Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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FunnyTea Jan 6, 2018 @ 7:07pm
Any tips for a beginner?
Hey, so I just started my first playthrough of this game, and I have very little experience with turn-based combat games (except South Park: SoT, and similar games, although that game have a different turn-based system).

1. What are some good class combos? Currently, I've got a wizard and a fighter, also bought a skillbook for the wizard to regenrate/heal life for both heroes.
2. When you level up you get points to spend in 2 categories, what are some useful things to unlock/improve in the beginning?

I am struggling a little bit with the combat (Accidentally lit the fighter on fire with the wizard's fire ability, thus killing him as I waited for my turn...........)
I rarely ask for this type of help, but there is so much stuff in this game :P I'm amazed so far though
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Showing 1-15 of 23 comments
Vintersorg1989 Jan 6, 2018 @ 9:48pm 
1. You took good classes to begin with. Guess you are playing on classic difficulty and without lone wolf, right?
If so, honestly you can barely go wrong with skills. For wizard just took pyro, geo combo + witchcraft
Warrior man at arms (battering ram and crushing fist are amazing skills to start with)
School Level 1: Can learn 3 novice skills
School Level 2: Can learn 5 novice skills, 2 adept skills
School Level 3: Can learn 6 novice skills, 3 adept skills
School Level 4: Can learn 6 novice skills, 4 adept skills, 1 master skill
School Level 5: Can learn 6 novice skills, 4 adept skills, 2 master skills
In town you can chose betwen 4 more heroes (wizard - he is libary, Ranger - she is a cage in front of legionar headquaters, Warrior - she is in Inn and Rouge - he is in dungeon under graveyard) you can chose 2 more companions, other two will wait for you at the Inn and later in hall of hereos.
Wizard already got 1 crafting 1 blacksmith so i would suggest you that he is your main crafter ( put 2 points so you have 3 and other 2 points you can get from gear)
Talk with everyone, you will have to read alot. Many people dont like quest log because its not like in other rpg "chose quest - point location". at beginning it was overwhelmed for me but later i find it way better.
You need to be around lvl 3,4 when you leave town. For zombies use crushing weapons like clubs. Swords/axes do 50% less dmg, same goes for arrows. If monsters are way higher lvl than you, turn around and go other way.
Also, steal everything. Use your other companions to talk with npc and have them look the other way so you can steal (dont forget to sneak when you do steal)

2. Every lvl you get 1 skill point, from lvl 6 you get 2 skills ponts and from lvl 10 3 points. Every 2 lvl you get 1 attribute point and every 4 lvl 1 talent. Lvl 20 is soft cap. Every abillity can go to 5 but you can get more with gear.
For your wizard go int and few points in speed. Warrior str, con main and also point or 2 in speed. Rouge is usefull for perception, pickpocketing.
Dont waste money on gear from shop. You will get better drops or from crafting.
Here is good guide for crafting https://guides.gamepressure.com/divinityoriginalsin/guide.asp?ID=25857

Use quick save alot. When you enter battle dont stand all together. Warriors in front mages/rangers in back or sides. Combine elements like oil + fire, poison cloud + fire, water + lightning.
You will get use to it. I have start few time from begining until i have found my sweet spot ;)
When you get use to mehanics try tactician mode + lone wolf (lone wolf - you can have only 2 main heroes but you get bonus heslth, skill points etc)
Or coop with a friend.

Its a role play game, you do have you see fit :)
Read guides for builds when you play tactician diff. In classic you wont need.
Last edited by Vintersorg1989; Jan 6, 2018 @ 9:59pm
ColorsFade Jan 7, 2018 @ 6:51am 
Tips:

When you encounter someone who gives you a quest, bring up your map and make a custom map marker with that person's name, so you can find them later.

Do everything you can in town before you head out into the wild. You should be level 4 (or late level 3) before you head out the North gate. Do everything on the north of the map to reach level 6/7, then you can head to the West beach.

Crafting: combine heavy armor with an anvil to remove speed penalties.

Craft custom weapons at later levels. You can use essences to add elemental damage. These weapons in the second half of the game will be better than anything you can loot.

