Divinity Original Sin 2 Best Armor
The game is out now for PC, but it's been in Steam Early Access for almost a year. It's the sequel to our 2014 PC Game of the Year, Divinity: Original Sin, and it netted over $2 million from 40,000 fans on Kickstarter. It features over 1,200 characters, all of them fully voice-acted.
Several merchants throughout the game sell legendary items. If you have plenty of gold or are able to pickpocket them, it is a good idea to save before trading with them. Reloading the save and initiating the trade again will spawn a new legendary item.
Their inventory seems to restock when you gain a level but also every few hours in-game, so you may want to try checking them once when you level up, and once again before leveling up. If you are a relatively slow player and take your time, you can easily get two restocks per level.It also appears that you must be a certain level or have progressed to a certain point in the game in order for these merchants to sell legendaries. Evelyn, Loic, Captain Curtius, Hortun had only non-magical items available for purchase at levels 2 and 3, upgraded to selling greens at level 4, and only began selling legendaries at level 5. Furthermore, they seem to sell items with item level around your party level (+-1 of your party level), always.Merchants that sell legendary items include:. Found in the healing house in Cyseal.
Progressing the 'A Mysterious Murder' quest past questioning Roberts will cause her to disappear. Entering Luculla Forest may also cause her to disappear. Completing 'The Strongman' mission will remove your ability to trade. Found at the Cyseal Harbor Warehouse.
Can be found right after killing the murderer in. Can only be traded with once.
After that you can also talk to him by clicking on his tombstone in the Cyseal graveyard. He disappears after you talk to him and in the old Church. Found in Church in Silverglen. You may want to postpone getting his quests including the Immaculate Initiation, so you can get a few legendary items off him till then. His chances of selling good loot appear to be quite high.
Divinity Original Sin 2 Best Two Handed Weapon
The 3 Monarchs (, & ) Could sell legendaries (pretty good items) when you release them from the Elemental Staff (Hiberheim - Elemental Forge). Note: If you have already found the White Witch, do not mention this to Sua at this point, otherwise only Sua will stay and you won't able to talk to the two others Monarchs. (They could sell some items with tenebrium resistance / +x to tenebrium ability, most likely amulets & rings). You certainly can visit them each level your characters gain, to get more legendaries, but you have to postpone the 'Find the Witch!' Quest. Found after finishing with Hiberheim main quest and goes to end of time after meeting her. One guaranteed legendary item each time.
Found in Northern Luculla Forest in the sandy area south of the Spider Queen. His quest ends fast so he can't be used more than 1-2 times. Just meet him in front of Hunter's Edge. He is one of the highest level legendary item seller in the game.
You may arrive to him at level 3-4 if you're looking for early access (at level 5-6 instead of 15-18) to Temple of death as your base for crafting/blacksmitting. Found at the Trader's Emporium, End Of Time. Sells high legendary items. Most of the times you talk to this Elemental/Demon in End of Time you can also trade with him. He may bring high level ingredients as well as decent legendary loot.Merchants that sell unique items, some of the good uniques appear in higher levels though so keep visiting them:. Can be found at second floor of legion kitchen/cook building.
May sell uniques. Found on a boat at the Cyseal harbor can sell Joshua's Spice, Sextant and uniques (no legendary items). Orc, upstairs in the Town Hall sells Forgotten Language of Faery and some times brings other unique books (no legendary items). Wizard in the hidden cave after you defeat the Talking statues sells Sextant (no legendary items).Chests and ContainersSeveral chests in the game have a chance to drop a legendary item.
Save before opening them and reload the save if you didn't get one for another chance.I call shenanigans on the chests. Save scumming doesn't work. The only time I have ever had different loot is when reloading an old save from before I entered the zone.Chests that drop Legendary items:.
The chest in the secret room (access through a switch on the wall).: Upstairs - The closet in the first locked room. Drops only rings or amulets. The chest in the treasure room. The chest in Aureus' room.
