point on level up. I took that route to make it as simple and universal as possible. Skills are listed in order of importance for the build. You don't have to invest in any of the weapon abilities to use any type of weapon. For example, if youre kind in your conversations youll get the Compassionate trait instead of the Heartless one. Even on the hardest difficulties, almost every playstyle and build is viable once the combat basics are understood. You can fill up the blanks with whatever float your boat. When you finally get to a point where you could make efficient use of it, you get your hands on Shadow Essence which add +1 Sneaking to any equipment piece, rendering your investment absolutely useless. This is a very powerful combination if you want to go that route. Quickdraw Buff strength, Int and Con equally. On the same note, Two-Handed and Warfare both allow this class to deal . It is a useful attribute mostly for range Rogues. Politician Decreases everyones attitude towards you by 20 but gives you 1 extra point in Intelligence. Dont forget to share your own character builds and how you have customized your party by commenting below! Craftsmanship abilities include Blacksmithing, Crafting, Loremaster, and Telekinesis. SPD and CON are linked by their effects on Action Points, so be sure to understand their effect on each other so you can adapt your build accordingly. Constitution is directly related to the amount of vitality your character has. They may seem very simplistic, but they can do worlds of good and allow you to build/finalize your character much faster than otherwise. The rest can easily be taken care of by equipment. Everything here is absolutely useless halfway into the game. Companions will leave the party if you keep attacking them out of combat or if you go completely against them in their personal quests. Doubles your attack damage while sneaking. Only 1 character needs Crafting. A lot of people actually confuse Skills as Abilities the two might mean the same thing in other games, but in Divinity Abilities is the master set that comprises of various sub-sets, of which one is the Skills. Sidestep Gamer Since: 1997 Favorite Genre: RPG Currently Playing: Baldur's Gate 3 - Early Access I wouldn't try to build them as hybrids, they have access to the biggest amount of skills already, it would be a waste to dilute their power. Attributes in Divinity follow the same philosophy as many other RPGs and strategy games, passively determining the statistical structure of a character. Lone Wolf Of the three devices, the iPad (11 inch and larger) offers . While most Builds remain untouched, there are some tweaks to a few of them. The higher it is, the better your chances are you'll be the one attacking first. Remember, there's no benefit from going over 23 INT so focus your equipment elsewhere when that value is reached. Resistances are the most important boosts beside attributes. I don't recommend you go past 23 in any "class" attribute (STR, DEX, INT) because you don't get better bonus past that point. Always use the character with the highest Bartering ability level to buy and sell to merchants. Winged Feet and Walk in Shadows are absolutely essential if the Mage is one of your main character. In short, Divinity: Original Sin 2 has the tools for the perfect Rogue. Those are relatively rare and what they actually do is increase the number of Action Points you get per turn. Comeback Kid Hydrosophist The Curer, and also the lord of the seas. Early on, your focus should be on putting 1 in all your abilities. For short range attacks, use Lacerate, Trip, Venomous Strike, Daggers Drawn, Eye Gouge, Precise Incision, Coup de Grace, Shadow Step, Whirlwind, Crippling Blow, Flurry, Shocking Touch, Burning Touch and Vampiric Touch. Divinity: Original Sin 2 Builds. Players have been asking me to not only update these Builds, but also create new ones. Most of the time, if it can be unlocked by Lockpicking, you can bash thru it until it breaks. These talents should be prioritized over any other, since they will give you the most direct passive advantage possible. As of now, Wizards rule. 6. Charisma is mostly used in mini-games to resolve arguments, which is a good source of XP. All while being as concise as possible.. Of course, some traits are better than other: It is never a good idea to be "neutral" (both side of the scale of equal weight) as you'll get no benefit. Some extra thoughts on crafting and nasty deeds: Crafting and blacksmithing are incredibly powerful in this game. Your companions and henchmen don't have access to this option so be careful when building them. Speed is absolute must-have for all Rangers, as youll need to move about to both avoid melee foes and to get into position for proper ranged attacks. Warrior can take Medusa head for the only magic damage ability that scales with strength. It's fun to find ways to cheese fights, make interesting or silly combos, or try out different team compositions with my friends. Geomancer A specialist in the use of earthen magic, the Geomancer can summon creatures to fight next to him, or control the grounds beneath him to grant him upper hand by