Divinity: Original Sin 2 Gameplay Tips and All Information in Game – Overview Guide

Divinity: Original Sin 2 Gameplay Tips and All Information in Game – Overview Guide 1 - steamsplay.com
Divinity: Original Sin 2 Gameplay Tips and All Information in Game – Overview Guide 1 - steamsplay.com

A general guide to DoS2, hints and tips with a basic party build for solo or coop.
 
 

Introduction

After playing this game quite a lot here are a few hints and tips for various useful aspects of the game, they assume you are not using any of the gift bags.
 
 
 

Tags

Useful Tags
 
Most of the tags are of little consequence however major parts of the story will open up with a couple of them.
 
 
Important Tags
 
Scholar and Mystic
 
 
Scholar is probably the most important as you will be required to have this tag to be able to read certain ancient books and inscriptions that will open up major quests particularly on Bloodmoon Island.
 
 
Mystic is less useful but it will allow you to talk to people that would otherwise ignore you sometimes important NPC’s.
 
 
Somewhat Useful Tags
 
Soldier, Noble and Outlaw
 
 
Soldier will often get a conversation going with guards and ex military this can be useful for information and trading as it may get you a small discount which is always welcome.
 
 
Noble, this is useful in the same way as soldier as it opens up conversations.
 
 
Outlaw will not only get you into some conversations it may also give you access to areas where nobody else can go plus you may not get attacked on sight by brigands and outlaws.
 
 
Origin Story Charter Default Tags
 
The Red Prince: Scholar and Noble
 
Sebille: Scholar and Outlaw
 
Ifan ben-Mezd: Outlaw and Soldier
 
Beast: Barbarian and Noble
 
Lohse: Jester and Mystic
 
Fane: Mystic and Scholar
 
 
 

Food, Flora and Fauna

Food, Flora and Fauna
 
Make sure your party gathers food but particularly meat as you can make stews that will get you out of a bind when you don’t have a healing potion. Gather all the mushrooms and plants you can find and empty potion bottles and make whatever potions possible as they all come in handy, you can boost the effects of food and potions with the Five-Star Diner Talent should you wish.
 
 
 

Grenades and Scrolls

Grenades and Scrolls
 
Very useful and you can never have enough so collect like crazy, the Ambidextrous Talent reduces the cost of using both.
 
 
 

Group Balance

Tags
 
First thing is Tags above all else particularly if you are playing a Lone Wolf group because you will not have the luxury of being able to spread them out over a four member group, either way make sure you have character’s with the Scholar and Mystic tags to open up most of the game.
 
 
 

Group Makeup

Group makeup
 
Fighter
 
Conjurer
 
Rogue
 
Wayfarer
 
 
 

Fighter

Divinity: Original Sin 2 Gameplay Tips and All Information in Game - Overview Guide - Fighter - 9951EC0
 
 
I suggest you choose Lizard or Human but personally after playing both Lizard is more suited to the roll although a Human can take a lot of punishment and has good innate skills.
 
 
Talents
 
None Origin
 
Dragon Blaze: Breath fire in a cone.
 
Dome of Protection: Restores physical and magic armour and increases elemental protection of allies, requires 1 point of source.
 
 
Innate Talents
 
Sophisticated: +10 Fire and +10 Poison resistance.
 
Spellsong: +1 Persuasion.
 
 
Red Prince
 
Demonic Stare: Drains magic armour, requires 1 point of source.
 
 
Build Preset
 
Attributes
 
Str +1
 
Con +2
 
 
Abilities
 
Warfare +1
 
Polymorph +1
 
Bartering +1
 
 
Skills
 
Battle Stomp: Knock down.
 
Crippling Blow: Big melee hit.
 
Tentacle Lash: Range hit.
 
 
The Fighter is your front man/woman and he/she will hopefully be attracting most of the attention therefore it is important to go one handed and shield, the bulk of your attribute points should go into Strength closely followed by Constitution, you will find as you gather skills you may wish to put a few points into Memory and as you approach end game you will certainly need to put points into Wits to boost critical hits depending on gearing.
 
 
Socket your weapons and armour to boost physical damage, critical damage and resists if you find you are lacking, don’t forget to keep hold of whatever runes you collect as you may wish to change the socketing setup you have on a fight by fight basis.
 
 
As you have the Spellsong talent and bartering this makes the Fighter the natural party member to be the trader and negotiator (not to mention that strength will allow him/her to carry lots) so it its a good idea to place your civil ability points into these two areas.
 
 
The Warfare and Polymorph Abilities work very well together, Warfare obviously giving you all the skills a Fighter needs and Polymorph giving you a good mixture of skills from crowd control, manoeuvrability with Flight being a key skill, surface manipulation and some big hits too.
 