First time through the game, have one of your Source Hunters take the Pet Pal talent and talk to all animals. There's some quests.

You will probably feel like you messed up your build first time through. That's okay; there's a way to respect characters later in the game when you reach the Hall of Darkness. You'll lose all your skill books though and have to re-purchase them. It's not a huge deal; you should have enough money for respec by that time. If you play the game a second or third time through, though, plan your builds with what you learn.

Money can be difficult to come by early on: steal everything. Paintings are worth a lot of money.

Every character in your party should take a point in Aero and Hydro. Regeneration and Teleportation are a must. Especially early. I also recommend those as starting skills for your Source Hunters.

Save a Bloodstone for Silverglen. You'll meet an animal in need there...

See my Battlemage guide for the formulas that get used in calculating Action Points. Mathematically you want a mix of CON and SPD. Too much CON and you won't be taking advantage of AP saves. Too much SPD and you won't have the CON to take advantage of it either.

http://steamcommunity.com/sharedfiles/filedetails/?id=1246252813
DoomyDoom Jan 7, 2018 @ 11:24am 
Extra additions:
Don't feel bad about looking up crafting recipes. Discovering crafting by yourself is a nightmare.

Until you get a good grip on the system - try to keep some (most) characters simple. Fade's BM is a nice versatile character, but "one-trick" characters that are good at their trick are immensely important. For example, don't try to make your archer a good fire mage and a summoner on top of that. Make him a good archer first and foremost. Especially if you start feeling that a character is struggling to be useful in combat.

Most things that have a "failure chance" from low stat require around 8 of that start for basic 100% efficiency. Which means, if you want to have a Str-based Fighter cast magic buffs without failure, you need to somehow give him 8 Int, but not really any more than that (ok, maybe 10 for extra cooldown, but that's better be left as "advanced topics").

In terms of damage, don't get hang up on elemental things so much that you forget physical damage. When you inevitably meet an enemy with 4x100% elemental resists, you don't want to realise that your swords and bows are so outdated you can't scratch the guy. Conversely, when you see "physical immunity", some magic in the bag would be nice.

Consume consumables. The game gives a ton of scrolls to cover things you don't (or even can't) have at the moment.

And, since we're doing shameless plugs, my recent guide has a lot of info about running focused builds based on melees and control mages. From various adventuring tips to doing zillions of damage.
http://steamcommunity.com/sharedfiles/filedetails/?id=1219029289
ColorsFade Jan 7, 2018 @ 12:49pm 
I also have one other guide, an Elemental Battlemage guide. This is the class I've been having the most fun with.

http://steamcommunity.com/sharedfiles/filedetails/?id=1255806267

I also have a couple other recommendations that I think are important.

a) Have someone in your group invest a couple points in Loremaster. You can increase this skill with gear, to get it to 5, so you can identify items at the end game. But more importantly, with a couple points here you can right-click on enemies and inspect them to see their resistances. You only need one character to do this; then you will know what to attack them with and what they are vulnerable to.

b) Have a character invest in Leadership. It grants a ton of bonuses. The more you invest in it, the bigger the bonuses and the more bonuses you get. Bonuses to hit, critical chance, damage, initiative, armor, Willpower, and at level 5 immunity to Fear. Your Source Hunters should already have immunity to Fear if you've paid attention to your Trait choices during conversations, but for everyone else in the party this is a nice bonus.

The only drawback to Leadership that I've found is that the full set of bonuses do not apply to the character who actually selects the Ability. Everyone else in the party, within visual reange, gets all the bonuses. Knights and Fighters usually have extra Abilities to burn, so it makes sense to give them the Leadership ability, but they won't benefit from all of the bonuses. Unfortunately, Mages & Wizards need all their abilities for spell casting, so giving them Leadership is gimping them a bit. That said, I give it to my Knight (or Madora if I'm using her as a Knight). It gives my Battlemage and my Rogue/Shadowblade/Ranger good bonuses to hit, crit, damage, etc. Better than not having it IMO.

Also, someone needs 1 point in Blacksmithing, so you can repair items in the field as they get damaged.

