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While it can be easy to fill up the inventory on a first playthrough, you're probably keeping more than you need to if you do.
I usually kept quest related books (even if they were just added for info or atmosphere), but sold ones that show up in randomly generated loot, etc (like the different 'History of' book series). If you check the consumable section of your inventory, you may have a stat/skill book there you can use to fee up some space. Any required books should be in the quest item section of your inventory, though there are a couple books which you can read yourself to get a bonus or give to someone to complete a quest. In any case, after you've read a book you can sell or destroy it (as long as it is not marked as a quest item, in which case it doesn't count towards your inventory limit).
If you have any creature parts you only need to keep the best of each type. I kept a list of my current top part stats handy so I could sell any lesser versions before talking to the necromancer (and working on the creature), so I wouldn't clutter up the part list when any new pieces I had with me were added. In DKS/D2:DC creature parts can also get added to the necromancer's list from any merchant's inventory, if you sell or buy anything in that section of the inventory (and maybe just switching to it).
You can get rid of potion and enchantment formula by talking to the alchemist and enchanter (any left in your inventory after going into the alchemy or enchantment functions will be duplicates, and can be sold).
Alchemy plants and enchantment gems and minerals are easy to acquire after getting the battle tower, so you can get rid of any you are not going to use. Keep malachite gems, since there is a limited supply in the game, and ginseng (etc) for healing potions, but if you have multiple stacks of the same item, you can safely get rid of the extra stacks. Iron, whisperwood and fatfern are fairly common, for example; you can make more money with the latter two if you make level 1 or 2 Full Resistance or Dexterity potions, and sell the potions rather than just the ingredients.
If you have any equipment that you are hanging onto because it might be good once you get higher level enchantments or better charms, by the time you do you will most likely also have found equipment with better base stats (my first game in the original release of D2:ED I hung onto lots of stuff I ended up just selling later).
There is a skill to boost inventory space, if you have the points to spare. You can unlearn all your skills after getting the battle tower (at a character level in the late teens to early twenties), and get those points back once you have access to the chest there to store things. Once you move all the enchantment and alchemy ingredients to the storage chest, that should take care of the problem with your main inventory hitting the limit (charms need to be in your inventory to use, but alchemy and enchantment ingredients can be used from storage).
Very impress with your support.
I've now solved the issue and all works ok.
But I cant seem to use my skill points (like lock pick, etc) for anything, any ideas?
I'm trying to get into Lovis place, after been given this info from the wizard.
Also, to set/change the hotkey slots at the bottom of the screen:
- hold the number key down for a couple seconds, and then select the item or skill to assign
- when paused, right click on one of the hotkey slots
- in the skill window, drag the skill icon to one of the hotkey slots (aiming for the bottom edge of the circle)
When paused you can use active skills by clicking on the 'Item and Skill List' button, then (if necessary) clicking the 'Skills' button and selecting a skill (if it needs a target, you then need to mouse over the opponent and left click to come out of pause and use the skill. You can do the same for potions and some items, in the item section of the 'Item and Skill List'.
For Lovis' tower, there are a couple ladders allowing you to climb up to a broken bridge section to get access to the tower. You can approach up the hill to the main gate, as well. It is locked, but you should be able to jump across to one of the sections to the left of the gate.
There is no rush to get there. I generally put off main plot quests until I was done exploring and clearing the relevant area. I started the tower at level 9 and hit level 10 on the way up, then decided to leave and do the necromancer's quest first, and returned about level 12.
I hope you dont mind another few questions.
What is the fastest way (quest sequence) to get the battle tower?
i assume you can return to Broken Vally after.
I've done necromancer's quest (how many pets/creatures can you have?
Done Lovis loot, about to do Lovis soul.
Meet with Rhode at Maxos Temple (not inside yet).
Or entered Bandets temple.
Cheers
While you can return to Broken Valley before and after that point, taking over the battle tower will make most NPCs and quests unavailable (there is one quest in Broken Valley and one quest on the island that you need to after getting the tower; the rest will fail if you have not finished them by then). There is a warning in-game before that point.
BTW, your first encounter on that island you can mindread to go up a level, so the higher level you are (I made it to 22 in the fjords, available through a mountain path to the far south west in Broken Valley) the more of an experience bonus that will be. You don't need to get to a high level, but it would be better if you got to a new level before entering, to get a full level bonus (equip anything you have with a Wisdom boost).
You only have one creature, but can swap body parts around to adjust its build. I found the mage head to be most helpful, when playing D2:ED as a warrior and DKS as a ranger. It is a little more aggressive with a ranged attack, and less likely to get in the way, or attack opponents farther away and attract attention earlier than you would otherwise have to. Some people playing ranged characters like the Fatality skill on the warrior heads, though.
I boosted Mana Efficiency to decrease the mana cost to summon the creature (as a warrior not boosting intelligence or spirit, that let me summon the creature and use the Healing spell shortly after, if required); as a ranger I also boosted it to drop the cost of the special skills.
You can have a (single) summon active at the same time, though. The demon is generally considered to be the best summon in terms of combat; the ghost can heal your character and remains efective throughout the game if kept levelled (summon it behind yourself to make it more likely to heal than cast fireballs at opponents). Summon bonuses can show up on jewellery.
Charm would also be useful for a summoner type build. If you charm an opponent, you only get a fraction of the normal experience, depending on how much you (or your creature or a summon) do compared to damage opponents do while it is charmed. The extra help more than compensates for the 'lost' experience, though. Also, since summoned opponents don't give experience, in general, you don't loose anything by charming them.