Divinity: Original Sin 2

Divinity: Original Sin 2

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The Fort Joy Escapee's Guide Part one: Game Basics, Tips and the Ship
By Fjarunsigr
This is part one of two, focusing on - as the title implies - the basic concepts and introduction of the game. - It attempts to avoid spoiling any of the content of the game wherever possible and as much as possible, so consider using the basics section of the guide even if you do not want to know the story related details.

It explains the character creation, various systems within the game, and things to look out for on the ship at the very start of the game.
While I am aware the segments on the ship are probably unneeded given how the Intro segment isn't particularly difficult and doesn't feature a whole lot of content, I included it is as I was intending to both that and Fort Joy in one. Steams character limits have somewhat prevented that idea however, so Fort Joy will be done seperately. - With that said it would be very unusual to leave out the Ship segment if I did everything before and Fort Joy after, so its included.

This guide was originally going to include Fort Joy and the various escape methods, but that has been covered in part two of the series, as otherwise this guide would become immensely bloated and difficult to read through in any sensible amount of time.

Recent changes: Very minor additional information update.

Fort Joy Escapee's guide part two link: http://steamproxy.net/sharedfiles/filedetails/?id=1166365630
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Introduction
Welcome to the now completed, or there abouts, part one of the series of guides I will be writing for Divinity Original Sin 2. It features the ship segment of the game and a good portion of the games basic systems getting some more explanation, for those of you who may have had some form of difficulty with the game thus far, or just those who want to avoid some unfortunate surprises in the future.

Difficulty

Now right away when you begin a new campaign you are given a choice, namely the Difficulty - While in many games I would simply say select hard so you get the experience as was intended by the dev's, with Divinity OS2 the intended difficulty is Classic mode. While some more experienced gamers may baulk at this, hear me out first.

Tactician mode is in fact as hard as the game gets, the difference between it and Honour mode is you only get one save file, which is automatically deleted upon party wipe. So realistically speaking, the best choice for a first time player is likely going to be Classic: Do not be concerned if Classic seems difficult to you, Divinity OS2 is not designed to be a complete pushover of a game on normal, and that is fine, great even, given most modern games are indeed complete pushovers.

Now, in terms of how much more difficult Tactician is when compared to Classic? As a very basic example, the Voidwoken Grub like enemies you encounter extremely early gain Vampiric Aura, which heals them for a portion of their damage dealt. As far as I'm aware this is just an innate passive they gain, and this is one of the most basic enemy types, so just bear that detail in mind before you decide on jumping straight to Tactician.

My reccomendation is Classic, but it is your choice to make, just make sure you know the details before you jump in on a higher difficulty, because the highest one will be beyond Brutal to inexperienced players.

With difficulty out of the way, its time to move on to the next section.
Character Creation / Selection
Origin Tab



Upon progressing to the Character creation you'll see a screen much like this one, albeit maybe with the helmets off, now there's a lot of information here alone, so lets take a moment to go through it all.

So right near the top of the block of information we have buttons to toggle the helmets and armour on and off, and another toggle for gender. Next to the gender selection buttons we have a preview of our characters portrait, and our background: On the above screen it is a Custom: Dwarf Background.

Then there's a brief summary of our race choice and two ability icons - These two abilities are determined by your Race and your Background respectively, Hovering over these ability icons gives their tooltip with details on the spell.

Below the abilities we have two talents that are also determined by our race, namely Sturdy and Dwarven Guile, again hovering over these will provide details on what they do, an example of these tooltips, namely the one for Sturdy is shown below.


Now these racial talents and your racially determined abilities are quite important, as they are the only things that you always have on this character. Example: Even if you re-spec a character you cannot take a talent point out of Dwarven Guile if you are a dwarf. Meaning for better or worse, that talent is always there. So do try to pick or build a character who has abilities and talents you like.

And finally, below that is the Build Preset, just click through a few times and see if there are any you like the sound of - the armour and weapon your character is wielding will change accordingly to the build preset you select. As you can probably guess from the name, the build preset will fill out the rest of your stats in accordance to a kind of typical style of build, I.e A knight, who excels at dealing and taking physical damage. So for the moment just pick a class you like the look of, or you like the abilites of.

With all of those options now out of the way, you can either continue on to make your character, or flick through the races/prebuilt characters and decide what you want to play.
Some of the below races have specific advantages that are not listed in character creation that will be written next to them below.

Custom Character Options
  • Human
  • Dwarf
  • Lizard Can dig without a Shovel
  • Elf Can consume limbs to learn skills.
  • Undead variants of each of the above. Does not need lockpicks.

Please note: Undead do keep the passive bonuses of other races, I.e Digging without a shovel as an undead Lizard.

