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Guida Divinity
Guida Divinity
Try to use healing potions, whenever your character may die. Resurrection scrolls are
way more expensive than healing potions.
Look where you put your steps and what you do. For instance: a character, which is
already burning, will cause a huge explosion by entering a pool of oil.
Breaking into houses and stealing various valuable items is a good way to earn a lot of
gold, unless you've been discovered. You will be warned a few times, but if they caught
you a few times, they will finally attack.
If you want to ease yourself during combat, find yourself two additional companions.
Your team can be made out of a maximum of four characters. Those who will be swapped
out of the party in the latter parts of the game, will wait for you in the End of Time, where
you can enter by pressing the portal icon on the right side of the screen.
During combat, you can keep action points to be used in the next turn. This way, you
will be able to use skills you couldn't in the first turn.
During the conversation, in the co-op- when the characters do not agree with each
other, the system chooses the decision to be made. You can, of course, split up, and both
of you will decide for themselves.
You can combine and manipulate the elements of magic. For instance, if you use an air
magic spell, giving the "chilled" status on the target, who was already wet, you will have a
high chance to freeze him.
Try to thoroughly analyze the battlefield. If there are some ooze / oil barrels on it, it's
better for the enemies to be near them, when they explode. Obviously, the oil will require a
little help of fire.
The number below each of your characters, is the attitude that a given character has to
the character you are currently controlling. The lower it is, the less the characters like
each other.
Remember, that you won't hit a target over an obstacle, even if you had a 100% chance
to hit.
It's always a good idea to have a healer in your party. The combat is far less expensive
this way, and this character can be equipped with the resurrection spell as well.
If you attack a fiery enemy with fire element, you will only heal him. The same
mechanism works with each of the elements. Additionally, zombies are healed by their own
ooze.
Each character has its own inventory - because of that, if the mission is about bringing an
item to an NPC, the quest must be done by the character who has that item in his / her
possession.
Counteraction is one of the most important elements of combat. During a fight with a
fiery enemy, it's good to summon rain, because it decreases the chances of your character
burning, while also weakening enemies with a fire affinity.
If an NPC is hostile towards you during your conversation, it can be because of three
factors: you have your weapons drawn, you're talking with a companion character, instead
of one of your two mains, or the attitude level towards you is low (after you've been
discovered stealing, for instance) - you can offer an item (or a few of them) to this NPC to
warm up your relations.
Try to trade with the residents - sometimes a seemingly random citizen can have a
legendary item at his disposal.
If you want to get rid of an ability, to learn another one, do it with care - if you want to
develop your character in a specific direction, after reaching 5th level, he / she will be able
to acquire an unlimited number of skills.
You can't find a specific skill book in the store? Try buying a few of the cheaper ones and
get back after a few days - the merchant will restock, and you may be able to find the
desired one then.
Try to have significant amounts of gold at your disposal at all times - sometimes you
will find an extremely valuable, legendary item while trading with a random character, and
it's almost guaranteed you won't find it later anymore.
Don't try to complete one mission at a time at all costs - a lot of quests are tied together
tightly, and without finishing some of the secondary quests, you won't be able to complete
the main one.
Movement / Action
Camera spin
Camera controls
Chat
Combat mode
Sneaking mode
Tactical camera
Map
Journal
Abilities
Inventory
Game menu
Quick save
Quick load
The basics
of scoring a blow, and there is an obstacle in the line of fire, you will not hit the opponent. This
mainly concerns ranged attacks.
After you spill oil under somebody's feet, it is a good idea to set the slick on fire
If your chances at successful attack are low, it is worth to consider changing position that your
character is currently in.
Many characters have quite an array of AoE attacks, i.e. the ones that, if launched, affect a certain
area. You need to remember, though, that such attacks will also harm your characters, if misused,
which may determine the outcome of the battle.
If you want to move to an area, all you need to do is click that area. Some of the enemies are
capable of attacking if you pass near them. At that point, there appears a circle around them, which
informs you, at which moment of your move the attack will be launched. It is ten worth
reconsidering your decision to move there.
If any of your characters dies, you can resurrect them with rejuvenation. Characters remember
things and if there is anyone to keep being hit by your spells, they will go angry and attack you. It is
important that you make sure that you do not attack, inadvertently, your character.
