Divinity Original Sin 2 Emma (2024)

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Divinity: Original Sin 2 is an expansive RPG with an almost ridiculous number of interactive systems. That makes it amazing for long-time cRPG fans, but also pretty overwhelming for anybody coming to the game without that level of experience. If that overwhelmed feeling describes you, then read on. In this piece I’m going to try to demystify a few things about Divinity: Original Sin 2 and cover a couple of concepts that are worth learning nice and early.

Primarily, this article is for anybody struggling to get through the Fort Joy portion of the game, and for people who want to start the title with a bit of useful fore-knowledge. It’s not a step-by-step walkthrough (though I will mention specific quests here and there), but it will explain some key mechanics and systems.

Oh God Character Creation is Stressful

  • Divinity: Original Sin 2. Divinity: Original Sin 2 General Discussions Topic Details. Sep 16, 2017 @ 1:54am Erma Anyone find a use for her doll after release? I feel like you should be able to find her ghost with it or something, especially as a mystic. Showing 1-8 of 8.
  • The Imprisoned Elf Quest details Location Fort Joy camp Given by Camp boss Griff Related quests Next The Tribe of Saheila The Imprisoned Elf is a quest in Divinity: Original Sin. Quick walkthrough Detailed walkthrough In a cage at the south of Fort Joy camp is a sick elf, named Amyro.

Sep 14, 2017 (2017) Divinity Original Sin 2 Guide Every Mother's Nightmare Quest Walkthrough - FOR DONATIONS: Patreon: https://www.pat.

Character creation is the first boss of Divinity: Original Sin 2. If you’re completely new, it’s probably best to start with one of the pre-determined Origin Stories. You’re still free to choose your own class. Pick one that sounds appealing (the little text summaries are broadly accurate). It’s always possible to diverge and diversify later if you wish. The advise in this article is broad enough to apply to just about any character.

Yes, you can also choose the instrument for your theme song.

Save, Save, and Save Again

Weird as it might sound, it helps to be aware of the Divinity: Original Sin 2 design mindset. This is an RPG where you can quite easily wander into a fight that’s far outside your ability to handle it. Quicksave is F5 by default. Do not be ashamed of abusing it while you’re figuring out the game. Save after every fight. Let’s emphasise that a little more: Save after every fight.

Early on (and this will probably hold true thoughout) if you encounter a fight where the enemy is a level above yours, it’ll be a tough combat. Encounters where your party is one level lower but outnumber their foes are more do-able. If the enemy two levels above yours, you shouldn’t be there. The game will depict the level of a opponent when you hover the cursor over them (beneath their health and armour bars). You can usually see far enough ahead to be able to do this without initiating a fight.

Use your quicksave-scumming to try stuff out. See what happens when you use a character with a point or two in Thievery to sneak (C by default) and steal something from an NPC. Try some different quest outcomes. Experiment with what Divinity: Original Sin 2 will allow.

Companions, and Where to Find Them

It helps to have some friends. Here’s where you can find all of the Divinity: Original Sin 2 companions in the first proper area (post shipwreck). If you don’t like their default class, you can ask them to change it through an initial conversation (fully respeccing them is possible in Act Two, but that’s many hours away). Click any of the location maps below for larger versions.

Fane is in a semi-hidden area through some vines.

Beast is mending a ship to the West of Fort Joy on the beach.

Ifan is pretty hard to miss, he’s in an argument with some people when you enter the town after the lizard magistar gets exploded.

Lohse is in a very similar area, she’s near the big Divine statute/Fast Travel waypoint.

Sebille is stalking the Lizard called Stingtail, she’s crouched down spying on his living area on the beach.

The Red Prince is staring out to sea to the West, fairly near where you wash up.

Essentials Before Entering Fort Joy

You may well uncover one of the many ways into Fort Joy quite swiftly. That does not mean you should press on right away. I’d recommend doing the following first.

