Divinity: Original Sin 2

Divinity: Original Sin 2

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Cmdr Wispa Oct 1, 2020 @ 11:15am
Loremaster and Lucky Charm talent
Is there really any point to increasing Loremaster past level 1? Especially given there are other talents I can invest into?

And does Lucky Charm only activate if I'm using the character that has that talent? Or can I use some other party member to loot treasure chest and still get the bonus?
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Showing 1-12 of 12 comments
Dorian Gray Oct 1, 2020 @ 11:18am 
You will need higher Loremaster to identify higher level items.

Lucky Charm is shared across multiple characters. You can get some nice drops from it.
DrunkPunk Oct 1, 2020 @ 11:18am 
Loremaster will reveal more details of an enemy the higher you get it. I'm not sure at what point it caps out on that info, though. The other reason to level it is to identify items, but if you're fine making a trip to town to do that then I wouldn't bother with it.

Lucky charm was changed a while back that so long as one person has it, anyone can open a container and benefit from it. So you don't need to worry about who is looting stuff. You do have to stack it on one person, though, as it doesn't add up if multiple people have points in it.
Spoopy Oct 1, 2020 @ 11:21am 
Imo there’s not really a point in investing in loremaster at all, as merchants can identify stuff for you.
Edit: I forgot it also reveals info about enemies, I’m just used to knowing that off hand. More info is revealed the more loremaster you have, so if you like planning carefully there is a purpose.

Lucky charm works on all characters.
Last edited by Spoopy; Oct 1, 2020 @ 11:23am
DrunkPunk Oct 1, 2020 @ 11:24am 
I like a few points in loremaster if I'm magic-heavy, it can be useful to see the resistances, talents, and AP the enemy still has. More than two points is just a "nice to have" when I'm not going for any other civic abilities, and honestly outside of thievery and lucky charm I don't really care much for the others.
BigRockWall Oct 1, 2020 @ 1:04pm 
Social skills cap at 5 ranks invested, can be raised higher with gear. You will get at least 1 or 2 skill points by the end of the game after capping the one skill you focus in, +1 if you took all skilled up.

Lucky charm, thievery, persuasion, and barter are what I would max on a 4 man party. Sneaking is useless outside a solo run, tk is amusing but unnecessary, and the 1 point in loremaster any elf character gets seems enough to examine for resistances.

Duo lone wolf Lucky charm and thievery always on. Quick save + respec persuasion/barter as needed
Last edited by BigRockWall; Oct 1, 2020 @ 1:08pm
Pimpin Pippin Oct 1, 2020 @ 4:18pm 
Revealing information about enemies is exxxxtremely important.
Some enemies have colossal weaknesses (or resistances) to certain effects and without Loremaster they are not at all obvious.
It also lets you see what talents, skills and stats enemies have - easier to predict what type of enemy they will be and how they will act.

Lucky charm is cute but honestly not needed.
Gold is really plentiful in the game especially if you use Thievery to pickpocket.
Bartering is also not needed.

Persuasion, Loremaster, Thievery and Telekinesis are imho the most useful.
They give you either options or information you would not have otherwise.

Bartering and lucky charm are not all that needed due to gold being plentiful (buy from vendors) and Sneaking is easily replaced with various sources of Invisibility.
Last edited by Pimpin Pippin; Oct 1, 2020 @ 4:22pm
Razorblade Oct 1, 2020 @ 4:28pm 
Persuasion, Thievery, and Lucky Charm are the Civil Abilities that are going to be useful in every playthrough. That leaves Barter, Telekinesis, or Loremaster for your 4th party member.

In single player, you're probably going to be doing all bartering with your main, who should logically have Persuasion, not Bartering. If you're playing multiplayer, you're probably not going to bother giving every sellable item to one person. So in essence, Bartering is useless.

Telekinesis is really only useful for Chestmancy. Any time you actually need to move something heavy, Teleportation or a Strength character will suffice. Ever for general use, you'd only need a single point of Telekinesis, at max.

Therefore, you're left with Loremaster. You'll save time and a bit of money on identifying items, and it shows you a creature's initiative, resistances, and abilities. Knowing these stats is quite helpful, especially in Honour Mode.
Last edited by Razorblade; Oct 1, 2020 @ 4:29pm
Pimpin Pippin Oct 1, 2020 @ 4:34pm 
Telekinesis actually allows you much more than that.

For example you can effortlessly move multiple barrels/objects to block ladders or stairs and prevent enemies from reaching you.

If an object blocks line of sight you can actually telekinesis such an object between you and an enemy - it will break his line of sight which prevents most attacks and cause them to move.

Obvious things such as tossing oil barrels or other hazardous objects onto enemies or into their path can both debilitate them and cause them to take a much longer pathing route.

Pretty much the only limit of Telekinesis is your imagination... it makes the world so easy to manipulate for fun and benefit.

Lucky Charm is just chance for random gear, more often than not you just sell it because its stats are random and rarely sensible.
You can just buy (or steal) gear from vendors, often with better optimized stats.
Spoopy Oct 1, 2020 @ 4:36pm 
Originally posted by Razorblade:
Therefore, you're left with Loremaster. You'll save time and a bit of money on identifying items, and it shows you a creature's initiative, resistances, and abilities. Knowing these stats is quite helpful, especially in Honour Mode.
More thievery also works. Being able to rob merchants twice is always helpful.
gregfromthepeg Oct 1, 2020 @ 5:43pm 
Party makeup is a factor, too. Elf has an inherent point in loremaster, for instance. I generally make them a split civil for the majority of the game. I give one more point in lore but then give them something else until the loremaster requirement gets high enough and then I respec if I want. I find the level 2 loremaster info is enough in most fights. Once you get to the point where amulets with lore exist, keep one on hand to equip for when you need to identify stuff.

I generally use pers/thievery/lucky charm on my party then a mix of lore with bartering or telekinesis on the last character. Or if I am not stealing, I may split lore/thievery and make one character the buyer/seller with barter.

Also, early on, you can use a talent on All skilled up if you like; then respec when you have enough civils for what you want.

I have never added sneak in my life.
BigRockWall Oct 1, 2020 @ 7:01pm 
The power of lucky charm isn't extra gold. If you wanna min max your builds it requires gear with certain stats or skills on it, and lucky charm gives you more opportunities to find gear with the stats you want on it. Sure, you can get by just usin vendors and static loot all game just fine. But if you run a 4 man coop game where at least 1 player is CONSTANTLY changing builds, lucky charm helps you flesh out more builds per game.
Senki Oct 1, 2020 @ 8:42pm 
I like loremaster because I can see the enemy's initiative before a fight so I know if I get first turn or not and I'm not gonna memorize everyone's initiative. Seeing their talents is pretty good too in some cases. If you have a 4-man team you can get loremaster/lucky charm/persuasion/thievery and you won't really need anything else. With lone wolf I usually go persuasion/thievery and never change it.
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Date Posted: Oct 1, 2020 @ 11:15am
Posts: 12