Combinations of spells
The developers have implemented an interesting system of combining elements, thanks to which
interesting effects can be created, which will aid you in combat. This happens thanks to the fact that
using an element against a target, usually leaves the opponent in a certain state, like e.g. wet or
blazing. Thanks to that, they are more vulnerable to the other elements.
For example, if you get a character wet, due to having used a spell of rain, you can then cast an
electricity spell that will inflict more damage. If, however, you are standing in the puddle of water,
just like the opponent, then you will shock both yourself and the opponent. If you freeze water,
under yourself and the opponent, all of the characters may fall, which may help the opponent get to
your weaker characters.
An electrified cloud
Developers have introduced an interesting system of interdependence between elements. Thanks to
this, if you know the mechanics of the game, you can easily raise the effectiveness of your attacks.
Apart from the four basic elements, also derivatives, such as acid, electric discharges or oil have
been introduced. The dependencies are not one-staged ones, e.g. water puts out fire. If you have the
appropriate spells and scrolls, or abilities, you can create more complex mixtures e.g. flood the
enemy with acid, cause it to explode by setting it on fire, then put out the fire, which creates vapor,
which you can then turn into an electrostatic cloud. That is why, it is recommended that you have, at
least, two mages on your party, who are versed in the elements that complement each other.
Element II
Effect
Water
Fire
Water
Freezing
Acid
Fire
Oil
Fire
Vapor
Electricity
Of course, as you can figure out, the majority of these can be used to alleviate a given effect (by
using fire, you turn ice back into the water or, by using water on the burning enemy, you put them
out). Also, it is worth remembering that there are exceptions, e.g. Acid or Oil do not conduct
electricity. Also, there may occur a problem with using some of the spells, directly on the elements you need to find out if the spell allows for that, or whether you can only use it against enemies and
objects, or even enemies only.
Important! Using an element of a kind, on an opponent of the same kind heals that opponent (e.g.
using fire on a fire elemental, or poison on zombie).
Effects are shown in the form of the small icon to the right of the hero's icon
Using spells, food, potions and some abilities may cause setting certain effects - these are called
buffs, in the gaming jargon. Also, debuffs are frequent. These are additional bonuses that last during
combat, and outside of it, like e.g. raising of statistics or poisoning, which lowers the amount of
health points, temporarily.
In the case of food and potions, the success of setting an effect always equals to 100%. This is not
true for spells and abilities. Each ability, if it is capable of setting an effect, comes with the
percentage possibility of setting that effect. You need to lower that amount by the partial, or full,
resistance of the target to that effect (e.g. you cannot poison skeletons) or the dependency of the
other, current, effects (e.g. an attempt to freeze a burning opponent). The majority of the effects that
are worth remembering have been provided below. Apart from them, there also are the effects set by
potions and food, which set their own effects, depending on the item type.
The name of the effect
Result
Warm
Burn
Chill
Frozen
Charmed
Poisoned
Invisible
Stunned
Blinded
Knocked down
Wet
Fear
Crippled
Slowed
Immune...
Raged
Hasted
Encumbered
Leader in sight!
These are not all of the effects that occur in the game, but rather the ones whose value is constant
and which occur the most frequently. For example, healing, in itself, is also an effect, but it depends
on the spell/potion used.
Affinity), or My Precious that is attributed by default - it provides you with a 50% chance not to
damage the armor after a blow - the repairs are cheap and they do not wear off that quickly.
Ranger
While creating a ranger, you need to decide whether you want to play as the archer or the
crossbowman. The bow requires 3AP to attack and the crossbow requires 4 AP. Additionally, the
range of the bow is longer and there are much more of them in the game world, however that attack
value can be, even, three times as low, at the same weapon level.
Archery uses the Expert Marksman ability, which is in turn based on Agility. At the same time, you
need to develop Perception, for your attacks to be more accurate. Additionally, this ability needs to
be raised, depending on the preference for bow/crossbow. Apart from that, the archer character dies
nit require any additional attributes/abilities. By default, he has the abilities of blacksmithing,
crafting and identification- abilities which are good if developed because, unlike the other
characters, he often has quite a few spare Ability points to distribute. If, however, you decide not to
go for that option, it is a good idea to dual-class this character - the rogue or the battlemage.