Make sure at least a couple of people in your Divinity: Original Sin 2 party have healing capabilities. Hydrosophists can learn Restoration at level one. The Huntsman line has First Aid at level one. Neither the default Loshe (Hydro) or default Ifan (Hunts) have those for some insane reason, but you can pick them up from vendors. The blue lizard in town, Rezik, sells Hydro spells, and so does a lady on the beach to the West – the one who wants to talk about her husband and kid (Margo). One of Griff’s gang, Butter, sells Huntsman books. See the Pickpocketing section later on for another way to get hold of these.

Here’s Rezik, doing a bit of shoegazing.

You can also get a ring with the Restoration spell built in by doing the ‘Murderous Gheist’ quest (the one involving Migo, the guy eating bodies on the beach beyond the elf cave hideout). That can be equipped on anybody.

If you have an undead chap in your party, they heal with poison and are hurt by standard methods. A point in the Geomancer skill opens up a few poison options like Corruption. Maol, the elf splashing around in the water to the South (a bit West of the elf hideout cave) sells Geomancer books.

Locate a Bedroll and put it in your hotbar. You can click on it whenever you’re out of combat to heal everybody up and make them fully rested. Much easier than spamming healing spells or wasting potions.

Look out for a shovel too. You’ll need one to dig up any buried treasures, and to gain access to certain hidden entrances. Lizards can dig without shovels, so if you intend to keep a scaly pal in your Divinity: Original Sin 2 party then you can work around this.

Get the teleport gloves! If you’ve spoken to Gawin about his plan to get one of you out of here, you’ll have a spot with crocodiles marked on your map. If not, just exploring the line of the Western coast after Beast’s spot will bring you into contact with them soon enough. Defeat the crocs (come back later if it seems too tough), and you’ll find the teleport gloves on the corpse of the one that was teleporting around in battle.

The person who equips the gloves can now teleport people and things around the place in combat, and, crucially, out of combat too. They’re very useful for getting people in and out of otherwise inaccessible areas for some extra loot. For example, there’s a cell in the prison beneath Fort Joy that I’m pretty sure is impossible to enter (or leave) without some teleportation.

Once you have teleportation abilities, get two specific chests which will contain goodies. One of the is on top of a broken and ruined bridge close to where you washed up on the beach. The other is where Fane hangs out (the Hidden Alcove). Look for some rainbows and a waterfall, you’ll see it. Teleport it across to you for the rewards (which I think are randomised, but it’s usually something you’ll want).

For that matter, check inside every crate and sack on the island that isn’t coded red for “you’re now nicking something” (unless you want to be stealing, of course). You’ll build up a semi-respectable amount of gold this way, and sometimes find useful bits of low level armour and gear. It can be worth it to take Lucky Charm as a trait for one party member and use them as your dedicated Divinity: Original Sin 2 looter. The Left Alt key highlights things you can pick up, by default.

Make sure somebody in the party has Pet Pal. Ifan starts with it, if you fancy using him. Later on, it seems like the animals start getting some skill/persuasion checks, so it might be worth investing in some persuasion as well (and/or making sure your Pet Pal character has a high Strength/Int/Finesse to pass those).

Rats know what’s up.

Do as many quests outside Fort Joy as you can find for the experience points. You can absolutely be level 3, and maybe even level 4, by the time you’re entering the Fort for real. By the time you leave, you can be level 4 or 5.

This isn’t an exhaustive list, but: Visit the elves in their cave, find Lord Withermore (play with the elf cave kid who wants to play hide and seek), deal with Migo in some fashion (if you have a Yarrow flower there’s a peaceful way), talk to the lady who’s lost her kid, fight in the Arena (hatch in Griff’s area), resolve the situation with Griff, Stingtail, and his ‘special oranges’. Exploring the area in general can give you some experience too. Look around. Talk to everyone. By the time you’re level 3 you should have plenty of routes into Fort Joy open to you.

