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Blog entry by Jannie Castiglione

Divinity Original Sin 2: 5 Best Skills In The Game (& 5 That Are Pretty Useless)

Divinity Original Sin 2: 5 Best Skills In The Game (& 5 That Are Pretty Useless)

In _Divinity: Original Sin II _ there are many different pre-made classes made from one or more skill lines, like the Enchanter. This enchanter is a magic-based class that is centered around the Aerotheurge and Hydrosophist skill lines. These skills decide a lot of what the player should be concerned about boosting in their bu

Japanese TouristIn essence, Teleporter Pyramids become mini-Waypoints - giving players yet another way of moving around the map without having to walk around or use a Waypoint "too far" from their intended destinat

Cutscenes in all games follow a certain script - even after player choices. In DOS2 , minor cutscenes almost always show players consequences to their choices. However, players can use this technical knowledge to their advant

In addition, players should regularly check vendor NPCs whenever they level up. Most NPCs actually shuffle their inventory whenever the party levels up, further diversifying their offerings. As such, players should also mind whenever they avoid buying that tempting Legendary or Epic item, as they might disappear upon a level

Sometimes, the wrong choice and not having enough Persuasion can trigger unwanted combat. And unfortunately, these often involve NPCs players might want to get to know more. In a game like DOS2 where player decisions can alter the course of the game, players should invest enough points to Persuasion to avoid a lot of unnecessary combat encount

Despite their sheer firepower, Spellcasters in _ Original Sin 2 _ tend to have extremely weak physical defenses. Unless they’re facing other Spellcasters, a mean whack with a sword can easily tear through their Physical Armor and their Vitality. In turn, Spellcasters should always work in tandem with other melee combatants in the party. Aside from keeping them safe, melee combatants such as Warrior-types and Rogue-types should synergize their combat strategies with the Spellcaster to make the most out of their Ski

Well, players need to ensure that their Spellcasters also get gear that enables them to fulfill their role on the battlefield. For instance, players who can’t invest in a Skill School should probably get a weapon that enables their Spellcaster to use Skills from that School even without points. For instance, a Pyrokinetic-focused Spellcaster can wear a wand with a Geomancer Skill or the Gloves of Teleportation for the free Teleportation Skill. That way, a Spellcaster can effectively enhance their arsenal without branching out of their builds of cho

Outside of the Scoundrel skill line, the rest of these don't require the player to change what choice of weapons they use. The Scoundrel skill line requires one or two daggers to be equipped. An alternative for Enchanters that still want to be deadly from afar can go into the Huntsman skill line. Now that we've covered the alternatives, let's go over the base skill li

For instance, in Act 2, a Magister plans on executing a family of three. According to the script, Www.Gameunify.Com players only get to persuade the Magister to stop after he kills one family member. As such, players can potentially save only two lives. Even teleporting the member-to-be-killed will only have another Magister execute them when dialogue resu

Players who roam around houses and establishments in Rivellon will often find usual items that people use and display. These include artworks and ceramics, various cutlery and food, as well as random trinkets and tools. In the case of the latter, players can use these items for their crafting ne

But there's only one path to take if the player wants to ensure everyone's safety. It may seem easier to just kill everyone for the loot and XP and be on with it, but it's even easier to casually stroll on by without mass murder and th

A spellcaster could've Fireball'd the enemy if they just didn't leave their positions. Unfortunately, the rogue can't Sneak anymore since the party lies within the enemy's visible range. These small mistakes in a battle can ruin a party's flow, and these often lead to unexpected party wipes. As such, the party should assign a "scout" that can bait the opponents into attacking them. Meanwhile, the rest of the party should use this opportunity to get into positions - but far enough that it doesn't drag them to com

This isn't fast travel but rather being able to move characters away from you in battle, to reach tricky areas on the map that have special loot, or to sneak up in battle. The player can use these gloves to gain an advantage in many different situations so it's imperative to get this item until the player can get their hands on the teleporting pyram

For instance, players should always consider how their Skills interact whenever they cast them every turn. For example, Geomancer and Pyrokinetic Skills always work together as oil can make and enhance fire. Likewise, Hydrosophist and Aerotheurge Skills work hand-in-hand as water can facilitate the spread of lightning. In hindsight, this also means that players should consider how to maximize the environment to benefit their spells. For instance, why waste AP on other Schools when a puddle of oil is just waiting for a good ol’ Pyrokinetic Sk

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