Divinity 2: Ego Draconis FAQ and Walkthrough Version: 1.20 Updated: 02/23/2010 By: 搜索引擎优化rin E-mail: E-mail disclaimer: I do not answer e-mail in a timely fashion, so it may be quite some time before you hear from me (on the order of months). E-mails with proper spelling and grammar are more likely to receive a favorable response, though I do understand if your first language is not English. If you would like to contribute information to this FAQ, please do e-mail me, though I wont be able to include your submission until I verify it myself (and that can take a while). ******************************************************************** * * * TABLE OF CONTENTS * * * ******************************************************************** I. About this guide II. Tips and tricks III. Skills IV. Farglow V. Broken Valley Village VI. Broken Valley VII. Sentinel Island VIII. Orobas Fjords IX. Flying Fortresses X. Formulas XI. Mind Reading XII. Index XIII. Version Information ******************************************************************** * * * I. ABOUT THIS GUIDE * * * ******************************************************************** This is intended to be a no-frills guide to everything you need to know about Divinity 2: Ego Draconis. While information is ordered in a sensible fashion, due to the open ended nature of Divinity 2, there is no single order that will represent how everybody goes through the game. For that reason, each section has its own mini table of contents which will allow you to use the search function of your browser to quickly find anything you need. If you become truly lost, there is an alphabetical list of locations and quests in the index. All quests are called by their proper name, and as many locations as possible are as well. The only location that isnt, to my knowledge, is one cave in Orobas Fjords, which does not have a proper name that shows on the map after you discover it. The language used in this guide should be easily understandable for most gamers. Perhaps the only questionable thing is my use of * to represent variables in skills and formulas. In the many cases where I use multiple *s, the chart below will have the resulting numbers in order. There are a very few exceptions to this, where there are multiple variables in a skill that always equal the same number. In such cases, there will be more *s than numbers in the chart below, and it should be obvious which refers to which. I may make this cleaner in future updates. As you go through the game, and this guide, remember that Divinity 2 is all about exploration. Wander off the beaten path, make mistakes, and have fun. If you like a skill that I dont, put points in it anyway. This game isnt very difficult after a certain point and there are many, many ways to succeed. Have fun! ******************************************************************** * * * II. TIPS AND TRICKS * * * ******************************************************************** ————– General Tips ————– -Dont fuss over your appearance and voice choice too much. You can change it again before the tutorial is over. If you still dont like it, you can change it whenever you want after the games halfway point (but youre stuck with it until then). -Mind reading is an experience debt – it does not take away from your current earned experience. Experience you gain in the future will go to paying off the debt first, then you can resume gaining exp towards your next level. Your current experience and experience debt are listed on your inventory screen. -The game is difficult for the first 12 levels almost regardless of what skills you choose. After reaching level 12, for a variety of reasons, the game becomes much easier. -The game becomes even easier still after acquiring your battle tower (roughly halfway through the game), due to the plentiful availability of potions and powerful creature parts. If potions and creature use arent enough, consider retraining your skills at the skill trainer. If all else fails, you can bump the games difficulty down a notch in the options menu. -Keep an eye out for unusual looking rocks and plants. You can harvest gems and ores used for enchanting or plants used for alchemy. -Dont feel pressured to save all the gems, ore, and herbs that you find. Save any Malachite Gems, but everything else becomes extremely easy to acquire in large quantities later on. -Divinity 2 has no fall damage, and virtual skydiving is a fun sport. -Food is plentiful in the early game, and can be used to regenerate hit points. Drinks will regenerate mana. These are excellent alternatives to potions until level 10 or so, when you have too many hit points and mana to rely on such weak sources of replenishment. -Disenchant any enchanted items before selling them. This is one of the best ways to learn a wide variety of enchanting