initiating deadly Earthquakes. Perception Melee Rogues synergize well with Man-At-Arms even if they're using daggers, but they can also do very well with Aerotheurge and to a lesser extent Witchcraft. Dexterity At this point, you want to prioritize certain talents over others. Traits are strange little statistical bonuses that completely depend (and also develop) the personality of your character. Players have been asking me to not only update these Builds, but also create new ones. If youre building a character that utilizes Aerothourge, Geomancer, Hydrosophist, Pyrokinetic, and/or Witchcraft abilities, you should be looking to invest in Intelligence and Speed is useful for Wizards because in general they are weaker than tanks, wearing Intelligence-based armor (light armor). Crossbows will do slightly more damage, but carries a big movement penalty. There are 6 attributes, 3 that affect specific "classes" (STR, DEX, INT) and 3 that affects every build (CON, SPD, PER). You will want to start investing in a manner that facilitates the kind of character you are planning to build. Honestly most of this is completely useless, as Locks can be destroyed with enough Strength, and pickpocketing is hardly ever rewarding. Better quality equipment will also provide other important boosts, which is the focus of this section. She favors necromancy as she finds the living tedious. Decreases everyones attitude towards you by 25, but melee opponents will find you less attractive in combat. When resurrected, you revive to full health. As long as you don't invest point in single-handed, you don't have to worry about gimping yourself in the long run. There's no essence for Poison and Tenebrium so keep an eye out for equipment with innate resistance for those. Far Out Man will allow you to attack from a distance, while Lonewolf should give you a large buff, though you wont be able to summon. At level 21, you'll have 52 ability points to spend (72 with Lone Wolf talent). Lohse as summoner and support. All resistances are pretty much essential too. Each attribute starts at 5 and you're free to dump attribute points (up to 10) until it reaches a total of 15. Since you're using a couple spells that requires INT to be more effective and hit more reliably, I would recommend using 1 piece of equipment with +2 INT on it. Identifying a piece of equipment can be done from any inventory, no need to move the equipment around. Body Building is very useful on harder difficulties, not so much for Normal or lower. Rogues would innately utilize this stat more than other character types. The category you invest in will be unlocked, and whenever you find skill-books during the game you will be able to learn skills from that category. Since you have access to 15 attribute points and you can only put 10 points in a single attribute at most, this means you'll have to spread those points over more than 1 attribute. Youll want to invest at least one point in one of these for now to give you damage boost. Divinity: Original Sin 2 iPad vs Switch vs PC Steam Deck interface As with the controls, the interface options are best on PC and iPad. Increases recovery and maximum Action Points by 2 when health is below 30%. Follow with Scoundrel at 5 then round the rest however you like. It's a very good boost, but since we're focusing a lot on SPD and CON (both boosting Action Points), it's not overly important either. The most obvious choice for a player planning to build a Wizard is Willpower, as it aids in reduce the effects of arcane status ailments, such as Slow, Pertrified, Stun, and etcetera. Which attribute you choose to invest in and how much is completely up to you. 1. Craftsmanship + Whetstone wheel, Any weapon (except staves & wands) + Tormented Soul, Any weapon (except staves & wands) + Tenebrium bar, Any weapon (except staves & wands) + Air Essence, Any weapon (except staves & wands) + Earth Essence, Any weapon (except staves & wands) + Fire Essence, Any weapon (except staves & wands) + Water Essence, Leather armor (DEX based) + Mobile Kitchen, Piece of equipment (helmet, armor, sarong, belt, glove, boots) + Shadow Essence, Cyseal (western beach, only appear later), 52 ability points (69 with Lone Wolf talent), 2 books that give you 1 attribute point each, 2 books that give you 3 ability points each, 1 talent point for 1 ability point (can be useful if you don't need all your talent points), 3 ability points for 1 attribute (I don't recommend this, it's a very bad deal). Crafting should allow you to hit the 90-100% resistance mark for air, fire, water and earth. For tanks the best choice is Body Building, which will reduce the effects of knockdowns, bleeds, cripples, and similar physical status ailments. Light Stepper The best overview I've seen for Skills can be found at http://divinityoriginalsin.wiki.fextralife.com/Skills. There are a couple other stats you need to check out. They come in 2 forms: elemental resistances and immunities to certain effects. Be careful though, pushing too far into hybridization will make you weaker since you need to invest in 2 "class" attributes. Equipment should mostly focus on boosting SPD and CON according