Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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Can you bypass ability prerequisites for talents, by using equipment.
So do ability bonuses on equipment, count towards the minimum ability point requirements on certain talents?

For example the talent 'Comeback Kid' requires you to have 5 points in willpower. What if you only have 4 points in willpower, would equipping a piece of gear with +1 Willpower allow you to take 'Comeback Kid'? Or do you require a base of 5 points to take the skill?

Also if it does work, will unequiping said equipment deactivate the talent (I'm guessing not, as Madora starts with Comeback Kid and doesnt meet the requirements, but then shes kind of a unique case).

I'm just trying to plan ahead on some of my parties members builds. By the time you reach the level cap those 49 ability points really dont stretch as far as I would like, especially when it takes a full 15 to max out an ability to level 5.
Last edited by DesperateDan; Aug 6, 2014 @ 3:19am
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Showing 1-8 of 8 comments
Sanchez Aug 6, 2014 @ 4:51am 
If I remember correctly, it is the requirement of base skills points without bonuses.
DesperateDan Aug 6, 2014 @ 5:23am 
I had a feeling thatt would be the case, I just wasnt sure, nor able to test atm.
Grungi Aug 6, 2014 @ 10:40am 
Items, nope.

However, you can bypass talent requirements using traits; so if you put 10 points into Willpower to get it to +4 and then also got another +1 Willpower from the Independant trait, you'd be able to take Comeback Kid.

Not sure what would happen if you lost the trait; it's never happened to me.
Gracey Face Aug 6, 2014 @ 11:03am 
Originally posted by DesperateDan:
I'm just trying to plan ahead on some of my parties members builds. By the time you reach the level cap those 49 ability points really dont stretch as far as I would like, especially when it takes a full 15 to max out an ability to level 5.


There is no level cap. Some players on here have higher than lvl 20 chars.
Grungi Aug 6, 2014 @ 11:34am 
Gadolf is correct, there's no cap. You can theoretically hit 21/22 if you come across enough experience in the game to reach them. There is also a way to increase your available ability points; it'll become evident as you progress through the main story.
General Malaise Aug 6, 2014 @ 12:04pm 
I'm level 22 - on second playthrough, and a little to do yet. Probably won't make 23 though. I tried to win all arguments via charisma, took the points, then killed them anyway.

:)
Rylus Apr 17, 2019 @ 2:17am 
There IS a Cap - it is just a "Softcap" , which meas the Limitation comes from the Lack of XP you can get rather from a Value in the Game which says "Your XP has gone Sour, no use anymore".

Tip for keeping it "enjoyable" to play: Use "Stepstones instead of focussing on the max.

Planning goes best if you make em working on a very basic Leve firsthandl. You can reskill later on for maxxing out/experimenting.
BUT: If you rely on some +1 from a Trait, you are bound to Act like that - which limits your decisions you can make a lot and/or takes away the Freedom of Choice from the Roleplay.
Also, it does not work with Henchies well for obvious Reasons.


Some Hints:

"Game starts at Lvl3" - After the Tutorial you will be at Level 3 (+1 Attribute/+2Skillpoints/+1Talent)


"Mind the Stepstones of Charprogression" - Stepstones mean some minimal Caps you should reach for beeing "able to to what your class should be able to do according to your class".
This includes Attributes and Skills. Format is [Value]:[Average]/([Proficient]).

Example: We want a Lockpicking Thief. Average means, he can pick most Locks on Chests and unimportant Doors. Proficient means, you can pick almost every Lock around you, exept "Special Doors meant to be opened otherwise"

- "Apprentice" (Lvl 1 to 4) Skill: 1/(2) Attribute: 7/(8)
- "Beginner" (Lvl 5 to 8) Skill: 2/(3) Attribute: 8/(9)
- "Trained" (Lvl 9 to 12) Skill: 3/(4) Attribute: 9/(10)
- "Master" (Lvl 13 to 16) Skill: 4(5) Attribute: 10/(12)


"Focussing too early can leave a Char unplayable" - Mind the Talents according to their Prerequisites
Example: Warrior focussed on Willpower 5 for Comeback-Kid can reach it on Level 9 but having only 2 more Points to distribute. Thus, he is an Armorless, no-Damage-dealing, always burning ♥♥♥♥ which eats Dust before he even reaches the mobs he ought to Tank.
But, choosing Leech at first and later on respec changing it to Comeback-Kid leaves you with a Monsosity with Heavy Armor (Constitution:7, Dexterity:7, Man-at-Arms:3, Strengh:8 Iron Hide, Picture of Health, Opportunist, Leech) plus still good Movement (Speed:7 Armor Proficiency:3) and still good Damage (Two-Handed:2). Also, Scoundrel:1 and Leadership:1 bring in Buffs for our Support and the Scoundrelabilitys allow to drop Incoming Damage, cause Bleeding and such useful Stuff which keeps us alive and kicking Butts.


"Respec comes late in Game" - Do not "rely" on a reskill before around Level 15.


"Get all 4 Companions as soon as you can" - They're the Useful Logistic behind you so you do not have to bother about "Money" and "Repairing your Equipment" (Well, "You" as Player have to do, but not your Chars, y'know whadda mean....).
- Madora is a Tank - and a very good one. She just is kinda.... inflexible regarding "mental Tasks" and "(a-)moral Questions". She brings Comeback-Kid naturally, which renders her able to be "the Best Warrior" throughout the whole Game according to Stats, but that excludes "Leech"-Based Tactics for her.
- Jahan is quite a good Mage - but, also somewhat annoying righteous. His CC-Abilitys are awesome. Also, he is the "Craftsman" for your Party - Smithing and such should be his secondary if not primary focus - as his Magic is useful even if skilled with secondary importance.
- Bairdotir is a good Marksman. Her unique Ability is about Tenebrium. 'nuff said bout this charming, smelly Teddybear.
- Wolgraff is your "Rogue you can trust", the Robin Hood for your Party. He is all about stealing stuff which means Pickpocketing and Lockpicking. He is the one who goes "fundraising" in Town and cares about the "economical benefit of your Adventures".


"Do not Pickpocket !!!" - At least, make it count if you do, as every Char can only Pickpocket a NPC once. Make it count by buying all his Stuff and then stealing the Money back.


"Fixing Holes" - Fix evey "Hole" in your Build once to Level 6 and Level 12.
Example: In the above mentioned Warrior Level 9 The Bodybuilder and Willpower is missing, plus our Constitution does not compensate for it. That means, we have to fix it until Lvl12 bringing em up asap so we can focus on the primarys then, keeping up the minimal caps.
How you "fix holes" depends on your build. This includes your Henchmen, which I recommend do bring up to Speed:7, Constitution:6 for then beeing able to fully focus on their Main Attribute.
DesperateDan Apr 28, 2019 @ 12:26am 
Apprieciate your effort of posting such a detailed response, but I posted that question 5 years ago back when the game was still in Beta, I honestly barely remember it!
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