The area beyond Fort Joy is tough too, so if you feel capable of taking on the Magisters inside the Fort, they’re a useful source for more experience and loot. They’re basically concentration camp guards, so don’t feel too bad about returning to slaughter them all at some point (well, maybe feel a little bad about any hounds). Steal all the paintings upstairs too, they sell for an okay price.

Pickpocketing Like a Pro

The not-so-noble art of pickpocketing is worth a special mention. You’ll have to pump a couple of points into Thievery (or wear an item that boosts that stat), but it can absolutely pay off. The number of points dictates the value and volume of things you can steal. It appears you can only pickpocket each NPC once per character with the Thievery skill, so make it count.

It’s not like Stingtail really NEEDS all those Pyro books.

To pickpocket, go into stealth mode (C) and maneuver yourself out of everybody’s sight line. This is difficult-to-impossible in places where there are loads of NPCs, but some people and merchants are isolated enough. It can help to have another character distract your target by opening up dialogue with them (then switch back to your pickpocket). Nab what you can, make a getaway with the thief, then end the dialogue with your other character and pull them out of the area too. NPCs always react to being pickpocketed after a little while, and you don’t want to be around and forced to explain yourself with a persuasion check.

You can acquire a whole load of early skill books in various disciplines this way. Or some other gear. Anything you don’t want, you even can sell back to the victim.

Be aware that almost everyone in Divinity: Original Sin 2 has items that you can steal or barter for in the usual manner. Not every vendor makes a big deal about their wares. During almost any dialogue you can click the little trade icon to the left (the hand with gold falling in it) to open the trade panel. This also gives you a nice preview of what you can potentially steal.

Combat Fundamentals

You won’t get very far in Divinity: Original Sin 2 without understanding a few combat fundamentals. First of all, it’s worth knowing that you can toggle between Classic (‘Normal’) and Explorer (‘Easy’) difficulties at will, so if a fight is too tough you can lower the challenge to progress. Then toggle it back up again, if you wish.

O (by default) switches to an overhead tactical camera in fights. This is helpful for avoiding mis-clicks and getting a better idea about lines of sight.

A lot of the time, you know when a fight is about to kick off. Either you see the group of enemies ahead, or you know that pissing someone off in conversation will start combat. Use this knowledge to your advantage by positioning your party ahead of time. For example, if you plan to fight Griff and his gang, stick a ranged guy on the wooden structure ahead of time for some tasty high ground bonuses.

More like the Low Judge.

To quickly separate someone from the party (to send them off into position), drag their portrait off to the side. It’ll break the ‘chains’ holding it to the others. In order to reattach after the fight, just drag it back. Many enemies have area of effect skills or spells, so it usually pays to have your group split up a little rather than wandering into a fight as a fat block of four.

Fights in Divinity: Original Sin 2 are, broadly, about using elemental combinations to deny space to the enemy, positioning people on high ground (for ranged), utilising skills to prevent your foes from taking their turns, and whittling down physical and/or magic armour so you can get to the juicy hit points inside.

Fire combined with poison will create an explosion. Fire on Oil will burn. Fire alone will set a Burning state. Water and blood will conduct electricity (setting a Shocked state). Water can also freeze (Chilled state).

Divinity Original Sin 2 Wiki

Geomancy (oil, poison) complements Pyrokinetic (fire). Hydrosophist (water) complements Aerotheurge (electric). Ranged characters can contribute to these elemental effects with special arrows, and certain skills (like the Red Prince’s fire breath) can give you extra options too. There are many other combinations as well (Necromancy can provide blood for electric charges), but those are the basic sets.

Here, Ifan is knocked down, poisoned, and has a dog sniffing his nuts.

Having one caster to provide the set-up (Geo/Hydro for some oil/water) and another with lower Wits (so they move afterwards) to follow-up with the pay offs (Pyro/Aero for fire/electric) can work really well. As can just having combos like Aero/Hydro on individual mages.