The preferred talents (apart from the ones that come with the Expert Marksman) are Arrow
Recovery, Bully, Light Stepper - because the character, usually, has a well-developed perception
and Stench - so that a character with lower constitution and resistance is not attacked too often.
Also, choose Scientist, if you still you decided to develop the Blacksmithing and Crafting abilities.
Rogue
Rogue is a minor specialization that can be combined with another character class. The class is
based on Agility, but also Speed is of high value. The preferred weapon is daggers, which is why
you should raise the Abilities to fight with one-handed weapons and the leading ability - Scoundrel.
What is also preferred by this class is Sneaking, used to perform sneak attacks from behind.
Apart from the talents connected with the development of the Abilities, it is worth assigning Bully,
Leech, and Stench talents - often, the character's constitution is not too high and it is better if it is
not cornered by multiple opponents.
Wizard
As it has been stated earlier, it is best if the wizard specializes in two related elements, i.e. earth and
fire, or water and air. Thanks to this, he will be able to poison an opponent and blow up the poison
within one turn, using fire. The wizard, if he uses two elements, most often does not require
development of additional abilities not related to these specializations.
Mages should develop abilities connected with their element(s). At a later stage of the game, after
you obtain the highest possible level for those abilities, it is a good idea to add by 1 witchcraft point
- this allows you to wield some very useful spells, like e.g. Destroy Summon or Resurrection, with
the penalty to AP, which are sill profitable, due to the potency of these spells.
The selection of talents, apart from the specializations is wide for these characters. It is a good idea
to obtain, initially, the Elemental Affinity talent - it provides you with -1 AP, if you are standing on
a surface that is the same as the spell that you use. Then, Know-it-All that adds 1 Intelligence, at the
cost of contacts with NPCs - which is why, you should not choose the character that most often
talks to people, for that reason. Additionally, Far Out Man that allows you to use spells and scrolls
at the distance of +2m.
Battlemage
Just like wizards, he bases on the Intelligence attribute, but it is a good idea to combine that class
with another one, like e.g. fighter, rogue or even the ranger. Then, you can distribute the additional
points to the other specialization, where in the Battlemage specialization you develop Intelligence
and Witchcraft only. Battlemages have several specific abilities, like the Destroy Summon and
Resurrection, in the first place. This is why, even if you do not create the Battlemage as the
character class, determine, at least, one point for the character with lots of spare points, e.g. rogue or
ranger.
Talents that can be well attributed to this character are Far Out Man, Know-it-All, Bully and
Courageous.
Abilities
Weapons
The Weapons category describes the character's proficiency in using particular types of weapons
and consists of Bow, Crossbow, Single-Handed and Two-Handed. It is good to define what
weapon will the character use at the start, to master using it. Crossbows are available only from
about level 10, so make sure that you know what type of ranged weapon you want to use in the
future. Every next level of the ability increases the damage done with a given type of weapons by
10%.
The last ability is using weapons made of Tanebrium. This ability is not available from the start,
but only after completing a quest for Brandon is Silverglen, in which you have to bring him
Tanebrium ore (you can find it in Luculla Mines). After doing this, every character in the team
unlocks the ability and gets +1 point. You cannot buy tanebrium weapons if you do not have this
ability.
Defence
Defence abilities increase you protection against attacks. It is very important for melee classes and
not so important for ranged classes (like enchanters). The abilities are: Armour Specialist
(increases defence by 5% every level and reduces the movement penalty from heavy armour by
20%), Shield Specialist (increases shield defence by 5% every level), Bodybuilding and
Willpower (both protect the player from debuffs; Bodybuilding protects from physical status
effects and Willpower from mental status effects).
Skills
The largest category, from which everyone should choose no more than 2 abilities and develop them
to level 5. Five of them increase the number of available spells/skills with each level (Attention - at
the fifth level, you can learn all of the spells/skills from a given category, so don't throw away older
spells as long as you have space for them) and reduce the AP penalty for using spells/skills from
higher level. The abilities are: Aerotheurge, Geomancer, Hydrophist, Pyrokinetic, Witchcraft,
which are connected to following elements: air, earth, water, fire and the last one is mainly
necromancy (summoning dead creatures to fight for the hero).