formulas. Plus, it doesnt have an effect on the sale value of the item. -The small, green button just below and to the left of your inventory tabs will auto sort the current tab when pressed. -Healing may cost lots of mana, but dont life tap after using it. The life tap will end the regeneration effect of the healing spell. Wait for the regeneration to end, then life tap. -Use and abuse the quicksave feature. Bind a quicksave key to something nearby and press it every few minutes and before difficult fights. Its good insurance in case the game crashes, or in case a particular fight is tougher than you thought it would be. -Make regular backup saves, too. Once you get in the habit of quicksaving, its very easy to quicksave in a bad situation. Try making regular saves before entering new dungeons, before turning in difficult quests, and every time you gain a level. Saving before major boss encounters or game-changing events is a wise idea, too. -If you explore thoroughly, by the end of the game you should have around 65 skill points. If youre extremely thorough, you can have over 75. ———– Item Tips ———– -Keep an eye out for equipment that gives a bonus to a skill, especially a skill you plan on taking. These bonuses are the only way to max many of the best skills in the game. -Most containers have randomly generated loot, which scales to your level. Not only does this mean the same container will have better items if you open it at level 15 instead of 5, but it also means you can save before opening a chest and reload if you dont like whats inside. The exact moment that the contents are determined occurs as you approach the container, not when you open it, so be careful if you try this trick. If you save too close to the container, reloading wont change its contents. -Locked chests work slightly differently. For those, loot is only generated if you can open the chest. If you dont have the key or your lockpick skill isnt high enough, the chest contents remain undetermined no matter how close you get. -Quest items are randomly generated, too, but have a much more consistent quality than container loot. Furthermore, the loot is generated when you turn in the quest, and not before. So, if a quest offers a particularly good quality set of reward choices, you can simply save before turning it in, then keep reloading until you find a reward you like. -Many boss enemies will also drop items of a consistent quality when killed, and this same reload trick works for them, too. Save right before dealing the killing blow, then if they dont drop an item you like, reload and kill them again. -For the most part, abusing the above tricks is a huge waste of time. There are less than a dozen places in the game where it might be worthwhile: malachite ore veins, and legendary or better quality quest rewards or item drops. For everything else, its simply not worth the time. The Gremory chest is a notable exception, since it always contains a legendary quality item, unlike most chests which only have a small chance at containing a random heroic quality item at best. -Shops are actually quite a bit better than they first appear. They restock their inventories to match you every time you gain a level. Merchants that sell magical and heroic goods are quite precious indeed and you should visit them every level to peruse their offerings for potential upgrades. Late in the game, you can gain access to merchants that regularly stock legendary quality items. Such shops are your best bet for finding equipment that surpasses the pre-defined sets in the game. -Dont let the quality of an item fool you. If the item level is high enough, an uncommon item may be far superior to even a legendary. The quality of an item only affects the number of properties, charm slots, and enchantments it can have. -Hit point regeneration is the best jewelry enchant by far. Stack as many regenerating items as you can, but dont waste your malachite gems enchanting it on new jewelry until you can enchant level 10 healing aura on an item thats really good even without it. -Life line is a surprisingly good armor enchant. The more hit points you have, the more you regenerate. Of course, protection enchants are good, too. -Increased damage and increased magical damage are the best weapon enchants. They add more damage to each swing than any other enchant without exception. If you have a weapon with a third enchanting slot, the last enchant is up to personal preference. -Gold is almost never a worthwhile quest reward. The items usually sell for more, even if you wont use them. -In the early game, its not very important to maximize your exp. Once you get to Orobas Fjords, consider taking as many exp rewards as you can, unless an item being offered is very good for you (such as one that raises a skill). -After the halfway point of the game, its