 
As soon as viable I recommend putting two points into scoundrel to gain access to Cloak and Dagger, Adrenaline and Chloroform, you don’t need to use a dagger for these skills and they can be very useful particularly when you combine Enrage, Adrenaline and Cloak and Dagger.
 
 
When you reach the later stages of the game Geomancer starts to come in handy giving you extra crowd control and surface manipulation but also some nice skills to regenerate physical armour such as Mend Metal and Oily Carapace, I also like Earthquake and Worm Tremor.
 
 
I really like this build as it is very versatile and rarely do you find your self unable to take part in battle because you are out of range, you will also do very good DPS for the defensive melee party member.
 
 
 

Conjurer

Divinity: Original Sin 2 Gameplay Tips and All Information in Game - Overview Guide - Conjurer - 179A844
 
 
I prefer a Human for this roll as they have the Ingenious Talent giving them a boost to Critical Chance and Critical Multiplier, as I always use the Conjurer to provide an extra party member and do spell damage and heal this works out nicely.
 
 
Talents
 
None Origin
 
Encourage: Increase allies primary attributes.
 
Dome of Protection: Restores physical and magic armour and increases elemental protection of allies, requires 1 point of source.
 
 
Innate Talents
 
Ingenious: Boost critical chance and multiplier.
 
Thrifty: +1 Bartering.
 
 
Infan ben-Mezd
 
Summon Ifan’s Soul Wolf: Howl at and bite enemies (A bit naff to be honest), requires 1 point of source.
 
 
Lohse
 
Maddening Song: Cause enemies to become mad and attack nearest target, requires 1 point of source.
 
 
Build Preset
 
Attributes
 
Int +1
 
Con +2
 
 
Abilities
 
Hydrosophist +1
 
Summoning +1
 
Loremaster +1
 
 
Skills
 
Restoration: Restores vitality and also cures poison and bleeding.
 
Conjure Incarnate: Summons personal incarnate that matches the surface it is summoned onto.
 
Dimensional Bolt: Shoots a violate bolt that does damage and then creates a corresponding surface.
 
 
This is my favourite build with the ability to summon a powerful personal Incarnate that is insane once you have 10 points in summoning when it becomes an Incarnate Champion, plus nuke and heal it really takes away the need for a Wizard if you perfect the build. You are going to need the majority of your attribute points into Intelligence and Constitution plus Memory as you are going to have a lot of spells to cast by the time you get to end game, you may want to put some points into Wits also but make sure that your Initiative does not upset the attack order of the group.
 
 
Socket your weapons to boost elemental damage and armour to boost critical damage and resists if you find you are lacking, don’t forget to keep hold of whatever runes you collect as you may wish to change the socketing setup you have on a fight by fight basis, this is the same with every character.
 
 
You will probably be the Loremaster of the group in the field so spending a few points here might be a good idea, however experience shows that you will probably have to neglect this later in the game and rely on traders but by then the group should have so much gold it wont be costly.
 
 
You will be starting with Summoning and and Hydrosophist Abilities, this means you can provide that extra group member as well as do spell damage and be a stand in healer right off the bat. Your Hydro skills will enable you to manipulate surfaces, heal, protect allies and damage enemies, your damage skills will get very powerful as you progress. Summoning skills for the best part of the game will be about boosting the power of your Incarnate but later on you will get some very interesting skills such as Inner Demon which allows you to conjure a demon that will share their Intelligence with you and provide Magic Armour.
 
 
The best way to boost your spell arsenal is to branch off into Aerotheurge, there are some very nice damage skills and maniputaion skills including the all important Teleportation and Nether Swap, so spending 2 points here when you can is very important. Later in the game you may want to dabble with either Necromancer or Pyrokinetic whichever appeals to you.
 
 
This is a great build and if grouped with the Fighter already described creates a powerful Lone Wolf group.
 
 
 

Rogue

Divinity: Original Sin 2 Gameplay Tips and All Information in Game - Overview Guide - Rogue - D23BF96
 
 
No brainer this one as the Dwarf is by far the most suited to the role of Rogue having the Sturdy and Dwarven Guile innate talents.
 
 
Talents
 
None Origin
 
Petrifying Touch: Turn a nearby target to stone and incapacitate them.
 
Dome of Protection: Restores physical and magic armour and increases elemental protection of allies, requires 1 point of source.
 
 
Innate Talents
 
Sturdy: +10% Maximum Vitality +5 Dodging.
 
Dwarven Guile: +1 Sneaking.
 
