Blood Knight Divinity 2
Please enter your date of birth. Warfare → Blood With the Blood skill section the deathknight gets a new state change effect called “suffering” which allows him to destroy his opponents more effective. The Deathknight can acquire special abilities to last longer in the battle and cause a lot of damage through which he can heal in addition. Teh1337Sword - 9 years ago 2 0 Answers In order to do so, you need The Vial of Blood, Dragon Scale, and The book you get from the key in his room, then you need to read the book, and return him to human form.
Divinity: Original Sin 2 doesn't include 'classes,' per se. When you make a character, you can choose a customizable class preset that gives you points in a couple combat abilities, and this determines the spells and special attacks you can start the game with. As you level up, you can continue putting points into those starting abilities, or branch out into any area of magic or fighting you like.
Before you've found some skill books, it can be hard to know where you want to put points. What if you discover a great skill that requires a point in Huntsman, but you've put all your ability juice into Necromancer? Not knowing what's ahead can stifle early progress with indecision, so this guide will help you plan for multiclass builds that make for a synergistic party.
Rather than breaking down your decisions by class preset, I've focused on the abilities themselves, as they can be mixed and matched however you want to build your own class. For each, I've given a brief preview of the sorts of skills you'll find, and suggestions for what to pair them with in the same character or others in your party. At the end of this article, I discuss weapon types and summarize the decisions you need to make as you progress.
Warfare
Effect: Increases all Physical Damage you deal.
Class presets it's included in: Battlemage, Fighter, Inquisitor, Knight
Primary attribute: Strength (Intelligence for staves)
Primary damage type: Physical (Magic with staves)
A point or two in Warfare will help out anyone who deals Physical Damage, which mostly happens through weaponry (see the weapon types section near the bottom of this article if you're using a magic staff). The related skills center around melee combat and shields, though, so while it's useful for archers, high Warfare levels are best for tanky brawlers. You'll get skills such as Battle Stomp, which knocks down opponents, and Phoenix Dive, which lets you leap into battle and create a fire surface beneath you. High level abilities such as Guardian Angel, which reflects 50% of nearby allied damage to you, expect you to be heavily armored.
Pairs well with: Hydrosophist, Necromancer, Polymorph, weapon abilities
If you want to whack things in the head, but also use magic, Warfare pairs fine with any other ability—hence why it's included in four class presets.
For a warrior-healer Paladin type, Hydrosophist is a good pairing. With Warfare and Hydrosophist, you can focus on equipping physical armor, and use water spells to buff your magic armor when needed. You'll also be able to heal vitality, and freeze enemies for crowd control. The abilities Cleanse Wounds and Mass Cleanse Wounds, which restore vitality and remove many negative statuses, require points in both Warfare and Hydrosophist. If you want to avoid splitting your attribute points between Strength and Intelligence, use a water staff.
The Inquisitor preset pairs Warfare with Necromancer. Necromancer abilities deal Physical Damage, making Warfare immediately useful. The morbid arts also include healing abilities and a physical armor buff. Plus, tanky Necromancers can use Shackles of Pain to deal all damage they take to a target, and Last Rites to sacrifice themselves by taking damage to resurrect a target character. Buff Necromancers get the job done.
Another good pairing, Polymorph, includes several abilities that require you to get in close, as well as one that regenerates physical armor, so it works well with strong sword and shield characters. Its skills also deal Physical Damage, which Warfare boosts, and some rely on Strength, so it'll become more powerful at the same time as your Strength-based weapons. And who doesn't want to be a fighter who can turn their hair into snakes?
Huntsman
Effect: Increases the damage bonus when attacking from high ground.
Class presets it's included in: Ranger, Wayfarer
Primary attribute: Finesse
Primary damage type: Depends on class
This is your classic ranger archetype, with skills that center around bow and arrow trick shots and staying the hell away from melee enemies. It includes one close-range healing ability, First Aid, arrow attacks such as Pin Down, a crippling shot, and Reactive Shot, which works like overwatch in XCOM, letting you take shots at moving enemies between turns. Two points in Huntsman is the prerequisite for a skill that's useful for any ranged character, Tactical Retreat, which applies haste and teleports you out of harm's way.
Pairs well with: Geomancer, Pyrokinetic, Aeurotheurge, Summoning, Ranged
If you're dropping points into Huntsman, you must be an archer, so you'll benefit from other ranged abilities. The two existing preset classes make for good combos. Wayfarer pairs Huntsman with Geomancer, giving you abilities such as Fossil Strike, which creates an oil puddle that slows enemies and can be lit with fire arrows. If you have points in both Huntsman and Geomancer, you can also learn Throw Dust, which blinds enemies. The Ranger class preset instead pairs Huntsman with Pyrokinetic for some ranged fire spells, as well as the ability to toss out explosive traps if you've put points into both.
If someone else in your party has Aeurotheurge, they can learn Teleportation (there's also a certain set of gloves that grants this ability) which is useful for getting ranged characters to high ground (unlike Tactical Retreat, it can't be used on yourself which is why it's best to equip a non-archer with it).
Scoundrel
Effect: Increases movement speed and boosts your Critical Modifier.