nearly impossible to run out of gold. Just send your gem runner out for diamonds and your ore runner out for malachite ore a few times, and youll have 10k worth of gems and ore to sell to a vendor before you know it. Repeat as needed. -In a similar manner, potions are infinite. Since herbs sell so poorly anyway, you can stock up on herbs for your favorite potions while your other runners line your pockets with gold. Its pretty hard to die when carrying 75 potions of greater rejuvenation. ——————- Battle Tower Tips ——————- -Between the two necromancers, Jonelath is the superior choice. The armor bonuses they grant your creature are negligible, and you get more exp for completing Jonelaths quests. -For a skill trainer, choose Hermosa. Upgrading your Skill Training Area to the max level with Kenneth requires you to give up a book that gives you five skill points – the single biggest skill boost in the game. Hermosa only asks you to give up a sword – a good sword, for sure, but its hardly five skill points. -The choice of enchanters is a tougher one. If you intend to upgrade your Workshop to the maximum, choose Wesson to gain more exp and two skill points instead of one. If you choose Radcliff, however, you can sacrifice the final upgrade (which isnt very useful) for two malachite gems (which are extremely useful). -If you choose Allan as your alchemist, you can have him make you the unique Allan Brew – an armor potion 1.5 times as effective as the next best one. Barbatos, on the other hand, will reward you with one more skill point and he reduces the ingredient cost of potions at the max Alchemy Garden level by 3 instead of Allans 2. Furthermore, he can make stat buffing potions for free, though they arent the highest quality (and cheap ingredients make for plentiful better potions anyway). Lastly, choosing Allan forces you to give up the Potion of Wisdom, which grants you 5 int for free. Unless you really like Allans personality, Barbatos is the better choice. -Once fully equipped, your runners will complete their errands as soon as you leave your Battle Tower and return. Take advantage of their speed to quickly stock up on valuable materials. If you leave your tower before theyve even finished running out, however, youll have to leave one more time before they return. -When you upgrade your workshop, you must choose whether to upgrade weapons, armour, or jewelry. Whichever you pick, all formulas for that type will cost one less of each ingredient. This cannot reduce the cost below 1, so unfortunately, all enchants requiring Malachite Gems still do so. -Upgrading your Alchemist will make all formulas cost one less of each ingredient. Unlike the workshop upgrade, this can reduce certain ingredient costs to zero. A potion will never be completely free, however, so even very low level potions will still require at least one ingredient. ————- Dragon Tips ————- -Contrary to the loading tips, there seems to be no cooldown whatsoever on your dragon morph stone. You can transform in and out of dragon form as often and as rapidly as you like. -Press the activate key (default E) while flying as a dragon to gain a quick speed boost. You can do this once every two seconds. -You only need one point of Dragon Spirit. The more points you have in Fire Sphere and Firebreath, on the other hand, the better off youll be. -Dragon armor seems to have no effect on stats other than granting you a skill bonus. -You can find many unique pieces of dragon armor in the Flying Fortresses. These pieces tend to increase your best skills, such as Fire Sphere and Firebreath. -When you unlearn all of your skills at a trainer, your Dragon skills are unlearned, too. -Your wyvern friend is useless as anything except a distractionary meat bag. ————— Leveling Tips ————— -You gain most of your experience from killing monsters, and the experience you gain for each kill reduces with every level you gain. -For that reason, do all of your mind reading before you go out exploring. Youll gain more exp overall than you would if you did your exploring beforehand. -Unless youre in desperate need of a level, you should hold onto quests, too. Kill exp goes down as you level, but quest rewards dont. On the contrary, item rewards improve the higher the level you are. -Because of the way you gain experience, the value of Wisdom is questionable. In most cases, additional experience just means youll get less exp from enemies even sooner (and its a far greater difference than the piddly 2% per point granted by Wisdom). Wisdom is at its best after youve killed plentiful enemies and are ready to turn in a large number of quests. Avoid it in the early game, but consider investing in Wisdom once you get to Orobas Fjords for that reason. -If you save most of your Orobas Fjords quests until after youve reached the highest level you can by