The Best Lone Wolf Build for Divinity: Original Sin 2. The Lone Wolf talent doesn't restrict you to just one character in your party, and you'll be able to have at most one other companion with you. But bear in mind that a party of two will need to employ a very different set of tactics than a party of four will. Is the best character build a pure Mage with emphasis on magic missle? When I started the game I.thought. i wanted to be a warrior but I distributed my points too evenly and got my but handed to me until I learned that bow and arrow rocks in this game. Oct 3, 2017 - It's easy to get by with your party's base skills and abilities in your early runnings with Divinity: Original Sin II. However, as you progress, the.
This page is dedicated to the many Talents found in Divinity: Original Sin 2.
Divinity Original Sin 2 Lone Wolf Build
Talents are special traits that get associated with your character. They are always active and usually offer a benefit but also some sort of strange and unusual negative. Just like Skills and Abilities, you will start the game with a few Talents and then be able to pick a couple more as you progress through the game. New vegas gun runners arsenal.
Talent List[edit]
Best Talents In Divinity 2
- All Skilled Up (Req. Lvl2) - Grants 1 additional Combat Ability Point and 1 extra Civil Ability Point.
- Ambidextrous - Reduces the cost of using grenades and scrolls by 1AP if your offhand is free.
- Arrow Recovery - Grants a 33% chance to recover a special arrow after firing it.
- Bigger and Better (Req. Lvl2) - Immediately grants 2 extra attribute points.
- Comeback Kid - Once per combat, if an enemy lands a fatal blow, Comeback Kid will help you bounce back to life with 20% health. If you die and are resurrected in combat, Comeback Kid will be available again.
- Demon - Gain 15% fire resistance and 15% water weakness. Max fire resistance also increases by 10. Cannot be used with Ice King.
- Duck Duck Goose (Huntsman Only) - Lets you evade attacks of opportunity.
- Elemental Affinity - Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.
- Elemental Ranger (Huntsman Only) - Arrows will deal bonus elemental damage depending on the surface the target is standing in.
- Escapist - Allows you to flee combat even when enemies are right next to you.
- Executioner (Req. Warfare 1) - Gain 2 AP after dealing a killing blow. Does not work with The Pawn.
- Far Out Man - Increases the range of spells and scroll by 2m.
- Five Star Diner - Doubles the effects of foods.
- Glass Cannon - You start every combat round with Maximum AP, but Magic and Physical Armour do not protect you from statuses.
- Guerilla - While sneaking, your attack damage is increased by 40%.
- Hothead - While you are at maximum Vitality, Hothead grants you an extra 10% critical chance and 10% more accuracy.
- Ice King (Req. Hydrosophist 1) - Grants +15% Water resistance and +15% fire weakness. Max water resistance is raised by 10. Cannot work with Demon.
- Leech - Heals you when standing in blood.
- Living Armour - 35% of all healing you receive is added to your Magic Armour.
- Lone Wolf - Grats +2AP, +2AP Recovery, +30% Vitality, +30% Physical Armour, +30%Magical Armour and doubles all invested points into attributes and combat abilities (except Polymorph). These effects are only active if you are alone, or in a party of 2. While travelling with 3 or more people, the effects shut off.
- Mnemonic - Gives you 3 extra points in your Memory attributes.
- Morning Person - When you're resurrected, you resurrect at full health.
- Opportunist - Gives you the ability to perform attacks of opportunity.
- Parry Master - Gives you a 10% bonus dodge chance while dual wielding.
- Pet Pal - Enables you to talk to animals.
- Picture of Health (Req. Warfare 1) - Grants +3% extra Vitality for every point of Warfare.
- Savage Sortilege - Gives all magical skills a critical chance equal to 50% of your critical chance score.
- Slingshot - Adds an extra 5m range to your grenade throws.
- Stench - Decreases everyone's attitude towards you by 25, but melee combatants will find you less attractive.
- The Pawn (Req. Scoundrel 1) - Permits your character 1 AP worth of free movement per turn. Does not work with Executioner.
- Torturer - Increases the duration of statuses you caused by 1 turn.
- Unstable - You explode upon death, dealing 100% of your vitality as physical damage in a 3 meter radius.
- Walk it Off - Reduces all status durations by 1 turn. This also affects positive stances.
- What A Rush - Increases your recovery and maximum Action Points by 1 when your health is below 50%.