 
Beast
 
Blinding Squall: Creates a storm that Blinds and does damage, requires 1 point of source.
 
 
Build Preset
 
Attributes
 
Fin +2
 
Con +1
 
 
Abilities
 
Scoundrel +1
 
Sneaking +1
 
Duel Wielding +1
 
 
Skills
 
Adrenaline: Gain 2 AP immediately but lose 2 AP next turn.
 
Backlash: Jump over an enemy landing behind and backstabbing them.
 
Throwing Knife: Throw a knife at an enemy causing physical damage.
 
 
There are a couple of ways to build a Rogue but as I am including a dedicated archer/crossbowman in the party there is no need to include those skills so this Rogue will be the main DPS of the group being melee only.
 
You will want to put the full 5 points into Scoundrel because its worth having the Mortal Blow skill particularly for end game even though it does use all of your source points, the Scoundrel skill tree has some nice skills and you will be using Adrenaline, Backlash, Cloak and Dagger and Rupture Tendon rather a lot. Duel Wielding will be important to you also mainly for the extra dodge as you will be up close and personal most of the time and you wont be heavily armoured.
 
 
Socket your weapons for extra physical damage and armour for critical and obviously elemental resists if you are struggling, save all those runes and be prepared to change sockets for every fight if needed.
 
 
Where Civil Abilities are concerned most points into sneaking but don’t neglect Thievery, for the most part 4 points here will get you into most locks, don’t bother with any other abilities let the rest of the group cover them.
 
 
It may seem a little odd but its actually worth putting points into Warfare, firstly this will give a great boost to physical damage and as that’s what the Rogue is all about more is good. There are also some good skills in the Warfare tree that will be very useful particularly Enrage because if you combine this with Adrenaline and then Backlash you will do big damage and a guaranteed critical hit which continues to the next round. Invest a minimum of 3 points here and make sure you pick up Crippling Blow, Blitz attack, Enrage, Whirlwind and Onslaught this one being insane damage if combined with the correct skill combinations as described.
 
 
There is no real need to pickup any other combat abilities as you are pretty formidable already but you may want to consider a couple of points into Polymorph for Chameleon Cloak and Spread Your Wings for flight for those times where you need to make a hasty retreat and Cloak and Dagger is still on cooldown.
 
 
 

Wayfarer

Divinity: Original Sin 2 Gameplay Tips and All Information in Game - Overview Guide - Wayfarer - 97A9FE0
 
 
A Human for this roll as well as they have the Ingenious Talent giving them a boost to Critical Chance and Critical Multiplier which will be handy when you have a height advantage always try and get above your target.
 
 
Talents
 
None Origin
 
Encourage: Increase allies primary attributes.
 
Dome of Protection: Restores physical and magic armour and increases elemental protection of allies, requires 1 point of source.
 
 
Innate Talents
 
Ingenious: Boost critical chance and multiplier.
 
Thrifty: +1 Bartering.
 
 
Infan ben-Mezd
 
Summon Ifan’s Soul Wolf: Howl at and bite enemies (A bit naff to be honest), requires 1 point of source.
 
 
Lohse
 
Maddening Song: Cause enemies to become mad and attack nearest target, requires 1 point of source.
 
 
Build Preset
 
Attributes
 
Fin +2
 
Wits +1
 
 
Abilities
 
Huntsman +1
 
Ranged +1
 
Lucky Charm +1
 
 
Skills
 
First Aid: Heals target, Cures Crippled, Knock Down, Blind, Silenced, Bleeding, Burning, poisoned and Diseased.
 
Ricochet: Fire an arrow that causes damage and then forks damaging two other targets.
 
Pin Down: Deals damage and cripples target.
 
 
Lots of builds have a tendency to go heavy on the magic arrows but in my experience you can soon run out in a heavy fight so although very handy I feel it is not wise to rely on them in a build so its a good idea to be versatile. For this reason 5 points in Huntsman is a must as in end game you will really need Arrow Storm as it can be devastating even though it has been nerfed a little, to be honest I would say get pretty much everything in the Huntsman tree, Warfare will boost your physical damage but don’t go overboard with this. You will want the bulk of your Attribute points into Finesse but keep boosting Wits for the critical chance and put a few points into ranged but I wouldn’t go crazy here as you will get a lot of critical and critical chance from gear.
 
 
Socket you weapon for extra physical damage and armour for critical and obviously elemental resists if you are struggling, save all those runes and be prepared to change sockets for every fight if needed.
 
 
For Civil abilities just spend them in Lucky Charm which will be shared if you set your game up right.
 
