Divinity: Original Sin Walkthrough

Table of Contents


Character Creation


Races

  • Human

Classes

Battlemage

  • Amplifies brute strength with powerful magic.

Cleric

  • Heals allies or smashes skulls, depending on the direction of the winds.

Enchanter

  • Prefers to turn the tide of battle from afar, manipulating foes with powerful magic.

Fighter

  • Brute warrior and expert in close combat.

Knight

  • Specialised in war tactics, Knights are trained not only to fight, but to rally troops.

Ranger

  • A marksman with a legendary knack for self-preservation.

Rogue

  • With a lot of skill and a little luck, this Rogue sees the world as an open coffer.

Shadowblade

  • A powerful assassin whose arsenal of both daggers and magic would terrify any enemy, if they ever saw it coming.

Wayfarer

  • A survivalist and a practitioner of magic, the Wayfarer is hard to hit and even harder to evade.

Witch

  • An intimidating presence whose bone-chilling powers terrify friend and foe alike.

Wizard

  • A scholar of magic specialised in starting and ending battles with a flick of the wrist, exacting swift victory from a safe distance.

Abilities

Weapons

  • Bow – Increases damage dealt by bows.
  • Crossbow – Increases damage dealt by crossbows.
  • Single-handed – Increases damage dealt by daggers, swords, axes, and maces.
  • Two-handed – Increases damage dealt by two-handed swords, two-handed axes, spears, and staffs.

Defence

  • Armour Specialist – Improves Armour Rating by 5% per point, and decreases heavy armour movement penalty by 20% per point.
  • Body Building – Affects saving throws against physical statuses.
  • Shield Specialist – Increases chance of blocking with shields.
  • Willpower – Affects saving throws against magical and mental spells.

Skills

  • Aerothurge (Air magic) – Determines how many air spells you can learn, and how many Action Points it costs for higher level spells.
  • Expert Marksman - Determines how many Expert Marksman skills you can learn, and how many Action Points it costs for higher level skills.
  • Geomancer (Earth magic) - Determines how many earth spells you can learn, and how many Action Points it costs for higher level spells.
  • Hydrosophist (Water magic) - Determines how many water spells you can learn, and how many Action Points it costs for higher level spells.
  • Man-at-Arms - Determines how many Man-at-Arms skills you can learn, and how many Action Points it costs for higher level skills.
  • Pyrokenitic (Fire magic) - Determines how many fire spells you can learn, and how many Action Points it costs for higher level spells.
  • Scoundrel - Determines how many Scoundrel skills you can learn, and how many Action Points it costs for higher level skills.
  • Witchcraft - Determines how many witchcraft spells you can learn, and how many Action Points it costs for higher level spells.

Personality

  • Bartering – Determines your haggling skills with traders.
  • Charisma – Determines the first impression you make on other people, and your talent for Charming, Intimidating, and Reasoning.
  • Leadership – Gives boosts to party members and friends who can see you.
  • Lucky Charm – Determines your luck in finding extra treasure, and improves your Offence Rating.

Craftsmanship

  • Blacksmithing – Allows you to repair your own items, and create and improve metal-enhanced weapons and armour. Requires a repair hammer.
  • Crafting – Determines what you can craft and the quality of crafted items.
  • Loremaster – Identifies enemies and items. Requires a magnifying glass.
  • Telekinesis – Determines the range and weight of items you can move telepathically.

Nasty Deeds

  • Lockpicking – Determines what complexity of locks you can pick, and how fast you can do it.
  • Pickpocketing – Determines what you can steal and who you can successfully pickpocket.
  • Sneaking – Determines how well you can sneak without getting caught.

Talents

All Skilled Up

  • Gives you 2 extra Ability Points to spend.

Anaconda

  • Increases crushing weapon damage by 10%.

Arrow Recovery

  • Gives you a 20% chance of recovering special arrows after firing.

Back-Stabber

  • Allows characters to backstab with daggers and knives.

Bigger and Better

  • Gives you 1 extra Attribute Point to spend.

Bully

  • Gives you 50% extra damage to Slowed, Crippled, or Knocked Down opponents.

Comeback Kid

  • When an opponent lands the blow that should kill you, Comeback Kid will leave you with 1 health as long as you had more than 1 health left.

Courageous

  • Grants you immunity to Fear, but you can no longer flee from combat.