Prebuilt character options
  • The Red Prince: A Prince of one of the Lizard empire's House, who happens to be red, an exceptionally rare colour for Lizard kind.
  • Fane: An Eternal, effectively a species of undead with quite the backstory
  • Beast: A Dwarven rebel turned pirate, complete with glorious beard.
  • Lohse: A human performer/musician who gets visited plenty by the otherworldly.
  • Ifan ben-Mezd: Human Merc, ex divine army soldier.
  • Sebille: Elf ex-slave now assassin type out for revenge.

Each of the prebuilt characters available for play in the character selection will turn up as potentially recruitable party members within or around Fort Joy if you are not playing them

Each one has a unique tag for them which controls their character specific dialogue options, they also each have a questline specific to them as party members as well as their own unique goals which those questlines will visit. While in character creation each of them also has an origin story video that introduces them and gives you an idea of what they're like. If you want to try to theorycraft your party before even meeting them, watching these to get an idea of who they are is probably a good idea.

If you do not like enough of the pre-built characters to have a complete team (Four - though arguably a complete team can also be two if both of those characters take the lone wolf talent), then you can recruit custom characters later to fill out your team.

Similarly, If you do not like the preset you choose for those characters during act one when you do get to recruit them, you can re-spec them later as many times as you wish for free, until you are happy with them.


Both of the above features are unlocked just after Act one ends, so try to experiment and give each companion a try while you're in Fort Joy.

Character Creation / Selection Cont.
Appearance tab

No real surprises in here unless you're unfamiliar with this particular genre of game.
We have the Stock standard Skin colour, Face, Hair style, Hair colour and Facial features such as beards.

Customise the above to your hearts content and/or preferences, and finally move on to the Voice option, now for those unfamilar to this genre of game basically its exactly what you think it is, its the voice that speaks the generic reaction lines such as "Careful, that's a trap." and "I think I found something."

Honestly its not a very important setting but do go through the options and select one that doesn't annoy you because you'll hear those lines quite a bit over a full playthrough.

While dabbling in appearance settins I would also suggest you change your characters name at the top of the screen just below the tabs, from whatever the default is if you're playing a custom one - Otherwise you may well forget entirely, and have to do this process again when you realise you're called Lorean.

Preset tab

We are now on to the area of character creation where the details are determined by your previously selected preset, though do not worry, you can change it in this tab anyway if you do not like it.

Now if you just want to get playing the game already, skip to the Tags header.

For those of you who would just like a basic functional build to use, follow the instructions provided below:
  1. Remove All the points allocated by your preset, this will also remove your abilities.
  2. Go in to the Abilties section, and place one of your combat points into both Polymorph, and Necromancer, as well as a civil ability point into Persuasion.
  3. For your skills, select Tentacle Lash, and any two of Chameleon Cloak, Chicken Claw and Mosquito Swarm.
  4. Finally for your attribute points, put two points into Strength and two points into Constitution.

The reasoning behind the above build for a new player

The point into Polymorph grants one additional attribute point, making you slightly stronger overall than if you had taken a different combat skill, as well as granting access to three of the above four skills, all of which are useful for the entire duration of the game when used correctly.

The point into Necromancer allows access to Mosquito swarm, which is a good skill throughout the game as it provides damage, a damage DoT effect, and healing to you. - Necromancer also grants 10% of the damage you deal as healing to you, helping you survive.

The point into persuasion will improve your disposition with all the NPCs you meet by 5 right away, as well as helping in any persuasion checks you encounter. An NPC's disposition will improve prices they offer you when you sell them items and buy items from them as well.

The two points into strength increase your maximum carry weight by 20, allowing you to haul more items around, and the two points into constitution adds 14% total vitality to you, increasing your HP significantly and making you harder to kill.

Talents tab

Now, in here you'll have your two racially determined talents as mentioned earlier, and an additional point that was spent by your preset. If you want to play that preset odds are that talent is good for you.

If, however, you have followed the suggested build above, I would recommend taking the point out of the preset talent and selecting Pet Pal which allows you to talk to animals throughout the game.

There are some far more boring, but extremely good choices of Far out man for mages to increase their maximum spell cast distance or Opportunist for melee characters which unlocks attacks of opportunity as people move around you, basically granting you a free attack, for those unfamilar with the idea.

Personally I would suggest Pet Pal over both of these anyway as your starting trait, as some animals throughout the game have quests locked behind talking to them, some animals will give you hints in puzzle rooms, some help by giving you context in events or subtle hints at nearby dangers, and generally they also provide a good amount of amusing dialogue throughout the game.

Tags tab

Here you can select two tags for your character, these tags unlock dialogue options based on these choices, so they are effectively little snippets of your background, so if you like to heavily roleplay your character, make sure to put thought into these choices.