Class presets it's included in: Rogue, Shadowblade, Witch
Primary attribute: Finesse
Primary damage type: Depends on class
These are your roguish skills, and they require a dagger. Backlash leaps over enemies to backstab, Cloak and Dagger teleports you while sneaking, and various knife throwing abilities give you ranged attacks. If you're primarily using Scoundrel, you're using a dagger and sneaking to avoid too much damage from warrior-types.
Pairs well with: Polymorph, Necromancer, Aerotheurge, Dual Wielding
The Rogue class preset pairs Scoundrel with Sneaking and Dual Wielding, forgoing a second combat ability for a weapon ability. It's a fine choice if you want to start out as a classic rogue, though eventually you may want to invest points into a complementary set of abilities.
The other two presets, Shadowblade and Witch, pair the Scoundrel skillset with Polymorph and Necromancer respectively. Both are good choices. Polymorph gives you close-quarters transformation magic that keeps you moving around the battlefield (plus you can turn people into chickens) and Necromancer keeps your health topped off while dealing Physical Damage, which compliments the Physical Damage from your daggers. You don't have to, but focusing on one type of damage helps you get through one type of armor, rather than distributing your damage between Physical and Magic Armor, which will clear the way for you to apply negative status effects like bleeding more quickly.
For a non-default combo, you might try snagging a point or two of Aerotheurge. It includes abilities such as Evasive Aura, which increases your dodging chance and movement speed, and having points in both Scoundrel and Aerotheurge will allow you to learn Smoke Cover to help you hide from ranged attackers.
Pyrokinetic
Effect: Increases all fire damage you deal.
Class presets it's included in: Ranger, Wizard
Primary attribute: Intelligence
Primary damage type: Magic (fire)
Pyrokinetic abilities include Searing Daggers, which fires three flaming daggers (you can choose where each one goes) at range, dealing fire damage and creating fire surfaces. Later on, you'll get stuff like Corpse Explosion, which does what it says it does, Laser Ray, a beam of heat, and some close-quarters attacks such as Supernova, which causes you to explode in a burst of flame.
Pairs well with: Huntsman, Geomancer, Polymorph
The Wayfarer default pairs Pyrokinetic with Huntsman, which works well as mentioned in the Huntsman entry. Wizard pairs it with Geomancer, which is also a good choice, as many Geomancer abilities leave oil surfaces behind, ripe for exploding.
Polymorph is an interesting choice, if not perfectly complementary since it relies on Strength and deals Physical Damage instead of Intelligence and Magic Damage. But with two points in both Pyrokinetic and Polymorph, you'll be able to learn Flaming Skin, which gives you immunity to fire, meaning you can go nuts without worrying about standing in your own flames (the equivalent exists for ice, poison, and electricity, so it's not unique). Other Polymorph abilities such as Summon Oily Blob and Terrain Transmutation could help you create the surfaces you need to burn, however, if you haven't focused on Geomancer.
Hydrosophist
Effect: Increases all water damage you deal, and any vitality healing or magic armor restoration you cause.
Class presets it's included in: Cleric, Enchanter
Primary attribute: Intelligence
Primary damage type: Magic (water), healing
Water, ice, and healing are the Hydrosophist's tools. Use it to remove status effects, heal vitality, restore magic armor, freeze enemies, and negate fire attacks. Later on, you'll unlock abilities like Global Cooling, which chills all enemies around you while dealing water damage.
Pairs well with: Aerotheurge, Huntsman, Warfare, Necromancer, Summoning
The obvious pairing, which is the default pairing in the Enchanter class, is Aerotheurge, which deals in air and lightning attacks. Focus on both, and your Rain spell can both freeze chilled characters or stun electrified characters. That obvious synergy aside, putting points into Hydrosophist will increase any vitality healing skill, including the Huntsman's First Aid, so consider dropping a point or two in if you're healing a lot (or using healing abilities to target the undead). And if you're going to be blasting enemies with ice from a distance, gaining the high ground damage bonus from Huntsman isn't a bad deal, either.
As I mention under Warfare, Hydrosophist can be used in a fighter-healer combo who strikes a balance between Physical and Magic Damage. For a more complicated combo, if your Hydrosophist or another character in your party has one point in both Geomancer and Polymorph, they can learn Turn to Oil, which turns water surfaces into oil. Combined with Rain, you can have all the oil you want for your pyro character to play with.
Alternatively, or at the same time, a point in Hydrosophist and Necromancer will let you learn Raining Blood—roughly the same as rain, but with blood, which Turn to Oil also affects. Blood can be absorbed for vitality with the Necromancer's Blood Sucker ability, too, and can be frozen. So if you want to make the ultimate healer, with Magic and Physical Damage—this is the default Cleric class—consider a bit of a contradiction with Hydrosophist's gentle healing and Necromancer's gory life stealing.
Aerotheurge
Effect: Increases all air damage you deal.
Class presets it's included in: Battlemage, Enchanter
Primary attribute: Intelligence
Primary damage type: Magic (air)
Aerotheurge is about all things air, including lightning. Your basic Electric Discharge attack fires a bolt of lightning which deals air damage and shocks characters—do it to a wet character and you may stun them. Later on, you'll find skills such as Vacuum Touch, which can suffocate and silence enemies, Nether Swap which causes two characters to switch places, and the RPG classic, Chain Lightning. One of our favorite skills, Teleportation, is also an Aerotheurge skill.