 
So where to branch out, I think a little from other skill trees is good so 2 points for sure in Scoundrel so you can get good old Adrenaline and Cloak And Dagger, 2points in Warfare for Enrage, 2 points in Polymorph for Chameleon Cloak and whatever else takes you fancy such as Spread Your Wings and you could even put a point in Pyrokinetic for Haste and Peace Of Mind. With the addition of these skills you become incredibly useful in the group as long as you stay back and avoid melee, not that you will have any problem getting away as you will have three or four options for a quick escape.
 
 
 

Hints and Tips

The interests of the group come before your own, selfishness is not a good look.
 
 
Many of the fights early in the game won’t be too tough but good planning and knowing when it is too tough is key.
 
 
Save regularly particularly before a fight even the easiest looking combat can go wrong with a mis click.
 
 
Talk to everyone.
 
 
Some fights will be very tough so be prepared to try different tactics until you can win, use the environment to your advantage particularly surfaces but you can use armoured and reinforced crates to block paths and create fire traps, also try and use doorways to minimise the number of enemies attacking at any time where possible.
 
 
It is possible to engage in a conversation that you know will end in combat while a group members is rearranging various barrels and crates to use to your advantage.
 
 
To allow the Rogue in your group to pick pockets work together to distract anyone in conversation who might see what is going on, this is a great way to get gold or even skill books but be aware that the person who you steal from will realise it has happened and want to check everyone around them hasn’t got stolen goods on them, for this reason the Rogue must move a good distance away.
 
 
Loot everything and and keep an eye out for chests that can often be found on ledges and hidden by undergrowth, but remember if you steal anything it may work against you later.
 
 
Pet Pal is very useful and often very amusing, the Squirrels and Rabbits are full of useless information but never fail to make you laugh.
 
 
Collect books like a librarian, not only will they teach you crafting skills but there is often useful and sometimes crucial information in what often seems like random junk.
 
 
Collect skill books even if they are not ones you would think to use or are duplicates, you can combine them to create special skills books that are not part of the usual skill tree, you can find a good list of combinations here… https://divinityoriginalsin2.wiki.fextralife.com/Crafted+Skills – [fextralife.com] 
 
 
Don’t be tempted to just click through unfamiliar conversations, a. It can end in a fight that may not be the best idea and you end up dead, b. You miss out on talking to a useful NPC that may end up giving useful info or even trade with you and c. Annoying the rest of the group asking “What are we doing then” because you couldn’t be arsed to read some text.
 
If you can get Butter on your side by chatting her up before the fight with Griff she will fight with you.
 
 
Teleport is your best friend.
 
 
Don’t annoy the Magister guards until you can kill them, if you are in a town there is a tendency for everyone to join in and it rarely ends well.
 
 
When out in the wilderness you can get ambushed so be alert.
 
 
When you have the Spirit Vision don’t be afraid to use it, it is often the answer to why you cannot progress, the spirits will give you useful info and guidance.
 
 
If you find a barrel of Death Fog take it with you, it can come in handy at end game.
 
 
 

Useful Links

Maps
 
http://guides4gamers.com/divinity-original-sin-2/maps/ – [guides4gamers.com] 
 
 
Game Info
 
http://divinityoriginalsin2.wiki.fextralife.com/Divinity+Original+Sin+2+Wiki – [fextralife.com] 
 
 
 

Spoilers

Leave Fort Joy when it becomes possible, there is a good undead trader near the drawbridge to the fort, he sells some great items for the level and if you continue down to the to the beach to the north and follow the path to the east along the coast there is an abandoned tower with a chest of goodies, you will need the teleport gloves to get this. Once you have the gear you can go back into the fort, best to do this through the tunnel that takes you to The Flencer (Lovely guy), you can kill everything in the lower floors and work your way up and then out into the courtyard followed by the docks.
 
 
When you first enter Fort Joy you will meet Elodi, if you help her she will take you to the caverns, you can trade here, this will be the first trader you deal with for armour and weapons. There is also a hidden prison cell in the caverns on the left just a few steps in on your left, there is a niche that only a Dwarf can get through or if you have a spade you can dig until you find the trapdoor.
 
 
The Ice Dragon on the Fort Joy Island has a very nice one handed sword that is the best in the game to that point, it is up to you if you kill him for it?
 
 
Divinity: Original Sin 2 Gameplay Tips and All Information in Game - Overview Guide - Spoilers - A7809FC
 
 
Give it to the fletcher on reaching Arx and he will upgrade it to lvl18 with15% crit.

 
 

Written by Boldee

 
 
Here we come to an end for Divinity: Original Sin 2 Gameplay Tips and All Information in Game – Overview Guide hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
 


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