Avoid standing in elemental pools (unless you get a specific benefit for doing so, like undead healing from poison) or positioning yourself next to potentially explosive barrels, because that’s just asking for trouble. Conversely, watch out for enemies foolishly lurking near an explosion-in-waiting. You can also create choke-points by popping off zones of fire, poison, or electrified water/blood that most AI opponents won’t want to cross.

Most spell and skill effects in Divinity: Original Sin 2 won’t have their desired status result (Blinded, Crippled, and so on) while enemies still have their physical/magic armour. Attack types generally target the armour type you would expect; so melee stuff hits physical and magic attacks are defended by magic armour. Once that’s gone, you’ll start seeing status effects.

The conclusion to probably draw from this is that it’s important to make sure you’re focusing consistent attack types on enemies. There’s no point busting through all of the physical armour and then hitting them with a magical attack that’s just going to be soaked up by the magic armour. This may mean there’s a lot of mileage in a party that can deal 100% physical or 100% magical damage, but I’m not far enough into the game to know for sure (you’ll probably always need some variety – I’ve already found one enemy that has all magic armour).

This chap no longer has any Physical Armour. So hit him with Physical attacks.

Even if you lean into physical damage as your main focus, the magic users are still vital for additional support; either through buffs, or by using their elemental skills to cut off parts of the battlefield. I’ve found that equipping a mage with a wand and shield can give them a lot of protection. Staffs are nice and all, but your mage will predominantly be at range, and do most of their damage through spells – so a lone wand as a backup ranged weapon is fine. The AI also seems less inclined to go after more armoured members of your party (worth knowing if you stick all your armour on a ‘tank’ character), so it can help your spellcasters stay alive that way too.

The bar at the top of the screen shows the movement order, so if you have the choice between hobbling one of two enemies, go for the one whose move is coming up sooner. Anything you can do to temporarily prevent a foe taking a shot at you (knocking them down, crippling them, blinding them, slowing them) is always worthwhile. The fewer chances Divinity: Original Sin 2’s AI has to attack, the more chance you have of surviving an encounter.

Use the elements to control the battlefield space. Find high ground for ranged characters (seriously, it can be as much as a 35% damage boost). Focus on reducing one armour type where you can. Deploy skills that prevent the enemy from moving or fighting effectively. Those are the fundamentals.

Once you’ve got that down, start thinking creatively with your abilities. See an opportunity to teleport an enemy wizard from their high ground into the middle of a poisonous cloud, then set off a fiery chain-reaction that catches more baddies in the explosion? Do it!

With this knowledge at your command the trip through Fort Joy should be less painful, and you’ll be well set to continue your journey beyond.

Divinity: Original Sin II is an upcoming role-playing video game, which can be played Microsoft Windows, officially scheduled to release in December 2016. It was released as early access on Steam on September 15th, 2016. Bishop Alexandar the Innocent declares all sorcerers to be criminals, so a group of four sorcerers embark on a quest to defeat him.The player will be able to choose their character's stats, race and origin story and can recruit up to three companions to assist them. Skill crafting system allows players to mix and change their skills.

There are many side quests are available in Divinity Original Sin 2. Every quest offers you different rewards and different experience. The quests seem to be confusing as they don't have icons to know which one is having side quest. Check out the instructions we have given to complete the quests successfully in Divinity Original Sin 2 below.

List of Fort Joy Ghetto Side Quests:

  • Every Mothers Nightmare
  • Most Dangerous When Cornered
  • The Cursed Ring
  • The Imprisoned Elf
  • The Murderous Ghiest
  • The Purged Dragon
  • The Shakedown
  • The Teleporter
  • The Vault Of Braccus Rex
  • Withermoores Soul Jar

Every Mothers Nightmare:

This quest is given by a woman named Fara, when you meet and talk to her at the west of the Way point in Fort Joy.

Most Dangerous When Cornered:

This quest starts at the North East of the Shrine of Lucian. It looks like a old castle on the map. Once you reach the place, you will be stopped by some Magistars, talk them down or fight them. You will find another man is fighting with other Magistars, if you help him, he will mark a point on your map, then ask him to come for a visit.