Pairs well with: Hydrosophist, Scoundrel, Necromancer, Huntsman
As previously mentioned, Scoundrel makes for a good pairing because of Aerothurge's evasion, movement speed, teleportation, and hiding abilities. And, of course, it works well with Hydrosophist if you want to be an elemental master, electrifying water puddles, or Necromancer if you want to do the same with blood. Huntsman isn't a bad choice either if you plan to attack from above, and a point in both Aerothurge and Huntsman will let you learn one of Original Sin 2's weirder abilities, Erratic Wisp, which will teleport a target character in a random direction every time they're attacked. In short, it's a pretty good bet that you aren't going wrong by dropping a point in Aerothurge, though it won't help you deal Physical Damage.
Geomancer
Effect: Increases all earth and poison damage you deal, and any physical armor restoration you cause.
Class presets it's included in: Fighter, Wayfarer, Wizard
Primary attribute: Intelligence
Primary damage type: Magic (earth, poison)
Rocks, oil, and poison are the Geomancer's tools. Contamination poisons surrounding enemies (while healing undead allies) and turns water, blood, and clouds toxic. Fossil Strike drops a big rock on your enemies and leaves an oil puddle. More advanced skills like Worm Tremor and Earthquake deal area damage.
Pairs well with: Warfare, Pyrokinetic, Scoundrel, Huntsman, Necromancer
Geomancers are the healers of the undead world, so if you've got Fane in your party or are undead yourself, it's good to have someone around who can poison you at will. There's not much Geomancer doesn't work well with. Since it's good for forming oil puddles, Pyrokinetic abilities are useful for lighting them. Huntsman-using archers will also appreciate the slowing effect of the oil, Scoundrel pairs thematically with poison attacks, and because it doesn't include any healing (except for undead), Necromancer abilities can fill that gap.
Necromancer
Effect: Heals you whenever you deal damage directly to vitality.
Class presets it's included in: Cleric, Inquisitor, Witch
Primary attribute: Intelligence
Primary damage type: Physical
A favorite among Original Sin 2 players, Necromancers are powerful healers, summoners, and Physical Damage dealers. Early on, Mosquito Swarm deals damage while healing you, Blood Sucker heals anyone its cast on so long as there's blood nearby for them to soak up, and Raise Bloated Corpse turns a body into a gruesome ally. A couple of the advanced abilities are great for combos: Shackles of Pain causes a target to receive all the damage you receive, and Living on the Edge prevents a target's vitality from dropping below 1 for two turns. You can see the potential.
Pairs well with: Polymorph, Warfare, Aerothurge, Geomancer, Scoundrel, Hydrosophist, Summoning
The dead just go with everything, don't they? Because Necromancer provides some healing abilities as well as reliable Physical Damage, it's not unwise to grab a point. The focus on causing bleeding means it can pair nicely with any ability that deals with elements: Aerothurge can electrify blood, Hydrosophist can freeze it, and Geomancer (combined with Polymorph) can turn it into oil. The Cleric preset combines Necromancer and Hydrosophist, which makes for a good dedicated healer who can do serious damage to the undead.
Summoning allows you to use Soul Mate, which heals a target character for half of what you receive, which makes it a good pair for any healing skill (within the party, but not necessarily in the same character).
Scoundrel and Warfare bothbenefit from the healing magic, and because Necromancer is one of the rare magics that deal Physical Damage instead of Magic Damage, you can pair Necromancer with a Strength or Finesse-based weapon to focus in on depleting Physical Armor. Get it out of the way, and Necromancers can start applying negative status effects sooner.
Summoning
Effect: Increases vitality, damage, physical and magic armor of your summons and totems.
Class presets it's included in: Conjurer
Primary attribute: Ability points in Summoning increase the power of summons
Primary damage type: Depends on summon abilities
You'll start by summoning elementals and totems to fight for you, and you'll want to put lots of points into Summoning to make them stronger. Later on, many Summoning abilities deal with giving these familiars skills from other disciplines, so that they can attack with water, fire, and other spells, heal and use invisibility. A well-kitted Summoner has an answer for everything, then.
Pairs well with: Aerothurge, Necromancer, Hydrosophist, Huntsman
If you're investing a lot of points in Summoning to buff your elementals, you probably aren't focusing too much on a weapon ability, though it's certainly possible to be a summoner and a fighter. Most Summoning skills rely on your Summoning level, not Intelligence, so you're free to focus on Strength and Constitution to make yourself hearty. That said, points you invest in increasing your Physical Damage won't affect your summons, which have their own stats, so the disciplines aren't quite complimentary.
If you're a slightly weaker summoner who likes to stay in the back while your creatures do all the work, you'll want a party member who has Aerothurge, as they can teleport you out of danger, or two points in Huntsman so you can use the Tactical Retreat ability.
As for Necromancer and Hydrosophist, they both include healing abilities which pair with summoners' Soul Mate ability, which gives half the healing you receive to another character. Though, again, the summoner doesn't necessarily need to focus on these abilities, as they'll eventually be able to summon creatures with the abilities the moment calls for.
Polymorph
Effect: Provides one free attribute point per point invested.