IF you cannot decide, I would recommend the Scholar tag, it provides a wide variety of options consistently throughout the game in a great deal of dialogues, and judging by feedback I've seen it may be the tag with the sheerly largest number of unlocked dialogue options.

There are further tags, such as Hero and Villian that are unlocked through actions within the game, but as far as I'm aware you will only ever have two of the tag options provided in the character creator without cheating.

Instruments tab

Now to be fair a great deal of people probably wondered what this tab was for when they first saw instruments at the top, and basically it determines which instrument you'll be hearing the most of when the music picks up at various points in combat and the story. That is all, as far as I'm aware.

Clicking each one will provide a small preview of what that may end up sounding like throughout the game.

At this point you have now finished in character creation, time to try the game itself.
Useful suggestions, Tips & Tricks.
A few quick things that may prove useful to know when you start playing

I'm not going to go into all the very basic controls and the like as I shall assume you'll either follow the tutorial prompts or just experiment and figure those out yourselves.

Quick Save key binding
First of all when you either start the game or while you're on the main menu, I would advise binding Quick save to a key you can hit frequently, as this game features a large amount of surprises and experimenting that may not always be in your favour, and it doesn't really attempt to prevent you from wandering into higher level enemies either, which may cause a very quick demise for those who are unprepared or are simply lost in an area. And as previously mentioned, the game isn't exactly the easiest one straight out of the box anyway, so having an easy to use quicksave binding is a good idea.

Show world tooltips - Left Alt
Another useful thing to know is holding down the Left Alt key will give text-pop ups to nearby items that you can pick up, or interactable objects such as switches, levers and the like. You are free to pick up or interact with any items with White text pop-ups you like, while Red text pop-ups are still interactable and/or are items you can pick up, but the nearby people will likely not be best pleased if they see you doing this. Typically the average person will allow you two mistakes, and will get angry the third time, people with a worse disposition towards you may not even allow the two mistakes and just get angry and attack right away. You will also suffer an opinion penalty with the person who catches you each time.

For those people who want to change the above key binding, in the list it is called "Show World Tooltips." Also please note that NOT all items pop up, but most of these simply have a value of 0, and are therefore expected to be uninteresting to the player.

Character Highlight
Similarly, pressing the ` (grave) key on your keyboard will toggle an outline for other characters. I don't typically use this as I find the coloured dots on the mini-map are enough to locate characters, but it could prove useful for people having issues finding exactly where a particular character is. - NPC's with high attitude towards you will be displayed as green, as well as the potential party members, Neutral NPC's are displayed as Yellow, and enemies are displayed as red.


Helmet appearance toggle

For those who like being able to see their character heads and/or faces, or who simply don't like their current helmet, you can toggle off its appearance (And only its appearance, stats are preserved as if it were still on) by unticking the box next to your helmet in the Inventory screen.

This particular helmet is an outstanding example of why you may want to do this, because while that is definitely an interesting design for a helmet, it is still a little too over the top for most people's preference.

The hotbar
When you first start playing the game, your hotbar will have all the skills you took at character creation, as well as any racial skills you have access to automatically on it. Other than that it will probably have any consumables you have on you, or have picked up, and the basic attack binding in the 1st slot.

Now while this is personal preference, I would advise removing the basic attack binding from this slot, because while you are in combat, simply left clicking on the enemy will perform a basic attack on them. And while out of combat you only need to right click>attack on them.

The only time this binding is useful is when you're trying to break an inanimate object with a great deal of Health. So you can just press 1>target>1>target>1>target and so on til it breaks. This doesn't happen much throughout the game, I can think of maybe two times in my entire first playthrough it would have been useful.

So, to remove a skill, consumable or action from the hotbar, you simply click the lock icon next to the hotbar, and then drag it off the hotbar, gone. - Please note that doing with this skills does not un-memorise the skill, and if you want the memory slot back for a different ability you will need to remove it in the skill panel tab.

The Ship
Your journey begins

THIS GUIDE WAS WRITTEN BEFORE THE TUTORIAL FLOOR WAS ADDED, THIS SECTION AND ONWARDS START FROM AFTER THE LADDER IN THE ROOM YOU WAKE IN.

And not entirely in the most impressive way, given you wake up strapped to a table, with a strange collar around your throat. In single player you will be alone in this room barring Magister Siwan, in Co-op play you will all start in this room, waking up around the same time.

Anyone among you playing as an undead will be greeted by the Grinning Skull near where you wake up, who will introduce the concept of hiding your face from people, as perhaps unsurprisingly, most people might be afraid of Undead. - It is worth noting that while people playing as Fane will start with a mask that allows them to transform into other races, gaining their racial abilities and appearances, a hood functions just as well for hiding your undead nature.