And save all the Nine Inch Nails you find for your boots in Hiberheim. Boots + Nine Inch Nails = no slipping.

Enjoy the game. It rocks.
Last edited by ColorsFade; Jan 7, 2018 @ 12:51pm
DoomyDoom Jan 7, 2018 @ 1:44pm 
Originally posted by ColorsFade:
Unfortunately, Mages & Wizards need all their abilities for spell casting, so giving them Leadership is gimping them a bit.
Tbh Leadership 1 + 1 item for a total of 2 is a useful and fairly painless backup to have on just about any character. It gives at least +5 initiative bonus (+10 is at 4) to the main leader, so he isn't left in the dust.
ColorsFade Jan 7, 2018 @ 3:24pm 
Originally posted by DoomyDoom:
Originally posted by ColorsFade:
Unfortunately, Mages & Wizards need all their abilities for spell casting, so giving them Leadership is gimping them a bit.
Tbh Leadership 1 + 1 item for a total of 2 is a useful and fairly painless backup to have on just about any character. It gives at least +5 initiative bonus (+10 is at 4) to the main leader, so he isn't left in the dust.

It's not additive though. It doesn't stack. So having it on multiple characters provides no stacking benefit.

It surprised me that it doesn't apply to the character with the trait. So it creats a conundrum for people like me. When it comes to mages and battlemages, I have every Ability point accounted for in the build; they're crucial and important. I certainly can't justify handing off 3 points to Leadership for mage. They're far better off with skills from ability points.

DoomyDoom Jan 7, 2018 @ 3:52pm 
Originally posted by ColorsFade:
It's not additive though. It doesn't stack. So having it on multiple characters provides no stacking benefit.
Of course they don't. The point is to partially cover for the fact Ladership doesn't work on the character who carries it by having another source of it. Initiative +5 is the most important bonus - it makes sure you move before the enemy. And since your Leader is likely a melee type (as those tend to have a lot of free points), it means you get Battering Ram off first and crowd control multiple enemies before they get to act.

Originally posted by ColorsFade:
It surprised me that it doesn't apply to the character with the trait.
A leader insipers others, not himself. It's at least somewhat logical.

Originally posted by ColorsFade:
So it creats a conundrum for people like me. When it comes to mages and battlemages, I have every Ability point accounted for in the build; they're crucial and important. I certainly can't justify handing off 3 points to Leadership for mage. They're far better off with skills from ability points.
I'm pretty sure I've suggested 1 point + an item that gives 1 rank. Typically it would be a helmet, there's rarely something other than Perception, Leadership, Constitution and Initiative on that piece of equipment anyway. Con is #1 candidate for dump stat as far as I'm concerned (if you take significant damage - you don't have enough crowd control, better fix that). Perception is annoying to give up, but it kind of depends on exact ranks, plus there are other sources. Leadership on your main leader covers Initiative. So all in all you don't give up much of anything.

I'm sure ONE out of 3 characters has spare a point somewhere to be a secondary leader. And if that point is SO crucial that it would make your entire party struggle and be THAT much less effective - it kind of says more about the party build than anything.
Last edited by DoomyDoom; Jan 7, 2018 @ 3:59pm
v0 Jan 7, 2018 @ 8:04pm 
while we're at crafting. any way to add sight range to helmet? amulet sure but directly to helmet?
only want to know yes/no not how to do it.
DoomyDoom Jan 8, 2018 @ 1:30am 
Originally posted by v0:
while we're at crafting. any way to add sight range to helmet? amulet sure but directly to helmet?
only want to know yes/no not how to do it.
Afaik you can only add resists to helmets or craft those special ones (Antler, Starfish etc) with fixed stats.
ColorsFade Jan 8, 2018 @ 4:23am 
Originally posted by DoomyDoom:
I'm pretty sure I've suggested 1 point + an item that gives 1 rank.

I'm not disagreeing with you. I just thought it odd that it didn't apply to the character. That's all.
ColorsFade Jan 8, 2018 @ 4:23am 
Originally posted by DoomyDoom:
Originally posted by v0:
while we're at crafting. any way to add sight range to helmet? amulet sure but directly to helmet?
only want to know yes/no not how to do it.
Afaik you can only add resists to helmets or craft those special ones (Antler, Starfish etc) with fixed stats.