Class presets it's included in: Metamorph, Shadowblade
Primary attribute: Strength
Primary damage type: Physical
This is the weirdest skillset, and my personal favorite. Starting abilities include a mid-range tentacle attack, the ability to grow bull horns and charge at enemies, and the power to turn your foes into chickens. Later, you can learn to fly, grow snakes out of your head, turn invisible, and gain immunities to elements. At high levels, you'll get momentum shifting powers like Forced Exchange, which swaps vitality percentages with a target character.
Pairs well with: Warfare, Scoundrel, Necromancer
Most Polymorph abilities require getting in close, and attacks like Tentacle Lash deal Physical Damage and get bonuses from Strength, so Warfare is a strong complimentary choice. Scoundrel also helps you get face to face (or face to back) with enemies so that you can turn them into chickens, though its reliance on Finesse means it's not as synergistic. Necromancer also deals Physical Damage, and offers some healing skills to help make for a well-rounded character who can eat through physical armor and then apply status effects.
The importance of weapon types
Runes
Keep an eye out for Runes. If your armor or weapons have open slots, you can pop a rune in to get resistance and damage bonuses, and it doesn't require any special crafting equipment. Don't let them go to waste in your inventory!
Spells always deal the type of damage associated with the school of magic they're in, and always receive a bonus from Intelligence. For example, Aerothurge spells will always deal Air Damage and Necromancer spells will always deal Physical Damage, and both get bonuses from Intelligence. Skills from the Warfare, Scoundrel, and Huntsman abilities, however, vary in damage type and attribute bonuses depending on your equipped weapon.
For instance, if you've equipped a regular old sword, the Warfare skill Crippling Blow will deal Physical Damage and get a bonus from Strength. If, however, you've equipped an air staff, it will deal Air Damage and get a bonus from Intelligence. In general, you'll find the following damage types and attribute bonuses:
Swords, maces, clubs, and axes deal Physical Damage (with possible extra Magic Damage) and get a bonus from Strength.
Wands and magic staves deal Magic Damage (type varies) and get a bonus from Intelligence. Staves count as melee weapons, but wands do not.
Daggers, bows, and spears deal Physical Damage (with possible extra Magic Damage) and get a bonus from Finesse. Daggers can backstab.
There are exceptions and magic weapons come in all varieties. Some deal magic and physical damage, though in that case your skills typically still get a bonus from Strength or Finesse, not Intelligence. In the character creation screen, the Inquisitor is wielding a two-handed mace that deals Physical Damage but receives a bonus from Intelligence.
Staves are a somewhat special case, in that they can be used like melee weapons with Warfare skills, but deal only Magic Damage and get their bonus from Intelligence. If you're a magic user who's dumped a ton of points into Intelligence, using a staff means you can throw out melee attacks like Battle Stomp and Battering Ram without having to buff your Strength. However, note that adding points to the Warfare skill buffs Physical Damage, not Magic Damage, so after you've learned the skills you want, you're better off adding points to the school of magic your spells and staff belong to.
It's also worth mentioning that Warfare, Scoundrel, and Huntsman skills require specific weapons. For Warfare skills, you'll need a melee weapon, Huntsman skills require a bow, and Scoundrel requires one or more daggers. This is just to use these abilities' skills. You'll still get Warfare's bonus to Physical Damage, Huntsman's high ground bonus, and Scoundrel's critical chance and movement speed bonuses even if you aren't specifically using their skills.
Wherever possible, try to equip weapons that work in tandem with your favored abilities. For example, if you've dumped a bunch of points into Geomancer, which increases poison damage, you'll want a poison staff or wand. If you're a conjurer who specializes in Aerothurge but also has a few Warfare skills, you'll want an air staff. Fighters who are focused on Strength should of course avoid staves and wands altogether, as should Finesse-based characters who are better off with bows, daggers, and spears. In short, the thing to remember is that melee skills don't determine the damage type and attribute bonus, the weapon does.
And, of course, if you're focused on dealing damage with a weapon, you'll want to drop some points into Single-Handed, Two-Handed, Ranged, or Dual-Wielding depending on your preference. The Defense abilities are also strong, but for the purposes of this guide, I've only broken down the abilities that are going to allow you to learn new skills, as that's going to play the biggest role in your decision making.
Summary and reference
There's a lot here to process, but it can all be reduced to some short pieces of advice. For instance, decide if you want your character to deal one type of damage to take down one kind of armor, or if you'd prefer a balanced fighter who can handle fighters and mages alike.
Physical Damage: Warfare (except with staves), Necromancer, Huntsman, Scoundrel, Polymorph, and physical weapons (swords, maces, bows, etc)
Magic Damage: Warfare (with staves), Geomancer, Aerothurge, Hydrosophist, Pyrokinetic, and magical weapons (staves and wands)
Of course there's some crossover—a Huntsman using a magic bow may be dealing Magic Damage, too. You also want to consider what attributes these abilities rely on. If you focus on abilities that are boosted by the same stat, you can improve both at the expense of losing balance between Physical and Magic Damage.
