Divinity Original Sin 2 Create 2 Characters

  суббота 11 апреля
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Divinity Original Sin 2 Create 2 Characters Average ratng: 4,0/5 786 reviews

Divinity: Original Sin 2 is not a simple game. Fights can be grueling, quests confusing and item management is a beast all of it's own. With that in mind, we've gathered up some of the most useful.

Divinity Original Sin 2 gives players a lot of freedom and doesn't restrict them in how they want to complete a quest or make decisions. However, this page of the guide contains certain actions that should be avoided if you don't want to add more difficulty to the game (or even make it impossible to play).

1. Don't attack every character that you come across. Everyone wants to feel powerful when they play an RPG game, however, fighting with everyone can lead to deaths of many characters and that can make you unable to start or complete some of the quests because those characters were essential to complete them. A short moment of fun can cost you a lot of experience points or loss of valuable items.

Before you try to steal something, you must be sure that no one will notice that.

2. Don't steal everything that you find - and if you have to, do it skillfully. Each attempt at stealing can end in worsening your relations with other characters and, most of the times, you will also have to explain yourself. When this happens, you must use Persuasion skill or money if you want to avoid problems - otherwise, you will have to face the victims. If you want to be good at stealing you can check out information in 'How to steal and not get caught?' chapter.

3. Don't waste your money on things that you don't need. Gold is always useful - even during the later parts of the game, when you carry a few thousand coins, you can quickly spend your entire fortune only on a few items. If a given item isn't useful to you, don't buy it - equipment can be acquired and a crafting material will most likely appear in merchant's offer again.

Saving too much consumables leads to overcrowding your equipment.

4. Don't save grenades, scrolls or potions. Yes, they are valuable, but their amount in your equipment increases rapidly. There is no point in 'saving for later' - that 'later' never comes and after 20 hours into the game potions and grenades will take about 2/3 of equipment space.

5. Don't skip side quests. The game offers hundreds of quests and rewards for some of them aren't proportionate to amount of time dedicated to them, however, you should always try to complete side quests. You can't fight with enemies infinitely because there is a specific number of them and a lot of experience comes from those quests - if you skip them you can quickly lead to a situation in which your team becomes too weak for you to continue playing. Descriptions of all quests can be found in the later part of this guide.

6. Don't ignore the power of crafting. Players can use hundreds of recipes (all of them are described in 'Crafting' chapter) and a lot of them is useful - a good examples are runes that, when placed inside of a weapon, increases its effectiveness, ability to create arrows or combining a few weaker potions into a more powerful one.

7. Don't finish movement of your character on an oil and don't stand next to explosive barrels. Most fights that you participate in are carefully prepared by the developers - because of that you can notice barrels with oil or poison placed in strategic places. There is a big chance that an enemy can use them if you stand next those objects during a fight.

8. Don't waste status inflicting abilities on enemies with full physical/magic armor. Inflicting statuses on enemies is the easiest way to start a fight but remember that: there is a good chance that if an enemy has a lot of physical or magic armor then your spells/abilities can be parried and you will waste your action points on nothing.

NameReqMemAPSPCDResScaleRangeDescription


Dome of Protection

Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in the area.
Custom Origin-6n/an/a 13m

Restore Physical Armour + Magical Armour


Dragon's Blaze

Breathe flames in a cone, dealing [X] fire damage and leaving fire surface behind.
Lizard--3n/a 7mSet Burning for 2 turn(s).


Encourage

Encourage allies around you, increasing their primary attributes.
Human--6n/an/a --Set Encouraged for 3 turn(s).


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.
Elf---5n/an/a --

Set Flesh Sacrifice for 2 turn(s).


Petrifying Touch

Turn a nearby target to stone, incipacitating it. Deal [X] earth damage. Removes Bleeding, Burning, Poisoned and Crippled.
Dwarf--4n/a 2mSet Petrified for 1 turn(s).


Play Dead

Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
Undead---6n/an/a --Set Playing Dead for 3 turn(s).
Does not break Invisibility or Sneaking.


Blinding Squall

A storm approaches and strong winds rise. They Blind and deal [X] air damage to characters in the target area.
Beast-5n/a

Set Blinded for 1 turn(s).

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Break the Shackles

Remove the following negative status effects from yourself: Slowed, Crippled, Chilled, Shocked, Suffocating, Atrophy, Diseased, Infectiuos Diseased, Silence, Plague and Shackles of Pain. Can be cast while Silenced.
Sebille--2n/an/a ---


Demonic Stare

Drain [X] Magic Armour from target character and gain that amount yourself.
The Red Prince-3n/an/aRestore up to 8 Magic Armour depending on damage tha will deal.


Maddening Song

Sing, causing enemies in your target area to become Mad. Maddened characters will attack those nearest them, regardless of alignment.
Lohse-5n/a

Set Mad for 1 turn(s).


Summon Ifan's Soul Wolf

Summons your trusty Soul Wolf, which can Howl and Bite enemies.
Ifan ben-Mezd-6n/an/a 15m

The stats of the summons will depend on caster level and Summoning ability.

Duration 10 turn(s)


Time Warp

Target a character. Whenever this character ends a turn in combat, they immediately get a free turn.
Fane--n/an/a 6mReceive an extra turn in combat for 1 turn(s).


All In

Perform a heavy attack that deals [X] physical damage.
Two-Handed Weapon--1n/aFin/Str 2.5m

-


Flurry

Peform 3 quick attacks, dealing [X] physical damage.

Dual Wield

--1n/aFin/Str 2.2m-


Shields Up

Restore the Physical Armour and Magic Armour of your shield.
Shield--3n/an/a --

Restore Physical Armour
Restore Magical Armour

Requires shield


Staff of Magus

Launch a magic missile from your staff that deals [X] damage. (damage type depends on the staff)
Staff--1n/aInt 15m

-


Sucker Punch

An unexpected blow, that deals [X] physical damage and knocks down target.
Unarmed--3n/aSet Knocked Down for 1 turn(s).
Remove [X-Y] Magic Armour from enemies around you and set Deaf, reducing Wits, Accuracy and Dodging.
Quest1-4n/aSet Deaf for 2 turn(s).