other means, you can expect to reach level 35. -If you truly go out of your way to level build as much as possible (abusing the respawning enemies in the chapel of Aleroth, for example) its possible to reach level 37. It might even be possible to reach higher, but it becomes exponentially more difficult (and wastes that much more of your time). -Defensive buildings are the single exception to level scaling exp gain. No matter how high your level, blowing up buildings as a dragon always gives full exp. For that reason, try to save as many buildings as you can until youve truly gotten as much exp as possible from killing enemies in human form. -Do all these tips sound like a huge pain? Do you think they arent worth the effort? Then finish the game at level 32 or 33 and be happy. Frankly, the game gets boring when youre level 37 anyway, because you cant take any damage outside of the final battle (which is still easy at that level). ———————- Flying Fortress Tips ———————- -The easiest fortress to take down is Stones, by a pretty big margin. -Razes fortress is the second easiest. -Save Kearas fortress for last; its quite difficult. -Of the two that remain, Kalis fortress is probably the harder one. -Attack Wizard and Lightning Towers first, then move on to Nest Towers second. From there, just mop up the flying enemies and ballistas in whatever order you see fit. -If youre taking a lot of damage and you cant heal it all, find somewhere to land. Heal up as a human, then take off as a dragon again. Flying enemies and buildings wont attack you while youre a human. A single point in the heal skill is very useful for this, since your mana regenerates quite quickly as a dragon. -Dragon Commanders are extremely difficult to kill due to a full-life heal with a very short cooldown. Save them for last, then focus your attacks on them until they finally go down. There does seem to be a limit to their mana pool, but it lasts for several heals. If you cant outlast them, try thinning out nearby ballistas. —————- Malachite Gems —————- Needed for the best enchants in the game, these rare and elusive gems are quite precious. While its near impossible to get all of them in a single play through of the game, using this list, you should be able to get enough to comfortably enhance your favorite weapons, armor, and jewelry. Broken Valley: -You can buy two gems from Merchant Lamotte in the Broken Valley village. -The only other gem you can acquire before adventuring in Orobas Fjords comes from waking up the sleeping trio east of Lovis tower. Orobas Fjords: -On the path leading to High Hall from the Depleted Ore Mine, you encounter a traveling merchant by the name of Carleton. He sells a malachite gem, but be careful! At the time of this writing, there is a bug that causes you to be unable to buy from him if you open trade via dialogue. Click the Trade button instead and you will be able to buy the gem. -You receive two malachite gems as a reward for completing the quest The Horror of High Hall. If you read Beatrices mind, the reward becomes four gems, making this the single largest (reliable) source of malachite gems. -If you read the goblin Charlies mind while on the quest Reaping the Seeds, a small treasure chest appears in the nest on top of Yggdrasil, and a malachite gem is inside. -If you chose Radcliff as your enchanter, you can trade the gem he asks for to a pair of goblins in exchange for two malachite gems. Doing so will bar you from ever getting a second upgrade for your workshop, but its probably worth the trade off unless you enchant a whole lot and hate utilizing your runners. Malachite Veins: The rest of the malachite gems can be found randomly in malachite veins. There arent many, and each one isnt guaranteed to have even one gem (though forum rumors suggest up to four in a single vein). If you save your game before approaching any given malachite vein, you can always reload until you get more gems. However, its probably not worth reloading as long as you get at least one. -The first malachite vein youre likely to encounter is in the Depleted Ore Mine, just past the three pedestals with the red, blue, and dark books on top. -There is a second vein just behind the first. After you finish plundering the first, turn around and look up. Youll have to jump onto a rock to reach it. -There are two malachite veins near the Patriarch. The first is along the eastern wall and is relatively easy to find. The second is hidden behind some rocks on the western wall, very near an empty wagon sitting just in front of the wooden platform you stand on when talking with the Patriarch. -Two more malachite veins are in the Lost Tomb (the cave opened by the four treasure hunters seals). The first is along the right wall as you approach the stone platform. The second is beneath the wooden platform on the left. …and