Intelligence: Warfare (staff), Geomancer, Aerothurge, Hydrosophist, Pyrokinetic, staves, wands
Strength: Warfare (non-magic melee weapon), Polymorph, swords, axes, maces, etc
Finesse: Warfare (dagger or spear), Huntsman (bow), Scoundrel (daggers)
And then there's the odd one out: Summoning. Because Summoning mostly relies on your Summoning ability level, you can focus your attribute points wherever you like, so long as you keep plugging ability points into Summoning. Though as Xenzoku pointed out in the comments, you don't have to go all in on any one ability, Summoning included. There are plenty of utility skills it's worth having even if they lie outside of your focus.
Finally, you want to consider how your abilities interact with elements. Geomancers deal with oil and poison, which Pyrokinetic abilities can ignite. Water and blood can be frozen or electrified by Hydrosophists and Aerotheurges. Also, don't forget that healing abilities harm the undead: your cleric build isn't just a healer, but can cause serious damage to bony enemies.
It takes some experimentation to get builds you like, and if you're playing alone, you have four characters to worry about—so don't feel bad if you spend some ability points you regret (especially because you can completely respec).
After restarting a couple times because I'm indecisive, my main character is a Warfare, Necromancer, Polymorph hybrid who fights with an axe and shield, and I have few complaints. All three disciplines deal Physical Damage, which my Warfare level buffs. My weapon and some Polymorph skills rely on Strength, and secondarily I'm focusing on Intelligence to improve my Necromancer skills.
The synergies pointed out here aren't the only interesting combos, of course, so let us know in the comments how you're dividing up your attribute and ability points.
Part 2: Farglow
When reading LP’s, I like to load all the videos before I start watching any. I might not be the only one who likes to do that, so here are links to all the videos right away.
01 (New Game)
02 (Morgana)
Unarmed demo
Warrior Demo
Ranger Demo
Mage Demo
Priest Demo – Summon Undead
Priest Demo – Summon Ghost
Chapter 1 – Farglow
Click for Video
What is going on in the world today?
Soon the Black Ring will strike. The people of Rivellon have grown complacent… and foolish.
Chief among the myriad fools are the Dragon Slayers.
Never before have I never seen a group so dedicated to providing so much rope to their own hangmen. What are they up to now, I wonder…
This is the character I’ll be using for Farglow, the tutorial village. At the end of the tutorial though, I need you to vote on the character I’ll be playing in the LP itself. Assume that all of the dialogue is identical.
Excerpt from “Last of the Dragon Knights”, by Zixzax the Almost-Wise:
“The fate of the last of the Dragon Knights, fittingly enough, was intertwined with that of the last raw disciple to ever graduate from the Academy of Dragon Slayers. The story of that Slayer begins in the remote enclave of Farglow.”
Music: Arrival in Farglow
(Commander Rhode) Here we are: Farglow. The place where our disciples become true Dragon Slayers, and today the honour is yours.
(Slayer Disciple Pyrania) What exactly will be going on in there?
You’ll have to see for yourself! Don’t be so apprehensive. You’ll be fine. This is a momentous step in every Slayer’s life, but few have fared badly afterwards.
What are my orders?
They are quite simple: seek out the men and women who reside here, and benefit from their knowledge.
That may sound a bit vague, but don’t worry. Farglow will explain itself.
You’re not coming with me?
Though I should very much like to enter the village again, I am forbidden to do so. Only once in their lives may Dragon Slayers enter it: as disciples. In any case, it would be imprudent to join you. This is a part of the journey each Slayer must walk alone.
Such noble words! Such a dedication to tradition! Of course, it is an ultimately meaningless tradition, designed to instill awe in their brainwashed disciples and convince them that they are more than a band of thugs, but at least they know how to make their rituals seem important. A very useful talent for a cult to have.
So when we meet again, I shall finally be a real Slayer?
Not completely, no. After the initiation we will head back to Rivertown where the ritual will come to its conclusion. But let’s talk about that on the zeppelin when we head back, shall we?
See you later, Commander!
Good luck, Slayer!
Divinity Original Sin 2 Knight
Takes you back, doesn’t it, this place.
(Slayer Marius) That it does. When I was a disciple I stepped from the zeppelin so nervous it made me nauseous.
Well, that makes me feel a bit better at least.
I was alright until I first saw Toral. How he enjoyed it, too!
Heh heh…
How did your mission in Aleroth go?
Perfectly! They won’t see Black Ring in the city again for a long time.
I hope not! Though they always crawl from under the stones you don’t expect them to.
I laugh at the idea that the Slayers think they can hinder the Black Ring.
Haha! I can understand why you’d want to come talk to me. But no, I can’t tell you more than what Commander Rhode told you.
So – have you ever fought a Dragon?
Well, the big Dragon purges took place during the decade that followed the Great War against Damian, the Damned One. As you know, most Dragon Knights were killed during that period. And the Dragon Slayers became a small group of elite warriors, as opposed to the army they once were. Occasionally, a Dragon Knight would surface and the Slayers would head out. Eight years ago, I fought my first.
Here we have two choices:
1. Which Dragon was it?
2. Did you kill the fiend?
A lot of the conversations in the game have alternate options. Most don’t affect the overall outcome and are only there to give the player some role-playing options, or to give an extra line or two. I chose the first line because it was more neutral. If we pick the second line, all that changes is that Marius gets an extra line:
We did, yes, but it cost the lives of several Slayers as well.