The remaining three categories are important for characters that use weapons: Expert Marksman,
Man-At-Arms and Scoundrel, which are the skills of a ranged fighter, melee fighter and a rogue,
who specializes in ambushes and backstabs, preferably using a dagger.
Personality
We can distinguish three abilities here. It is enough when one of our team members (preferably the
leader or one of the main characters, because of the dialogue options that they have) has these
abilities. The are: Bartering (the ability to buy for less and sell for more), Leadership (all of the
team members obtain the Leader in Sight! status when close to the leader, which gives them +10%
damage and +2 initiative) and Lucky Charm, which increases your luck in the battle (critical hits,
dodges) and helps you find better treasures.
Main characters also have the ability called Charisma, which defines the first impression that they
make and sets the number of points during a conversation.
Craftsmanship
We can find four abilities here and it is enough if only one character is good at them. They are:
Blacksmithing (the ability to repair weapons; it is useful for making sure that your weapon won't
break during a fight and reduces the cost of repair; requires a hammer) Crafting (the ability to
create items; increases the number of items that can be created and their quality) Loremaster
(allows you to identify items; requires a magnifying glass; items are usually more valuable when
identified and at first you can do this at a vendor, but later you will have to do it yourself) and
Telekinesis (important particularly to the character who collects the loot - it speeds up the process
and allows the player to reach remote items; if you don't have a strong person in your team, it is
good to develop this ability to move objects on the battlefield, like barrels with oil).
Nasty Deeds
The three abilities here are: Lockpicking (not every lock can be opened without a special key and
those that can be, usually can also be destroyed, but it damages the weapon and makes a lot of
noise, which makes it impossible to stay unnoticed), Pickpocketing (higher level allows you to
steal from richer people, like for example merchants and also to steal heavier and more valuable
items) and Sneaking (useful when you want to spread your forces over the battlefield, steal from
guarded places or perform ambushes).
Attributes
Strength is the basic attribute for melee fighters. It enhances the Man-At-Arms ability by increasing
the value of attack points modifier and your chances of hitting. Additionally, it allows you to carry
heavy equipment and powerful weapons or armors. It also describes the total weight of equipment
that a character can carry and allows one to move or throw objects.
Dexterity
Dexterity has a positive influence on the Expert Marksman and Scoundrel abilities. This attribute is
particularly important for protection classes, as it increases the defence, and for ranged fighters,
using bows and crossbows, because it increases their chances to hit.
Intelligence
Intelligence is an attribute mainly for magic classes, as it enhances the quality of Elemental and
Witchcraft spells. It also allows one to wear specific mage equipment.
Constitution
Constitution should be developed in every character, besides their main attributes. It describes the
maximum hp and also, what's very important, the maximum amount of Action Points during
combat.
Speed
Speed, just like constitution, should be developed in characters that attack a lot. It sets the value of
initiative at the beginning of the battle, is responsible for movement speed and the number of Action
Points at the start. It is good when the number of the Speed attribute is similar to the number of
Constitution and if these numbers are rather high.
Perception
Perception should be developed to a high level in at least one team member. Besides increasing the
starting AP amount, it also increases the chances of critical hit and hitting from distance, as well as
initiative. Thanks to this attribute (you should be at about 8+ level of it), you will be able to uncover
traps, which are very dangerous in Divinity, and also find treasures, switches and secret passages.
Talents
Talents
Talents are obtained once every few levels. They are valuable, because they become passive
abilities that change our heroes permanently. Besides some talents that are available for all the
characters, most of them (particularly those more powerful) depend on the number of points in a
given specialization. For example Arrow Recovery allows an archer to recover 20% of his magic
arrows and Elemental Affinity reduces the cost of AP of a spell of the type on which a mage is
standing. You should pay attention to what talents you choose, because some of them might actually
do harm, if you plan a specific strategy.
Each character, whether the hero or an opponent, may perform special attacks and cast spells. This
requires special Ability points and obtaining special Abilities/Spells (Skillbooks). Depending on
how many ability points your character has, you can learn a limited number of spells. Also, thanks
to this, the penalty to Action Points drops, for using the Ability, in the case in which the character
has a lower Ability level than required by the spell used - per every level below the required one,
the number of AP increases by 2. Some of the abilities require an appropriate character level to be
used and, until it is reached, a given spell/ability cannot be obtained.