There are helmets that drop as random loot that have sight range. They're rare, but they exist.
DoomyDoom Jan 8, 2018 @ 4:25am 
Originally posted by ColorsFade:
Originally posted by DoomyDoom:
Afaik you can only add resists to helmets or craft those special ones (Antler, Starfish etc) with fixed stats.

There are helmets that drop as random loot that have sight range. They're rare, but they exist.
Sure, there's also a guaranteed one. He asked about crafting though.



Originally posted by ColorsFade:
I'm not disagreeing with you. I just thought it odd that it didn't apply to the character. That's all.
You said "I certainly can't justify handing off 3 points to Leadership for mage.", which is what that reply was for. I guess you meant getting Ladership 4 on a mage for +10 initialtive? That's certainly overkill. But 1+1 is cheap, effective and does not impact most builds significantly.
ColorsFade Jan 8, 2018 @ 7:07am 
Originally posted by DoomyDoom:
[
You said "I certainly can't justify handing off 3 points to Leadership for mage.", which is what that reply was for. I guess you meant getting Ladership 4 on a mage for +10 initialtive? That's certainly overkill. But 1+1 is cheap, effective and does not impact most builds significantly.

That's what I meant. I can't really justify investing 10 points in Leadership on a mage character, because they need those points for spellcasting skills, even though that would be the ideal way to do it, because then all the melees in the group would get the best bonuses.

But that's part of what is cool about this game - the skill system is open and free and you can build however you want. There's a lot of options.

I will have to play around with Leadership a bit more next pass.

I think maybe reversing my current builds will do the trick. I gave Leadership to Madora and I gave Lorecraft to Sondre, but I think it would work better in the reverse. Sondre should get the Leadership so all the melees can have the bonuses, and I can give Madora the +3 Loremaster for inspect/identify. She has higher initiative anyway, so she'd get even more initiative this way, and then she could inspect enemies before half my team has an opportunity to act. Right now, Sondre does inspection, but he's the last person acting on my team. So everyone has to make a move without knowing immunities (though this is my third time through, so I know most of them by now).

Such a fun game. So many options.

DoomyDoom Jan 8, 2018 @ 7:18am 
Originally posted by ColorsFade:
That's what I meant. I can't really justify investing 10 points in Leadership on a mage character
But that's what I don't understand. Why go all the way up to Leadership 4? Stop at Leadership 2, +5 initialive and extras are not bad bonuses to have. Sure, 4 is better, but if you don't have points for that - settle for a lower but almost free bonus. It's for one character anyway, so why not make the investment appropriate to the benefit?

Originally posted by ColorsFade:
and I can give Madora the +3 Loremaster for inspect/identify
+2, 2 rings (common drops early on) and a Tusk amulet (Large Tusk will also give +1 Int, if you plan on combining both early on a mage/mageknight). There, I've just saved you 3 points that give Leadership 2 even without items.

If you plan to have a high Dex character - make that 1 Loremaster + 2 rings + amulet + Adventurer's Bow III.
Last edited by DoomyDoom; Jan 8, 2018 @ 7:19am
ColorsFade Jan 8, 2018 @ 7:49am 
Originally posted by DoomyDoom:
But that's what I don't understand. Why go all the way up to Leadership 4?

+10 initiative.

I just mapped it out and I can get everything I want on Sondre if I give him +3 Leadership. 1 piece of gear gets him to +4. The rest of the gear slots I can then dedicate to INT/resists.

I'll do that next time, when I go for the Honor Mode achievement. Currently halfway through Tactician.

Originally posted by DoomyDoom:
If you plan to have a high Dex character - make that 1 Loremaster + 2 rings + amulet + Adventurer's Bow III.

I have a DEX character now and this is going to be the last one I build. They just don't fit my style very well. I'd rather have two Battlemages, Madora and Sondre.
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Date Posted: Jan 6, 2018 @ 7:07pm
Posts: 23