I’m not going to mention what conversation choices are available each and every time they come up, only on occasion. The overall characterization choices you make will determine the responses I’ll pick. I’ll try and get the extra lines when I can, but I’m likely to miss a lot of them.
Which Dragon was it?
Geldor he was called - Lord of the Five Spears. We trapped him in the dungeons beneath his castle, so he couldn’t take his Dragon form. Did his cognomen proud, he did, for many were skewered by his fearsome javelins. In the end, though, my arrows found his gut and other’s swords tore his chest.
Are you sure there are Dragon Knights still at large?
One at least, a female. She has left a trail of mutilated Slayer corpses behind her over the years. We’ll get her yet, though. She’s bound to turn up sooner or later. But it doesn’t matter if it takes another century of searching: the last of the Dragon Knights, the Betrayers, will be found and will be slain!
See you later.
Go on then, don’t tarry! We haven’t got all day, you know!
As the Slayer followed the path, she overheard Rhode and Marius talking.
Are they ready for our arrival back in Rivertown?
They better be! Remember last year’s disciple?
Closest call I ever witnessed. That girl nearly went Dragon wild!
I don’t have a good feeling about this.
The good news is that our character is really powerful.
(Click for larger version)
Vitality = 37 (Health = 323)
Spirit = 25 (Mana = 239)
Strength = 39
Dexterity = 21
Intelligence = 31
I’ll explain what these do for us later. The only ones which aren’t obvious are Vitality (each point gives another 7 Health), and Spirit (each point gives another 7 Mana).Our skills aren’t too shabby either:
Okay, okay, that screenshot of the skills is fake. But it’s what they should look like, given our stats.
The Steam Version starts you off with three complete Level 15 sets – Mining Guild for a ranger, Annihilator for a melee fighter, Orobas for a mage. We can only carry 100 items though, so I’ll be selling off two of the sets after my character class is decided. (I can show what they look like later.)
(Edmund) The disciple arrives! Let me bid you a fond welcome to Farglow.
I thank you for your welcome.
And I commend your patience. Most Slayers loathe being referred to as a pupil. Such a belittling word disciple is, wouldn’t you say, for one who has since the age of ten been groomed to become the elite of man’s warriors? But don’t you worry, you’ll earn the title of Dragon Slayer soon enough.
How do I do that?
I presume Commander Rhode has been rather cryptic about what you are supposed to do here, and I can’t reveal much more. In fact, I have but one thing to add: Morgana is waiting by the waterfall. Find her and the purpose of this day shall become crystal clear.
Who is Morgana?
The Archmage. She’s an intimidating woman to be sure, but pleasant enough in her own way. Her laboratory is at the back of the village, next to the Divine Memorial Flame.
Tell me about the Divine Memorial Flame.
As the name says, it’s a shrine that bears a flame in honour of the Divine. The bowl in which the flame was lit is held aloft by stone Dragons. This design symbolizes the burden they carry on their shoulders, the guilt that was heaped upon them when they killed the Divine.
Who do I have to see besides Morgana?
Several people, but she’ll send you on your way after her part of the ritual. The others probably won’t share more than a few words with you until they know you have visited Morgana?
How will they know I’ve visited her?
You’ll see.
I bid you good day!
And you, Slayer!
Edmund is right, pretty much no one will talk to us, so let’s just cross the bridge and continue.
Music: Memory of the Dragons
Video: Morgana
(Lady Morgana) No! To combine that brew with last night’s herbal distillation might cause an implosion!
Try it anyway? You can be so irresponsible sometimes!
That’s easy for you to say! You can’t die a second time!
Ummmm…. Okayyyy….
Good to see you, disciple. I am Morgana, the Archmage of Farglow.
I don’t mean to sound impertinent, but were you just talking to yourself?
Haha! No, of course I wasn’t. I was talking to Toral, the ghost of a long-dead mage.
…
No need to give me that look either! You’ll soon see him for yourself. But let’s turn to the reason you are here: the ritual that will make you a true Dragon Slayer.
The secret to a hypnotic juggling act?
You have a smart mouth on you! This is a serious ritual though, so do pay attention. To be a Slayer is to hate the Dragon, but also, to understand it. No other order in Rivellon takes the old military adage “know your enemy” quite so seriously as the academy does.
Ha!
To attain this goal, I will infuse you with the memories of Dragons. It will make you understand their language, motives, powers and weaknesses. It will also colour your eyes silver, the noted characteristic of the Slayer, which will enable you to see the spirits of the dead. The ritual has a… side effect. But nothing can be done about that.
So the silver eyes that Rhode and the others have enables them to see the dead?
Quite so. You could call it a perk that comes with the power of the memories. Everyone can see the living dead, of course: those poor souls that have fallen prey to necromancers. But to see the ghosts of the long dead is a precious ability and will prove useful more frequently than you think!
That side effect you mentioned, tell me about it.
The real drawback is this: the spell was not originally designed for the brain of a human. So to make place for it, you will lose your active knowledge of your years as a Slayer.
Wait, what?
It’s unpleasant, I realize that. But a Slayer needs the Dragon memories in order to operate. The only comfort is that your powers will still persist on a subconscious level, so you’ll regain your skills rather quickly. Becoming a Dragon Slayer is a harsh occurrence, but you’ll become one of Rivellon’s greatest heroes.