Ability (level)
12
16
Unlimited
20
Abilities also depend on certain attributes where, e.g. for the archer it is agility and for the mage
intelligence. They should be developed at a par with the character development - they have their
effect on appropriate modifiers - hits, receiving of an effect (if the ability can provide it, it raises as
the attribute goes up).
After the spell is used (does not concern abilities), you need to wait for a certain period of time
before you can use it again (Cooldown). This parameter depends on the amount of intelligence,
which decreases cooldown by 1 turn, per each 2 points of that Attribute.
Ability
Required
level
The
number of
Description
AP (Action
Points)
Air Shield
10
Become Air
Bitter Cold
Blitz Bolt
Chain
Lightning
18
Farseer
Improves Sight.
Feather Drop 10
Headvice
Immune to
Electrified
Invisibility
Lightning
Strike
Lightning
Bolt
10
Make
Invisible
16
Remove
13
Petrification
Shocking
Touch
Storm
18
Summon Air 13
Elemental
puddle, if hit.
Teleportation 1
Tornado
10
Hydrosophist
Ability
Required
level
The
number of
Description
AP (Action
Points)
Cleansing
Water
10
Freezing
Touch
Hail Attack 18
Ice Shard
Ice Wall
10
Immune to
4
Burning
Mass
Disease
13
Mass Slow 16
Minor Heal 1
Piercing Ice
7
Shard
Rain
Restoration 16
Slow
Current
Strong
7
Regenerate
Summon
Ice
7
Elemental
Water
Shield
10
Water of
Life
Winterblast 16
Geomancer
The wizards of the earth wield, first of all, poisons. IN a very effective way, they combine with fire
magic, which causes poisons to explode. The wizards also can summon up to four kinds of
creatures, which makes them good summoners. The most useful general spells are Earthquake that
give the chance to turn toxins into gas, Fortify - increases resistance not only from elements, but
also increase the overall value of armor points.
Ability
Required
level
The
number of
Description
AP (Action
Points)
Acid Breath 10
Bless
Blessed
Earth
13
Boulder
Bash
Boulder
Dash
Deadly
Spores
10
Earth Shield 7
Earthquake 18
Fortify
Immune to
Poisoning
Magical
Poison
Arrow
Magical
1
Poison Dart
Midnight Oil 1
Nature's
Curse
16
Petrifying
Touch
Summon
13
Bloodswarm
Summon
Earth
Elemental
16
Summon
Spider
Summon
Wolf
10
Pyrokinetic
Ability
Required
level
The
number of
Description
AP (Action
Points)
Burn My
Eyes
Burning
Blaze
Burning
Touch
Explode
10
Fire Shield
10
Firefly
Flare
Immolation
13
Immune to
Freezing
Infectious
Flame
16
Lava Core
20
10
18
Purifying Fire 10
SelfImmolation
Meteor
Shower
Small
Fireball
Smokescreen 7
Summon Fire
4
Elemental
Wildfire
Witchcraft
Skillbooks of witches
Witches, who delve in black magic, are the masters of controlling life. They can bring the dead back
to life, and send the undead into the afterlife. They can also influence the non-magical attributes of
men and creatures (e.g. Blinding). They are not bound with any of the elements but, it is a good to
have one in your party and use several of his useful abilities. The most useful general spells are
Destroy Summon which allows you to send away the summoned undead, Resurrection that allows
you to bring the dead party members to life and Invulnerability which provides you with temporary
invincibility.
Ability
Required
The
Description
level
number of
AP (Action
Points)
Absorb the
Elements
Blind
Bloodletting
Death Punch
16
Destroy
Summon
Drain
Willpower
10
Enfeebling
Touch
Horrific
Scream
13
Invulnerability 18
Malediction
Mass
Weakness
10
Oath of
Desecration
Resurrect
16
10
Soulsap
16
Summon
Armoured
Undead
Decapitator
10
Summon
Undead
Warrior
Unlock Magic -
Vampiric
Touch