Is a game full of choices: You have to decide where to go, who to talk to, what to say, and whose house to ransack after you kill the owner and use a tool to rip their face off to create a mask for an undead creature. But before getting into any of the real action, you'll have choices of a different sort to make-namely, what class and race to play.Much likes its predecessor, Original Sin II lets you choose a pre-made character or completely customize one. It's important to realize that, no matter decisions you make at the outset of your journey, you'll be able to reshape your character over the course of the game. You'll also at one point have the opportunity to rebuild your character from scratch if you regret your decisions.But that doesn't mean the choices you make at the start don't matter. Original Sin II can be a very difficult game from the get-go, and you'll want to be sure you have a capable character to play with. Choosing from one of the default options and then molding it in the opening hours is a safer path than building one completely from scratch.And while you are free to create a custom character, you can also opt for an Origin character (whose class and skills you can adjust). These will present you with an established backstory and is thus an excellent way to initially play through the game, though these Origin characters can be encountered and added to your party no matter what you create.In the gallery ahead, we examine each of the default classes and potential skills you may want to substitute before providing an overview of every Origin character and race.
Each character start with 2 talents points. The character will gain another point at level 3 and will continue to gain more every four levels afterwards, ending up with 7 talent points. This page is dedicated to the many Talents found in Divinity: Original Sin 2. Talents are special traits that get associated with your character. They are always active and usually offer a benefit.
You can also check out our.For more on how to better play Divinity: Original Sin II, check out our. Attributes. Intelligence +1 - Intelligence increases your damage with Intelligence-based weapons and skills. Constitution +2 - Constitution determines how much Vitality you have.Abilities. Summoning +1 - Summoning increases Vitality, Damage, Physical Armour and Magic Armour of your summons and totems. Loremaster +1 - Loremaster identifies enemies and allows you to identify items.
Increasing Loremaster allows you to identify more, faster. Leadership +1 - Leadership grants Dodging and Resistance bonuses to all allies in a 5m radius.Skills. Summoning.
Conjure Incarnate (2 AP) - Conjure a personal elemental that matches the ground surface it's summoned onto. Your Incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons. Dimensional Bolt (2 AP) - Shoot a volatile bolt that deals 4-5 damage of a random type, and then creates a corresponding surface. Elemental Totem (2 AP) - Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight.Conjurers rely on summoning to deal the bulk of their damage.
While this leaves them with few options in terms of direct offense, the ability to provide additional targets to distract your enemies can be invaluable. Conjurers are best off sticking with the default set of skills; there is only one other choice, Farsight Infusion, which provides Magic Armour and a ranged attack for your summoned Incarnate. But early on, that is not worth the trade-off of losing your ability to deal damage with Dimensional Bolt, or the presence and damage of your Totem (of which you can have more than one out at a time). Attributes.
Intelligence +2 - Intelligence increases your damage with Intelligence-based weapons and skills. Constitution +1 - Constitution determines how much Vitality you have.Abilities. Hydrosophist +1 - Hydrosophist increases all Water damage you deal, and any Vitality healing or Magic Armour restoration that you cause. Aerotheurge +1 - Aerotheurge increases all Air damage you deal. Loremaster +1 - Loremaster identifies enemies and allows you to identify items.
Increasing Loremaster allows you to identify more, faster.Skills. Aerotheurge. Electric Discharge (2 AP) - An electrical joly deals 7-8 air damage to target character. Sets status shocked. Rain (1 AP) - Create a spreading water surface which douses fires.
Set Wet status on characters in the area. Hydrosophist. Hail Strike (3 AP) - Icicles fall from the sky, chilling enemies and dealing 4-5 water damage.