(labelled 'Town Hall Living Quarters' on map) - Cupboard in the north west corner. Drops only rings or amulets.: Upstairs - The boar head (Trophy) on the wall behind the bed in his room. Drops only rings and amulets. West - The two chests in the middle of the last room after solving the twin dungeons puzzle.
Cyseal West - Box on top of desk in basement with Snorri and The Strongman quest. Drops only rings or amulets. Cyseal North - The burning chest that hops away after it is extinguished. Cyseal Northwest - Hidden mound south east of speaking statues. Earth Watcher Statue - Behind the statue is a chest, key in one of the coal baskets.
Cyseal Northwest - Cave next to the statues, first wood pile in the corner behind Bellegar. Drops only rings or amulets.Evelyn's Secret Lair - Box on top of desk at the bottom of the lair (where you fight the boss) (1.0.219). Black Cove - The Chest hidden in the foliage when you press the Ominous Switch. Black Cove - Destroying the chest containing the Blood Stone after fighting Pontius.
confirmed 1.0.252.0. Withered Gardens - Trap Chest. Withered Gardens - Storage Chest.
Withered Gardens - Hidden mound (get the treasure map from the painter in town). Withered Gardens - King's Chest West. East no longer has legendaries. Withered Gardens - Box (next to Lady Anna). Drops only rings and amulets. Cyseal Southeast - Chest in one of the storage rooms with lightning cloud (lv 5 Chest).
Cyseal Southeast - Chest in trap house near furnace. Cyseal Church - Old Metal Chest (5 Old Metal Chest mini quest).
Cyseal Church - Box (hidden in the bushes behind gravestones of Schrodix and Jovel). Drops only rings and amulets. Cyseal Church - Hidden chest outside through the trapdoor. Cyseal Church - Therylon's Secret Chest.
Cyseal Church - Last room after killing Braccus Rex, both the chests with Braccus belongings and the magically locked one. Cyseal Northeast - Near the water wheel beside Livia and Blossius.
Cyseal Northeast - Ornate chest in the burning fields guarded by Twins-Joined-by-Fire (in front of Charred-bone Idol). Luculla Mines - Ornate Chest inside Temple. Can only be looted during the Death Knight chase fight.
Luculla Mines - Chest inside Leandra's library. Luculla Mines - Ornate chest next to table with Leandra's Spell.
Luculia Forest - After activating the switch for the Pavilion of Death. Luculia Forest - in the center of the map, the heavily trapped chest northwest of the drunken goblins and plants. Luculia Forest - East of the Bewildered Caraveneer's camp.
Divinity: Original Sin 2 doesn't include 'classes,' per se. When you make a character, you can choose a customizable class preset that gives you points in a couple combat abilities, and this determines the spells and special attacks you can start the game with. As you level up, you can continue putting points into those starting abilities, or branch out into any area of magic or fighting you like.Before you've found some skill books, it can be hard to know where you want to put points. What if you discover a great skill that requires a point in Huntsman, but you've put all your ability juice into Necromancer? Not knowing what's ahead can stifle early progress with indecision, so this guide will help you plan for multiclass builds that make for a synergistic party.Rather than breaking down your decisions by class preset, I've focused on the abilities themselves, as they can be mixed and matched however you want to build your own class. For each, I've given a brief preview of the sorts of skills you'll find, and suggestions for what to pair them with in the same character or others in your party.
At the end of this article, I discuss weapon types and summarize the decisions you need to make as you progress.WarfareEffect: Increases all Physical Damage you deal.Class presets it's included in: Battlemage, Fighter, Inquisitor, KnightPrimary attribute: Strength (Intelligence for staves)Primary damage type: Physical (Magic with staves)A point or two in Warfare will help out anyone who deals Physical Damage, which mostly happens through weaponry (see the weapon types section near the bottom of this article if you're using a magic staff). The related skills center around melee combat and shields, though, so while it's useful for archers, high Warfare levels are best for tanky brawlers. You'll get skills such as Battle Stomp, which knocks down opponents, and Phoenix Dive, which lets you leap into battle and create a fire surface beneath you.