to the formula given in Attributes. This doesn't affect the starting turn, only the subsequent ones. Assuming Roderick is your front-man, hell be the leader and the main damage dealer. They don't synergize well with Rogues at all. Allow me to try and give you a simpler insight on the game's most basic builds. Traits are the personality of your main characters. I would suggest 1 character with Hydrosophist for Rain and Regeneration. There are much better/faster ways to generate gold. Strength is the essential attribute for most Knights and characters that are looking to utilize Strength-based weapons. Stand Your Ground Aerothourge Command the powerful element of Air by conjuring Tornados, utilizing lightning bolts, and creating electric shields around yourself. The level of customization possible in Divinity: Original Sin 2 is staggering, whether you want to focus . Now, you need to increase Aerotheurge and Pyrokinetic to 4 first because they're much more useful offensively. Ability boosts don't affect the "base" cost in ability points either so there's no downsides. If you invest here, you must use a single-handed weapon with a shield, no dual wielding otherwise you're wasting precious ability points. You can't infuse Tenebrium on staves and wands. Intelligence empowers all damage from elemental and magical skills, while also reducing the AP cost of your skills. Your party always has between 2 to 4 members. Divinity: Original Sin 2 builds are key to a succesful adventure, and thankfully the game's character system is one of the most versatile out there. Elemental Ranger Constitution Grants you the ability to perform attacks of opportunity. Those books can be purchased from merchants or found in loot. Keep him behind the rest, but make sure that his spells can almost always reach the likes of Madora and Scarlett (as a Wizard, Rodderick should heal himself as often as possible with the Hydrosophist skills). Scoundrel They may not have the strength or the wizardry, but those utilizing the trickery provided by the Scoundrel tree will prevail at using daggers and venoms to stealthily do away with their foes. You don't have enough power to make use of the higher tier spells anyway. Grants you a 10% Man-at-arms extra Magic Resistance. Crafting will allow you to craft items like food and potions if you enjoy that kind of crafting, you might want to give it a try. D ivinity Original Sin 2 Definitive Edition arrived a little over a 2 weeks ago, and with it came some interesting changes to the game. Since Dual Wielding requires a lot of investment before blooming, don't be shy to use a two-handed weapon at first to smooth out the difficulty. Skills are listed in order of importance for the build. Each companion has a personal quest, so take them out to complete it for more XP, Each companion has a different play style, so use them for the right situation. Of course, the higher the quality, the rarer it is. The only downside is it only affects your teammate(s), not the character you invest points on. Honestly, you could go either way, both Dual Wielding and Two-handed are pretty good for a Warrior. All you need to do is go to the skill interface and click on the "forget" button beside the skill you want to remove. Armour Specialist is only useful if you plan on using heavy armors. As much as I can't just up and say "do x" or "do y", these should work pretty well on normal difficulty. Now, Mages are the most complicated characters to master, but they're also the only ones with an answer to every situation. You'll lose a bit of damage on attacks, but you'll gain more Action Points and thus be able to use more skills. Walk it Off On the left side youll be shown a summary of the stats and abilities, whereas on the right its purely about your appearance. This page features the builds created by Castielle on youtube, you can find detailed written build guides here. This guide is meant to shed some lights on what is really useful, what's a waste of time, give you some build guidelines and more. It allows for a huge amount of creativity . On lower difficulties, I came across only 1 occasion where Tenebrium was absolutely necessary and it was for story purpose only. There is no hard-and-fast method of specializing the only thing you have to do is create a character that follows a specific role. But SPD and CON aren't the only thing available either. In this guide I will be introducing the Sanguine Bowman, and explaining just how it works. Using all the skills at your disposal makes your character much more efficient in all the different situations. You cannot remove the 2 main characters from the party. I've completed every single quests and barely made it to level 22 by killing the last boss, at which point another level doesn't matter You might be able to get to level 22, but I would recommend you plan your builds around level 21 just to be sure. Leadership boosts will greatly complement characters who invest in Leadership as part of their build. Arrow Recovery At the start youll have two skills you can invest in, and later on youll gain points to put additional. 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