The Cursed Ring:

The quest starts when you find Ring of Braccus and put it on. You will be cursed and you can't lift the curse by removing it. According to quest, you will have to find the ring's another owner to break the curse or you can bless youself and take the ring off to prevent curse debuff.

The Imprisoned Elf:

This quest can be given by either Griff along with his companions or in the Elf cave, when you talk to a Elf beside the fire. Griff captured a Elf, he wants you to find, what happend to his supplies in order to free the Elf. Take the path South out of the town and go to the beach south to find Dreamer Lizard. You can convince him to give back supplies as a Lizard or Red prince or defeat him. Now go back to the Griff, you can give him supplies to get the Key or fight him, but he is tough one to beat. Then free the Elf and go back to Elf cave. There he will tell you about the way to enter the dungeon from the beach. Here you need to use shovel or Lizard to dig for the entrance to enter it.

The Murderous Ghiest:

Divinity Original Sin 2 Emma (1)

You will find three thugs playing cards on the wall of Fort Joy, who wants fee from you. You can either fight them or talk them down. You will find a Magister on the east, who will give you quest when you talk to her. Then go to the South East Beach, there you will come across a level 4 Migo, who is pretty strong. Once you defeat him, bring back the ring to the Magister and collect EXP and Reward.

The Purged Dragon:

Travel the far West of Lucian Shrine according to the map. There you will find a Dragon in shackles. The Dragon will gives you quest, if you free him. Dragon asks you to find a wand from witch in a cave nearby or put him down. The which is found nearby, fight her and her companions and get the wand and a spell. Go back to the Dragon, he will transform into lizard and rewards you.

The Shakedown:

This can be found once you enter into the Fort Joy. You will find two thugs and elf having conversation at entrance. You can talk to them or fight them if you want some bonus EXP and loot. Then go to the south part of the town and enter the cave. You will find Elodi inside, talk to her and she will thank you for help.

The Teleporter:

Travel west from the way point in Fort Joy. There you will find Fara on the wood and a guy down below. This guy will give you quest of getting Teleport gloves by defeating some monsters. Go to the out of the town to the west and follow the beach up North, there you will have to defeat some Crocs to get the gloves then go back and meet the guy who gave you quest.

The Vault Of Braccus Rex:

In the quest Most Dangerous when Concerned, you will have to save a guy to get this quest. Have a conversation with the people in the Seeker's Hideout to know about Hideout to the north on the beach. Deal with the salamanders on your way and reach the cave. Enter into it and get to the end by crossing invisible illusion bridges. Once you find the illusionist, defeat him and he will drop the Ring of Braccus. Keep following the path to the end, where you will find Soul Jars to interact. You will find illustionist Soul Jar there, you can ineract and free his Soul.

Divinity Original Sin 2 Emma (2)

Withermoores Soul Jar:

This is can be found in the Shakedown quest where you will find Elf in the cave. In that cave, you will see two kids playing hide and seek. There you will have to talk to Mody and participate in hide and seek, find him first time and second time, he goes invisible. Walk up to the ramp on the east part of the cave to find him, then he will chat with you. You need a shovel or Red Prince/Lizard to dig a hole that he shows you.

Once you are done, go to the bottom and pull out spear from Withermoore then he will give you quest. You will get the Spear as a reward which will be your first weapon. You will have to enter into the Fort Joy to do this. It is found on the Prison floor of Fort Joy at the area with the silent monks. Keep going in the north hallway then you will come across a lever at the end near an alter. You will find a door at alter which leads to courtyard.

Use the switch and go down into crypt. You will come across poison traps, Use Teleport to put barrels over the poison and go to the other side. You will see many soul jars other side, search for the plaque that says Suplicant, which is Withermoore's Jar. Then you will have to fight with spawn skeletons and set off traps. You can also absorb the soul or free withermoore. You can also free him, which will kill withermoore and absorbs the soul. Then go back to withermoore and take his belt.

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