High level abilities such as Guardian Angel, which reflects 50% of nearby allied damage to you, expect you to be heavily armored.Pairs well with: Hydrosophist, Necromancer, Polymorph, weapon abilitiesIf you want to whack things in the head, but also use magic, Warfare pairs fine with any other ability—hence why it's included in four class presets.For a warrior-healer Paladin type, Hydrosophist is a good pairing. With Warfare and Hydrosophist, you can focus on equipping physical armor, and use water spells to buff your magic armor when needed. You'll also be able to heal vitality, and freeze enemies for crowd control. The abilities Cleanse Wounds and Mass Cleanse Wounds, which restore vitality and remove many negative statuses, require points in both Warfare and Hydrosophist. If you want to avoid splitting your attribute points between Strength and Intelligence, use a water staff.The Inquisitor preset pairs Warfare with Necromancer. Necromancer abilities deal Physical Damage, making Warfare immediately useful. The morbid arts also include healing abilities and a physical armor buff.
Plus, tanky Necromancers can use Shackles of Pain to deal all damage they take to a target, and Last Rites to sacrifice themselves by taking damage to resurrect a target character. Buff Necromancers get the job done.Another good pairing, Polymorph, includes several abilities that require you to get in close, as well as one that regenerates physical armor, so it works well with strong sword and shield characters. Its skills also deal Physical Damage, which Warfare boosts, and some rely on Strength, so it'll become more powerful at the same time as your Strength-based weapons. And who doesn't want to be a fighter who can turn their hair into snakes?HuntsmanEffect: Increases the damage bonus when attacking from high ground.Class presets it's included in: Ranger, WayfarerPrimary attribute: FinessePrimary damage type: Depends on classThis is your classic ranger archetype, with skills that center around bow and arrow trick shots and staying the hell away from melee enemies.
It includes one close-range healing ability, First Aid, arrow attacks such as Pin Down, a crippling shot, and Reactive Shot, which works like overwatch in XCOM, letting you take shots at moving enemies between turns. Two points in Huntsman is the prerequisite for a skill that's useful for any ranged character, Tactical Retreat, which applies haste and teleports you out of harm's way.Pairs well with: Geomancer, Pyrokinetic, Aeurotheurge, Summoning, RangedIf you're dropping points into Huntsman, you must be an archer, so you'll benefit from other ranged abilities.
The two existing preset classes make for good combos. Wayfarer pairs Huntsman with Geomancer, giving you abilities such as Fossil Strike, which creates an oil puddle that slows enemies and can be lit with fire arrows. If you have points in both Huntsman and Geomancer, you can also learn Throw Dust, which blinds enemies. Keep an eye out for Runes. If your armor or weapons have open slots, you can pop a rune in to get resistance and damage bonuses, and it doesn't require any special crafting equipment. Don't let them go to waste in your inventory!Spells always deal the type of damage associated with the school of magic they're in, and always receive a bonus from Intelligence. For example, Aerothurge spells will always deal Air Damage and Necromancer spells will always deal Physical Damage, and both get bonuses from Intelligence.
Skills from the Warfare, Scoundrel, and Huntsman abilities, however, vary in damage type and attribute bonuses depending on your equipped weapon.For instance, if you've equipped a regular old sword, the Warfare skill Crippling Blow will deal Physical Damage and get a bonus from Strength. If, however, you've equipped an air staff, it will deal Air Damage and get a bonus from Intelligence. In general, you'll find the following damage types and attribute bonuses:Swords, maces, clubs, and axes deal Physical Damage (with possible extra Magic Damage) and get a bonus from Strength.Wands and magic staves deal Magic Damage (type varies) and get a bonus from Intelligence. Staves count as melee weapons, but wands do not.Daggers, bows, and spears deal Physical Damage (with possible extra Magic Damage) and get a bonus from Finesse. Daggers can backstab.There are exceptions and magic weapons come in all varieties.