those poor adventurers thought there was nothing of value in there. -There are two malachite veins in the Well Cave, in the room where you fight Zagan. Its relatively hard to get these without triggering the combat, after which its technically possible to still get the gems but rather difficult. Simply hug the left wall as tightly as you can, jumping up onto tall rocks instead of going around when possible. When youre directly south of the large orb in the middle of the room, you should see a large, flat rock with two malachite veins on it. If you activate the combat by mistake, its easiest to just reload. -If you dont want to or cant reload, youll have to exploit a bug to get the above two veins. First, finish the combat and fly to the exit. Then, after transforming out of your dragon form, turn around and walk onto the large rock to the left. Youll want to jump out into the cavern, but angled sharply to the right. If done correctly, when the game tries to auto-transform you into a dragon, youll get a not enough room error and fall into the lava, strangely taking no damage. From there, you should jump out of the lava, work your way around the orb with skillful acrobatics, and finally claim your gems. Its a lot easier to just reload. ******************************************************************** * * * III. SKILLS * * * ******************************************************************** ————— Priest Skills ————— Summon Undead ————- You can summon a level * creature for * seconds. The undead attack your foes with fireballs. Mana Cost: * Cooldown Time: 30 seconds ————————————————————————– 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 4 8 11 14 17 19 22 24 27 30 32 35 37 – 180 200 220 240 260 280 300 320 340 360 380 400 420 440 – 22 34 50 62 74 86 94 106 114 126 138 146 158 166 – ————————————————————————– The dead. What are they good for besides pushing up daisies? Those with a taste for the darker side of magic will answer that question with this particular spell. For the dead, when brought back to life, will do anything for their master, including battle. Especially battle, in fact. Comments: Summons are fairly universally weak in this game, and this is arguably the weakest of them. Best to avoid it. Its one saving grace is the low cooldown, but since the cooldown on a summon skill starts when the creature dies or its time runs out, 30 seconds is still a long time to wait if youre depending on it. Summon Ghost ———— You can summon a level * ghost for * seconds. Ghosts will heal you, i.e. regenerate your hitpoints. Mana Cost: * Cooldown Time: 90 seconds ————————————————————————– 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 4 9 11 14 17 19 22 24 27 30 32 35 37 – 60 70 80 90 100 110 120 130 140 150 160 170 180 190 – 22 34 54 62 74 86 94 106 114 126 138 146 158 166 – ————————————————————————– Ghosts are restless beings. Terrible in appearance they haunt us, instil us with numbing fear. So why, some Mage must once have thought, should we not call them to our aid in combat? And a wise thought it was, because ever since then many a wizard has treated his foes to one final nightmare from which they never woke. Comments: Potentially useful for its heal, but the points are better spent on your own method of healing that doesnt rely on a creature that may or may not decide to heal you when you need it. Fear —- You inspire fear in all unfriendly creatures that are level * or lower and closer than * meters to you. They run off for * seconds. Mana Cost: * Cooldown Time: 60 seconds ———————— 1 2 3 4 5 9 16 23 30 37 4 5 6 7 8 10 12 14 16 18 23 44 65 86 107 ———————— Fear may paralyse you: block all functions, body and mind. But this is something different. This is fear that strikes at the very core of ones being, catapults one into a sickening frenzy and leaves the victim with no other impulse but to flee. In other words: you cast the spell and your enemies do a runner. Comments: It can be good to get some distance from powerful melee, but its possible for enemies to be immune to it, and its rare to be set upon by clusters of multiple melee. Better to spend points on an area damage skill than to waste time and mana playing mystical yo-yo with your opponents. Hide In Shadows ————— You can make yourself invisible for * seconds at a cost of * mana points per second. Mana Cost: * Cooldown Time: 30 seconds ————————————————————————– 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 10 15 20 25 30 35 40 45 50 55 60 65 70 75 – 9 9 9 8 8 8 7 7 7 7 7 7 7 7 – 6 8 11 14 15 18 19 22 23 26 27 30 31 34 – ————————————————————————– Swinging broad axes donning heavy armour, casting sorceries as the arrows whiz around your head, trying to make that precision shot as a howling troll with murder in its eyes stampedes towards you … doing battle can be a gruelling business. Which is why some