They create Ice surfaces where they hit the ground.Like the Wizard, the Enchanter is a straight magic user, but rather than focusing on pure damage-dealing, they channel spells that affect enemies and the battlefield around them. Despite sounding relatively innocuous, Rain is one of the most useful spells in the game, as it can put out fires, which you'll encounter frequently. It also pairs well with the Enchanter's other spells, as making an opponent Wet leaves them more susceptible to being Shocked with a skill like Electric Discharge.
Wet surfaces or enemies can also be frozen with Hail Strike. It's a very self-sustaining class and pairs with other classes well. Considering how important elemental effects are, the Enchanter is easily one of the best classes. Attributes.
Strength +1 - Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items. Constitution +2 - Constitution determines how much Vitality you have.Abilities. Warfare +1 - Warfare increases all Physical damage you deal.
Geomancer +1 - Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. Bartering +1 - Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.Skills. Warfare. Battle Stomp (2 AP) - Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 23-25 physical damage. Also clears non-cursed surfaces and clouds.
Bouncing Shield (2 AP) - Throw your shield at an enemy dealing 7-8 physical damage. Shield can bounce to another enemy in 5m range. Geomancer. Fortify (1 AP) - Provides 8 Physical Armour.
While Fortified, the target cannot be teleported. Removes Poisoned, Bleeding, Burning, Acid, Decaying.Despite the name, Fighters serve primarily as tanks. They start with more health (thanks to +2 Constitution) and come equipped with Fortify, which restores Physical Armour and ensures they aren't teleported away from their position on the front lines. Although tempting, you should likely keep both Warfare and Geomancer to start with, rather than investing in Retribution, which reflects a percentage of damage back at attackers.
Attributes. Strength +2 - Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items. Constitution +1 - Constitution determines how much Vitality you have.Abilities.
Warfare +1 - Warfare increases all Physical damage you deal. Two-Handed +1 - Two-Handed increases damage and the Critical Multiplier when using two-handed melee weapons (sword, axe, mace, spear, or staff). Bartering +1 - Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.Skills.
Warfare. Battering Ram (2 AP) - Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting Knockdown. Battle Stomp (2 AP) - Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 23-25 physical damage.
Also clears non-cursed surfaces and clouds. Crippling Blow (2 AP) - Cripple the target with a sweeping blow, and all characters around it. Deals 49-54 physical damage.Knights are a more offensive-oriented version of the Fighter, relying heavily on close-range damage. They need to be in the thick of things in order to deal damage, and you'll want to ensure you don't deviate from the default skills. The only alternative with the standard setup is Bouncing Shield, but Knights come with a point in Two-Handed weapons-which means you shouldn't be using a shield. This is a textbook example of ensuring you're aware of what each aspect of your character involves in order to maximize their effectiveness.
Attributes. Finesse +2 - Finesse increases your damage with finesse-based weapons and skills. Constitution +1 - Constitution determines how much Vitality you have.Abilities. Scoundrel +1 - Scoundrel increases movement speed and boosts your Critical Modifier. Sneaking +1 - Sneaking determines how well you can sneak without getting caught. Dual Wielding +1 - Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons.Skills.
Scoundrel. Throwing Knife (2 AP) - Throw a knife at your opponent, dealing 27-28 physical damage.
Can backstab. Backlash (1 AP) - Jump over the enemy, landing behind their back and backstabbing them for 27-28 physical damage. Adrenaline - Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.Rogues rely on stealth and mobility to get behind their opponents and backstab them to deal maximum damage.
They're reliant on others to heal them and are thus vulnerable if caught out of position. Rogue can be a challenge to play effectively, but if you decide to try it, be sure to leave the default skills alone. Chloroform (which puts an enemy to sleep) is tantalizing, but the three pre-selected options ensure you can maximize your damage and have the flexibility to get away. Attributes. Finesse +2 - Finesse increases your damage with finesse-based weapons and skills. Intelligence +1 - Intelligence increases your damage with Intelligence-based weapons and skills.Abilities.
Huntsman +1 - Huntsman increases the damage bonus when attacking from high ground. Geomancer +1 - Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. Bartering +1 - Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.Skills.