Some deal magic and physical damage, though in that case your skills typically still get a bonus from Strength or Finesse, not Intelligence. In the character creation screen, the Inquisitor is wielding a two-handed mace that deals Physical Damage but receives a bonus from Intelligence.Staves are a somewhat special case, in that they can be used like melee weapons with Warfare skills, but deal only Magic Damage and get their bonus from Intelligence. If you're a magic user who's dumped a ton of points into Intelligence, using a staff means you can throw out melee attacks like Battle Stomp and Battering Ram without having to buff your Strength. However, note that adding points to the Warfare skill buffs Physical Damage, not Magic Damage, so after you've learned the skills you want, you're better off adding points to the school of magic your spells and staff belong to.It's also worth mentioning that Warfare, Scoundrel, and Huntsman skills require specific weapons.
For Warfare skills, you'll need a melee weapon, Huntsman skills require a bow, and Scoundrel requires one or more daggers. This is just to use these abilities' skills. You'll still get Warfare's bonus to Physical Damage, Huntsman's high ground bonus, and Scoundrel's critical chance and movement speed bonuses even if you aren't specifically using their skills.Wherever possible, try to equip weapons that work in tandem with your favored abilities. For example, if you've dumped a bunch of points into Geomancer, which increases poison damage, you'll want a poison staff or wand. If you're a conjurer who specializes in Aerothurge but also has a few Warfare skills, you'll want an air staff. Fighters who are focused on Strength should of course avoid staves and wands altogether, as should Finesse-based characters who are better off with bows, daggers, and spears. In short, the thing to remember is that melee skills don't determine the damage type and attribute bonus, the weapon does.And, of course, if you're focused on dealing damage with a weapon, you'll want to drop some points into Single-Handed, Two-Handed, Ranged, or Dual-Wielding depending on your preference.
The Defense abilities are also strong, but for the purposes of this guide, I've only broken down the abilities that are going to allow you to learn new skills, as that's going to play the biggest role in your decision making.Summary and referenceThere's a lot here to process, but it can all be reduced to some short pieces of advice. For instance, decide if you want your character to deal one type of damage to take down one kind of armor, or if you'd prefer a balanced fighter who can handle fighters and mages alike.Physical Damage: Warfare (except with staves), Necromancer, Huntsman, Scoundrel, Polymorph, and physical weapons (swords, maces, bows, etc)Magic Damage: Warfare (with staves), Geomancer, Aerothurge, Hydrosophist, Pyrokinetic, and magical weapons (staves and wands)Of course there's some crossover—a Huntsman using a magic bow may be dealing Magic Damage, too. You also want to consider what attributes these abilities rely on.
If you focus on abilities that are boosted by the same stat, you can improve both at the expense of losing balance between Physical and Magic Damage.Intelligence: Warfare (staff), Geomancer, Aerothurge, Hydrosophist, Pyrokinetic, staves, wandsStrength: Warfare (non-magic melee weapon), Polymorph, swords, axes, maces, etcFinesse: Warfare (dagger or spear), Huntsman (bow), Scoundrel (daggers)And then there's the odd one out: Summoning. Because Summoning mostly relies on your Summoning ability level, you can focus your attribute points wherever you like, so long as you keep plugging ability points into Summoning. Though as Xenzoku pointed out in the comments, you don't have to go all in on any one ability, Summoning included. There are plenty of utility skills it's worth having even if they lie outside of your focus.Finally, you want to consider how your abilities interact with elements. Geomancers deal with oil and poison, which Pyrokinetic abilities can ignite. Water and blood can be frozen or electrified by Hydrosophists and Aerotheurges.
Also, don't forget that healing abilities harm the undead: your cleric build isn't just a healer, but can cause serious damage to bony enemies.It takes some experimentation to get builds you like, and if you're playing alone, you have four characters to worry about—so don't feel bad if you spend some ability points you regret (especially because you can completely respec).After restarting a couple times because I'm indecisive, my main character is a Warfare, Necromancer, Polymorph hybrid who fights with an axe and shield, and I have few complaints. All three disciplines deal Physical Damage, which my Warfare level buffs. My weapon and some Polymorph skills rely on Strength, and secondarily I'm focusing on Intelligence to improve my Necromancer skills.The synergies pointed out here aren't the only interesting combos, of course, so let us know in the comments how you're dividing up your attribute and ability points.
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