Discuss Divinity Original Sin, as well as comments posted to our Divinity Original Sin Wiki and Divinity Original Sin 2 Wiki
By Anonymous
#16206727
Why is this wiki so incomplete? The amount of stuff missing is ridiculous, this page doesn't even mention the bonus talents you can get in the game. From being sworn and karon ect
By Anonymous
#16216896
Sir, this is a DOS1 wiki.
By Anonymous
#16234758
"Talents in Divinity: Original Sin Enhanced Edition are obtained once every few levels. Each character starts with 2 talent points. The character will gain another point at level 3 and will continue to gain 1 more every four levels afterwards. Players typically end the game at level 19 - 21, meaning a character can expect to gain up to 7 talents."

This statement is very much false, I don't know if it was changed in the definitive edition or not. You get a talent every 5 levels post level 3. And by level 21 you would only have 5 talents. This is of course not counting the bonus talents you get.
By Anonymous
#16236938
are you sure you're not talking about D:OS2?
By Anonymous
#16252000
Quickdraw?
By Anonymous
#16371479
Wheres Executioner?
By Anonymous
#16375976
DOS is a turn based game and controlling turns and AP efficiency come in practice In various ways and that power is to be considered when weighting on what perks to chose.

With this in mined Pinpoint (+ Slingshot ), Far Out Man become obvious.
Morning Person is a hidden gem (peoples ego and save scamming got many blinded to this fact), first of it is basically free full instant healing and teleport positioning and essentially it give way more AP then you spend by huge magnitude and you can focus AP on aggression, just think about a battle of AP efficiency and this wins by far and in most painful time at that.
Elemental Affinity is really strong but only if you go all out on this else don't take it unless you can properly utilize it as perks after level 3 will take some time to get (level 7 and 11) so consider timing when taking it.
Bully is in similar position but more dependent on party composition and initiatives dictating turns of members as to who get to hit and who gets to debuff is to determinate effectives.
Glass Cannon is weary special perk, can be used to transition Constitution character to achieve huge maximum AP and high AP recovery rate along side of some extra life instead of investing into speed (can be hugely beneficial for initiative order for DPS) or to give extra edge to back row rangers or mages but its most commonly offset with shield in mind.
Other perk category is one that make you stand out early game, in combat Walk it Off, Zombie, Leech (in a way armor absorption equivalent that scale with maximum life), Back-Stabber, Avoid Opportunists, Opportunists, other non combat like Pet Pal, Scientist, Light Stepper.
If you don't give your character chance with ability it sure to be waste its AP to achieve nothing.
By Anonymous
#16375979
DOS is a turn based game and controlling turns and AP efficiency come in practice In various ways and that power is to be considered when weighting on what perks to chose.
With this in mined Pinpoint (+ Slingshot ), Far Out Man become obvious.
Morning Person is a hidden gem (peoples ego and save scamming got many blinded to this fact), first of it is basically free full instant healing and teleport positioning and essentially it give way more AP then you spend by huge magnitude and you can focus AP on aggression, just think about a battle of AP efficiency and this wins by far and in most painful time at that.
Elemental Affinity is really strong but only if you go all out on this else don't take it unless you can properly utilize it as perks after level 3 will take some time to get (level 7 and 11) so consider timing when taking it.
Bully is in similar position but more dependent on party composition and initiatives dictating turns of members as to who get to hit and who gets to debuff is to determinate effectives.
Glass Cannon is weary special perk, can be used to transition Constitution character to achieve huge maximum AP and high AP recovery rate along side of some extra life instead of investing into speed (can be hugely beneficial for initiative order for DPS) or to give extra edge to back row rangers or mages but its most commonly offset with shield in mind.
Other perk category is one that make you stand out early game, in combat Walk it Off, Zombie, Leech (in a way armor absorption equivalent that scale with maximum life), Back-Stabber, Avoid Opportunists, Opportunists, other non combat like Pet Pal, Scientist, Light Stepper.
If you don't give your character chance with ability it sure to be waste its AP to achieve nothing.