Huntsman. Pin Down (3 AP) - Deal 44-47 physical damage and Cripple target character. Elemental Arrowheads (1 AP) - Target a surface in melee radius. For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills. Geomancer.
Fossil Strike (2 AP) - A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.If the idea of being a Ranger appeals to you but you want even more flexibility, Wayfarer may be for you. Fossil Strike allows you to create an oil surface, and if you have fire nearby, Elemental Arrowheads can then be used to ignite it and deal serious damage.
Following up with Pin Down the following turn can allow you to ensure the enemy is stuck in the ensuing blaze, or you can swap it out in favor of First Aid to provide your party with another source of healing. Attributes. Intelligence +2 - Intelligence increases your damage with Intelligence-based weapons and skills.
Constitution +1 - Constitution determines how much Vitality you have.Abilities. Pyrokinetic +1 - Pyrokinetic increases all Fire damage you deal. Geomancer +1 - Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. Loremaster +1 - Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster.Skills.
Pyrokinetic. Searing Daggers (2 AP) - Shoot three flaming daggers at targets of your choice, each creating a fire surface and dealing 3-4 fire damage. Ignition (1 AP) - Sets enemy characters around you on fire. Deals 4-5 fire damage to each.
Ignites all susceptible surfaces. Geomancer. Fossil Strike (2 AP) - A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.Wizard is a traditional magic user with a focus on damage-dealing. By default, you'll have Pyrokinetic and Geomancer skills, which combine well together. Use Fossil Strike to create an oil surface and then light it ablaze with Ignition.
As an alternative, you can swap out Fossil Strike in favor of Contamination, which creates a poison surface that can still be combined with Ignition. Special Skills.
Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Break the Shackles (1 Source) - Remove the following negative statuses from yourself: Slowed, Crippled, Chilled, Shocked, Suffocating, Atrophy, Diseased, Infectious Diseased, and Shackles of Pain.Talents. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead.
Ancestral Knowledge - Ancestral Knowledge gives you +1 Loremaster. Special Skills.
Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead. Ancestral Knowledge - Ancestral Knowledge gives you +1 Loremaster. Special Skills.
Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead. Ancestral Knowledge - Ancestral Knowledge gives you +1 Loremaster. Special Skills.
Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents.
Undead - Undead lets you heal from poison, but regular healing will damage you instead. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead. Special Skills. Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Undead - Undead lets you heal from poison, but regular healing will damage you instead. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead. Special Skills.
Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Undead - Undead lets you heal from poison, but regular healing will damage you instead.
Sophisticated - Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance. Special Skills. Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused.
Any action you take will cancel this status. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents.
Undead - Undead lets you heal from poison, but regular healing will damage you instead. Sophisticated - Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
Lone Wolf and Know it all would be my go-to picks for character creation.Glass cannon and far out man are both excellent too. Beyond that it doesn't really matter, you'll have so many action points and with Lone Wolf have such excellent spell access that nothing is going to kill you. Ever.Except knockdown, which ruins Lone Wolf characters. Or rangers with charm arrow.But the advice by peter is sound - with mages, you need ability points for spells, intelligence to make them strong and action points to cast them. Not much you can do with the first two talent wise, but glass cannon solves the latest issue. It's drawback is you need to invest in constitution (so you can hold all of those action points) and your HP is terrible. Manatarms talents can help with that - at 5, Picture of health DOUBLES your terrible HP pool.
Divinity 2 Best Builds Reddit
Weather the storm together with decent armor and a ruby makes you immune to elemental damage, so really, you get a lot of survivability from those 15 points (and a few useful support spells)Other good pick could be Zombie - WTS does not cover poison resistance and poison is very common. It creates issues thou, you have to be really carefull when using it.Re: Best mage talents?15/07/14 02:01 AM 15/07/14 02:01 AMJoined: Jul 2014Posts: 1.