What did you mean by “a Slayer needs those Dragon memories to operate”?
The memories not only give you more insight and knowledge than a man could absorb in a century of unbroken study… they also protect you from mind attacks the Dragons perform. Without that, you’d be a puppet doing their bidding. But now you have equal mental strength, so dominance in combat can be achieved.
Why do I have to do this ritual after graduating from the Academy? Those years have all been futile!
No, no they haven’t. Your training has made you a force to be reckoned with and has shaped a mind that rivals the teachers of old. Lesser people would be driven mad by the Dragon memories. Only one as arduously trained as yourself can absorb them. Take comfort in the fact that Slayers like Rhode and Marius have faced the same ordeal and went on to become mighty warriors.
There is that, I guess.
I am ready to receive the Dragon memories.
Then prepare to become a Dragon Slayer.
01 (New Game)
02 (Morgana)
Unarmed demo
Warrior Demo
Ranger Demo
Mage Demo
Priest Demo – Summon Undead
Priest Demo – Summon Ghost
Divinity II Main Theme
Arrival in Farglow
Memory of the Dragons
Getting the memories has cost us our awesome stats. We’re back to being a normal level 1 character. It might not have looked like it, but the previous character had allocated enough stat points that it will take us 37 level-ups worth of points to match.
Our Terrible Stats
If you mouse-over the stats, the tool-tips will make sure that we know how much we suck.
Level: 1 – You are still wet behind the ears and grass-green of foot. You’re not sure which bit of a dagger to stick into an enemy and you think crossing your fingers is some form of magical protection spell. You’re got a lot to learn, kid.
Vitality: 1 – Someone needs but to cough in your direction and you’re at death’s door. Always stay indoors in a well-aired, warm room and drink plenty of fluids. (Health = 71)
Spirit: 1 – You have extreme trouble concentrating and your attention span proved insufficient for basic potty training. Obviously this has a serious impact on the most elementary of magical education, not to mention your personal hygiene. (Mana = 71)
Divinity 2 Wiki
Strength: 1 – Frail old ladies beat you at arm-wrestling and you have trouble lifting a weapon, let alone fighting with it. If you want to become a soldier, well, don’t.Dexterity: 1 – You are as clumsy as an ox and just as slow on your feet. The village healer believes you have a severe glandular deficiency.
Intelligence: 1 – Well, at least you might be able to get by in your looks and good nature. You have trouble reading, and doing simple math gives you a headache.
Apparently ghosts are now invisible to normal people. The Divine could see them in Divinity 1, and I could see him being an exception. But the Paladin from Beyond Divinity could see ghosts just fine – and not just the ones on Nemesis, but ones on Rivellon as well, so this seems like a retcon, and it’s not the last one we’ll see either. For example, EVERYTHING about Dragon Knights, as they were first introduced in this game.
Also, this “unique” ability to see ghosts doesn’t carry over to gameplay. We can get a summon ghost spell which enemies can see and attack just fine.
I found a book in the village. There aren’t as many in this game as previous, but I’ll be posting them when I find them.
READER PARTICIPATION
This will be a reader participation LP, I’ll let you vote on quest solutions (where applicable)
Characterization Choices (vote on any or all of these, they’re optional):
This game doesn’t have character alignments or karma meters, and the rewards for good and evil behaviour are generally identical. There will be a lot of voting on approaches to quests, but I don’t want to stop the thread for votes on every possible response to an NPC. The winning Alignment choice will automatically grant one or two default votes to the appropriate option when quest voting happens (if applicable).
1. Alignment - In general, is the main character a:
1a. Noble Hero (2 default votes for noble quest options)
1b. Reluctant Hero (1 default vote for reluctant assistance quest options)
1c. Slightly Jerkish (1 default vote for jerkish quest options)
1d. Complete and Utter Bastard (2 default votes for bastard quest options)
2. The main character will generally be snarky because it’s funnier and more interesting than generic hero type responses. For the purposes of this question consider that the target of the snark will be an ally or friendly NPC. (Enemies or bosses I snark at will get whatever is funniest.) But will he or she be
2a. Snarky UNLESS it makes you seem like an asshole.
2b. Always snarky, and if there are multiple snarky options, choose the one which makes you seem like a bigger asshole.
2c. Always snarky, and if there are multiple snarky options, choose the one which is less nasty than the other.
3. What is the hero’s opinion on himself/herself?
3a. Egotistical / Narcissistic
3b. Humble / Modest
3c. Confident, but not a braggart
4. When you’re about to be rewarded for completing a quest, are you
Blood Knight Divinity 2 Cheats
4a. Greedy
4b. Gracious
(This DOES NOT AFFECT the reward quality.)
5. How does the hero feel about dragons?
5a. My blood burns with the desire to slaughter the betrayers!
5b. Their crime of murdering the Divine is unforgivable – slaying them all is just!
5c. Our duty is regrettable, but it must be carried out for the protection of all!
6. Gender and Appearance
Given that 90% of the time my character's appearance will only be the size of the headshot below, it might not be worthwhile to ask people to choose an appearance.