prefer to give it a miss once in a while, as they become unified with the shadows, invisible to the naked eye. Because why would you go through the trouble of fighting, when you can simply bypass your oblivious opponents? Comments: A single point is useful for escaping tight situations or setting yourself up in an advantageous position before battle. More than that is not needed or even very helpful. Avoiding entire fights as the description suggests is generally not recommended. Charm —– You can charm a total of * creatures up to level * for * seconds to fight at your side. Each creature must be charmed separately, though. Mana Cost: * Cooldown Time: * seconds ———————— 1 2 3 4 5 1 1 2 2 3 13 19 25 31 37 20 25 35 50 60 42 66 90 114 138 30 25 20 20 20 ———————— Much like the polymorph spell, charming your opponents is aimed at lessening the number of hostiles that seek to plant their pointy ends into your skull. But the Charm spell does not merely immobilize them by turning them into ladybirds: it turns them against each other, so wounding or even killing your opposition before the effect wears off. Comments: Useful to take on opponents well above your level, but it reduces the xp you get from the kill. It can help with tough fights when your opponents arent immune, but they are immune for the toughest fights, so you may not wish to depend on it. Summon Mastery ————– Your summoned creatures receive a *% increase in power. ———————— 1 2 3 4 5 10 15 20 25 30 ———————— As if summoning a variety of strange and dangerous creatures to your aid isnt a powerful enough ability already, Summoning Mastery ensures that those you summon are even more potent than regularly summoned battle helpers. You can probably just stand by and watch the fight. Comments: Summoning a variety of strange and dangerous creatures isnt a powerful enough ability, even with this skill. Its a waste, but at least its only a waste of 5 points. Curse —– You can curse all enemies of up to level * and up to * meters away from you. As a result their damage suffers a % penalty and their conditioned body, heightened reflexes, and indomitable will stats suffer a * penalty for * seconds. Mana Cost: * Cooldown Time: 1 seconds ————————————————————————– 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 13 16 19 21 23 25 27 29 31 33 35 37 39 41 – 10 10 10 10 10 15 15 15 15 15 20 20 20 20 – -20 -23 -26 -29 -32 -35 -38 -41 -44 -47 -50 -53 -56 -59 – 20 25 30 35 40 45 50 55 60 65 70 75 80 85 – 11 14 16 18 19 21 22 24 26 27 29 30 32 34 – ————————————————————————– When you speak this spell, the creatures close to you become cursed, meaning that they become severely weakened and ready to be plucked … or decapitated. Whatever suits your fancy. Comments: Like with many neat-sounding priest skills, the toughest enemies are immune to it. The weaker ones go down easily enough without cursing them, and the curse doesnt seem to make you take all that much less damage when youre surrounded either. Points are better spent elsewhere. Blind —– You can blind a creature up to level * for * seconds. Mana Cost: * Cooldown Time: 90 seconds ———————— 1 2 3 4 5 20 23 26 30 38 60 80 100 120 140 17 23 29 35 41 ———————— To blind your enemy is to temporarily take away his vision, leaving him stumbling in the dark: in combat, about as effective as a pacifistic sparrow. Just dont stand around too long, laughing at his bewilderment, becaues hes bound to be a tad enraged when he gets you in his sights again. Comments: Most enemies youd really want to use this on are immune, so its a bad idea to get used to using this skill. The best way to do that is to not spend points on it. Life Tap ——– You can sacrifice up to 10% of your health at a rate of * mana per hitpoint. Mana Cost: 0 Cooldown Time: 60 seconds ———————— 1 2 3 4 5 2 2.5 3 3.5 4 ———————— As you become a powerful wizard, you may find yourself in a situation in which youre casting all sorts of spells while you stay at a distance – unharmed and unthreatened. The problem is that your magical energies may start to run low. The solution: simply transfer some of your life energy to your magical energy and you can keep enjoying the grisly spectacle you create. Comments: A surprisingly effective way to replenish your mana if youre a pure caster, making it probably the single best priest skill. If you dont plan on ever meleeing under any circumstances, take this skill. If you have a ton of hit points and sometimes run out of mana, its still worth a single point. Master Herbalist —————- You need *% less of ingredients to create potions. ———————— 1 2 3 4 5 15 30 45 60 80 ———————— Versed as you are in the powers and potentials of all plants and herbs that grow in Rivellon, it takes you fewer specimens to cook a successful brew. This has not only made you famous f
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