Demon

  • Gives you a chance to burn an opponent who strikes you with a melee weapon, but also gives you a 25% penalty to Water Resistance.

Elemental Affinity

  • Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.

Elemental Ranger

  • Your arrows may inflict bonus elemental damage depending on the surface on which your target is standing.

Escapist

  • Allows you to flee combat even when enemies are right next to you.

Far Out Man

  • Increases the range of spells and scrolls by 2 meters.

Five-Star Diner

  • Doubles the effects of food.

Glass Cannon

  • Doubles your recovery AP, but your total Vitality is decreased by 50% (including the bonus from the Lone Wolf talent).

Guerrilla

  • Doubles your attack damage while sneaking.

Headstrong

  • Gives you a 20% bonus against Frozen, Stunned, Petrified, and Knocked Down.

Ice King

  • Chance to Chill an opponent who strikes you with a melee weapon, but gives you a 25% penalty to Fire Resistance.

Know-it-All

  • Decreases everyone’s attitude towards you by 20, but gives you 1 extra Intelligence point.

Leech

  • Heals you when standing in blood.

Lightning Rod

  • Makes you immune to Stun.

Light Stepper

  • Gives you a +2 Perception bonus for detecting traps and secrets.

Lone Wolf

  • Character can no longer have a companion, but receives an 80% bonus to base Vitality, 2 bonus to Recovery, and maximum Action Points and an extra Ability Point on level up.

Morning Person

  • Revives you to full health when resurrected.

My Precious

  • Gives your gear a 50% chance of not losing durability every time you hit or get hit.

Opportunist

  • Gives you the ability to perform attacks of opportunity.

Packmule

  • Increases the amount of weight you can carry.

Pet Pal

  • Enables you to talk to animals.

Picture of Health

  • Gives you a 5% x Man-at-Arms extra Vitality.

Politician

  • Gives you 2 bonus points in Charisma, but you lose 1 point in Intelligence.

Quickdraw

  • Reduces 1 AP from the cost of using ranged weapons.

Scientist

  • Gives you 1 bonus point in Blacksmithing and Crafting.

Sidestep

  • Gives you a 10% extra chance to evade hits.

Sidewinder

  • Removes your defence penalty when flanked.

Speedcreeper

  • Characters move at normal speed while sneaking.

Stand Your Ground

  • Character cannot be knocked down.

Stench

  • Decreases everyone’s attitude toward you by 25, but melee opponents will find you less attractive in combat.

Swift Footed

  • Gives you a 20% movement bonus.

Thick Skin

  • Gives you 5 + Man-at-Arms x 2 extra bonus armor.

Voluble Mage

  • Grants you immunity to Muted.

Walk it Off

  • Reduces all status durations (including positive statuses) by 1 turn.

What a Rush

  • Increases your recovery and maximum Action Points by 2 when your health is below 30%.

Weatherproof

  • Makes you immune to environmental effects.

Weather the Storm

  • Gives you a 5% x Man-at-Arms extra Magic Resistance.

Zombie

  • Lets you heal from poison, but causes damage from regular healing.

Traits

Pragmatic

  • Increases Crafting.

Romantic

  • Increases Lucky Charm.

Altruistic

  • Increases Reputation.

Egotistical

  • Increases Bartering.

Independent

  • Increases Willpower.

Obedient

  • Receive a Willpower bonus when a Leadership character is in sight.

Compassionate

  • Increases Critical Chance.

Heartless

  • Increases Backstabbing chance-to-hit.

Spiritual

  • Bestows immunity to Fear.

Materialistic

  • Increases Loremaster.

Bold

  • Increases Initiative.

Cautious

  • Increases Sneaking.

Righteous

  • Increases Leadership.

Renegade

  • Increases Pickpocketing.

Forgiving

  • Bestows immunity to Cursed.

Vindictive

  • Increases attacks of opportunity chance-to-hit.

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2 Comments on Divinity: Original Sin Walkthrough

Arvind

On August 8, 2014 at 12:39 pm

Nice. Although after getting the duke’s letter you should talk to esmeralda. Once you have 3 strikes on her (the blade, the letter and the book) she will cast suion on the healer’s apprentice and Evelyn will flee.

برامج كمبيوتر

On September 27, 2014 at 3:51 pm

Nice. Although after getting the duke’s letter you should talk to esmeralda. Once you have 3 strikes on her (the blade, the letter and the book) she will cast suion on the healer’s apprentice and Evelyn will flee.