6a. No Opinion. (I’ll use the same portrait I’m currently using.)
6b. Male
6b1. Face
- 5 O’clock shadow
- Scarred
- Beard
- Goatee
6b2. Hair Colour
- Blonde
- Brown
6b3. Hairstyle
- Military
- Wild
- Loose
- Ragged
6c. Female
6c1. Face
- Natural
- Seductress
- Sorceress
- Slayer Tattoo
- Freckles
- Dragon Tattoo
- Scarred
- Scarred Sorceress
- Scarred Slayer Tattoo
6c2. Hair Colour
- Blonde
- Brown
- Black
- Red
6c3. Hairstyle
- Casual
- Citizen
- Tailored
- Short
- Ponytail
For reasons of space and flow, I have to show off the combat in a separate post after the second tutorial update. But I will open the voting for what style you want to use now anyway, for those people who have played the game before. If you want to wait to choose the class we’ll play until after I post the details, that’s perfectly fine as well.
The second chapter is still part of the tutorial. I’m sorry, I hadn’t realized that it was long enough to require a split until I put it together. After the first time, I usually speed through this tutorial part, but it has some things which are important to hear the first time.
Character Build
I have a few ideas for characters with a specific direction, but I could also build a custom character (see below).
Here are some combat demo videos:
Unarmed demo
Warrior Demo
Ranger Demo
Mage Demo
Priest Demo – Summon Undead
Priest Demo – Summon Ghost
7. Preset or Custom Character
7a. Preset
7b. Custom
Preset Character Ideas
These characters are gimmicky – not the standard power build I normally use. If you want a more standard build, vote for a custom character. You can suggest names as well, but I will veto ones along the lines of “Dongs” or other stupid shit.
Pyranus/Pyrania – Fire-Specialized Battlemage
A hybrid Mage/Fighter, specializing in Fire. Pyrania dual-wields swords enchanted with Fire Curse, and wears jewelry enchanted with Spontaneous Combustion. She opens fights with a Fireball, and then blasts enemies with a Firewall once they foolishly come too close. Dual-wielding is overpowered, so this character might be played on Nightmare difficulty, it depends on how hard I find that. She may use +Melee Damage and +Magic Damage enchantments, but no others, and no other damaging auras. This is the default choice. If there is no clear consensus, this is the character I’ll use.
Xargen/Xargeena – Dark Wizard
He/she specializes in some of the darker aspects of magic, summoning undead and demons, cursing his enemies, striking fear into their hearts before turning them into a bug and squashing them. (Summon Undead/Demon, Curse, Fear, Polymorph) (I couldn’t really think of a wizard gimmick.)
Veniror/Venira – Hit-and-Run Ranger
She wears Poisonous Aura enchantments in her Jewelry, Has Poison Damage enchanted into her bows (and possibly uses Poison Arrow liberally). She uses stealth to approach her targets, before hitting them with a Stun Arrow, a Rush Attack, and a point-blank Splitting Arrow. Then she turns invisible and runs away to do it all again. (Ranger Stealth, Hide in Shadows) This build might have too many skills, I might have to leave out Explosive Arrow. Poison Arrow is ineffective against undead, which means I might want to leave it out or reallocate the points later.
Grigori/Anastasia – Priest
He/she seeks to cleanse the world with his trusty mace and priestly spells. (This is a debuff-based class, these spells are usually only used for 'support', which translates to 'I never use these worthless things.' Straight-up blasting enemies seems so much faster and simpler. Also, most debuffs are not going to work on bosses. ) WARNING: I have never tried a character like this; it could be ludicrously hard or boring as fuck. There is a priest preset class for new characters starting the expansion. This character will use mostly Priest skills, with the exceptions of Lockpick, Healing, Mana Efficiency, and Magic Missile. I probably won’t use any summon spells except Ghost, as to not tread on the gimmicky wizard.
Yarun/Yara – Monk
This man/woman of peace refuses to fight with weapons. Hands, feet, knees, elbows, those are the only weapons a warrior needs. He/she specializes in stacking damaging aura enchantments so that enemies die around him/her with minimal effort. This character will use a mostly standard warrior build, with heavy use of skills like Evade and maybe Fatality later on. WARNING: I have never tried a character like this; it could be boring as fuck.
Custom Character Build:
While you get a lot of skill points, you don’t get enough to try and do everything, so I won’t let the thread vote on where I put attribute and skill points. The custom characters will use the most ideal skill set for that class type.
8. General Class
Weapons which have a higher magic damage than normal damage are pretty common. This is why I offer you the choice between normal (strength/dexterity-based) and magic (intelligence-based) weapons. Please specify which attribute will be the primary focus of the character.
8a. Warrior – (Strength-based or Intelligence-based)
8b. Ranger – (Dexterity-based or Intelligence-based)
8c. Mage – (Melee Spells or Ranged Spells)
8d. Priest (Debuff-based class) – (Strength-based or Intelligence-based)
9. Melee Weapon Skill (if applicable)
9a. Unarmed
9b. Single Weapon
9c. Single Weapon + Shield
9d. Dual-Wielding
9e. Two-Handed Weapon
(9f. If you voted for a Ranged Mage, you can vote for a bow here.)
I don’t know if I’ll get enough votes for a clear consensus.