There are a few containers in this room, namely the barrel in the far corner, the medical cabinet next to where the first player wakes up, and two sets of books in shelf next to the table. All of these will have a golden treasure chest cursor when hovered over, this cursor designates an unopened container - For those of you with points in Lucky charm, or those planning to put points into Lucky charm, always. ALWAYS. Check these. Each container you open is a chance for the passive effect of the ability to fire and give you useful items.

After you've opened these container the cursor will change to a greyed out treasure chest cursor, showing that its already been looted - This doesn't always mean empty, but it means someone has at least opened it once before.

With the looting now out of the way, we can progress and talk to Magister Siwan. She offers a bit of context about the collar, and has dialogue options for EVERY background tag you could have started with, allowing you to get an idea of the type of options these tags will grant you throughout the game.

Heading into the next corridor, you have three available doors, one of which is flanked by two magisters standing guard and another inside the room who is busy ooking around for more information, you should be able to see why quite quickly. The opposite door has a few lootable containers for you to check but the stairway in there is blocked, leaving that path a no-go.

Head through the remaining door when you've had your chance to chat with the magisters and looted the other room. This third and much larger room has plenty of NPC's standing and walking around, among them are the pre-built characters that are not being played by anyone in your party.

An exceptionally useful if mundane item

Now as soon as you enter this larger room, provided you haven't ran off, holding down the Left Alt key will reveal a bedroll near you - If you can't find this one, do not worry, there are a few more down near where Beast if you're not playing him. Pick this item up and place it in the very final slot on your hot bar, it doesn't really need a key binding but its very useful to have one on quick access. You can either use the item to find out what it does, or scroll down to the Suggestions, Tips and Tricks Cont. segment*1 on it to read about it.
*1 - For those of you viewing this guide in a web browser or steam on windows, press Ctrl and F at the same time, and type in "The ever useful Bedroll" to be able to find it quickly from here.

Back to exploring the ship and socializing

With one of the best items in the game now firmly out of the way, we can continue onwards. For those of you with pet pal, you can get your first taste of animal discourse from the sheep next to the entrance, otherwise continue into the room via either side, you should bump into either Lohse or Sebille on these paths respectively.

Outside of your future companions and a few npc's there isn't really a huge amount of interesting stuff lying around in this particular room, minus of course the two bedrolls behind beast that you can either sell off or give to your other party members - make sure to look around and introduce yourself to each of your potential companions at the very least. Getting to know the characters who are going to be with you for the pretty much all of the game is probably not that bad an idea, after all.

With that out of the way, if you stand near Ifan-ben-Mezd and hold Left alt again, it will reveal a "Greasy Key" that opens the door directly in front of you and grants you access to the kitchen, there are various items in here you can grab and sell later, as well as a pocket knife you can use as a dagger and a few containers for you to loot. - You can also trade these items off to the various magisters on the ship, though they do not typically have much, if any money.

Moving on from here approach the door and the opposite side of the ship from Ifan, have a chat with magister Payde for a nice reminder that not all magisters are the ***holes they are made out to be, and move on into the next room after he unlocks it for you. Have a look around, loot anything of interest to you, and then approach the three magisters and the collared woman ahead of you, this will trigger an event and get the campaign ball moving.

Time to get moving, quickly.

After that little.. Scene, you're probably going to want to grab something to help defend yourself. The chest just on the opposite side of the table to you can provide what you need in that regard. Your options from here are to head back, and check on the people from before, or to rush up the stairs into the next floor. - Ultimately you will have to head upstairs here sooner or later, so no real need to rush up now.

When you do head up the stairs, drag the water barrel in front of you on to the fire to get rid of it and allow you to pass without any damage to your own health. There are also two doors to your side which offer a few lootable items and a way into the back of the ship, where two magisters are stood. Approaching them will prompt dialogue, which will ultimately lead to either a persuasion check, or combat. - You can of course, do both in that order (rather difficult to persuade a corpse after all) to maximise the EXP you get off of them as they aren't particularly important and will die quite quickly, having already both been injured.

When the fight is done, assuming you do fight them, and you survive (obviously), use the bedroll to heal to full health and proceed over to the main section of the ship. Either avoid the various fires or put them out using a rain/cold based spell or the water barrels on this floor. Make sure to loot all the various containers on this floor.

Now as you may have noticed if you did go back, Fane was missing from the previous floor, that is because he's the yellow dot on your minimap ahead of you, except this time he's lost his mask. Have a quick chat with him, or attack him if you're so inclined for whatever reason, and make sure to loot the magister on the floor in front of him, they hold a Skull Marked Key*2 and a note, and some misc rubbish.

*2 The skull marked key isn't relevant to most players, so you can ignore this, for those of you who are interested, please scroll to or search for the "Skull marked door" section in Suggestions, Tips & Tricks Cont.

With that business out of the way and ideally with this floor looted clean of any valuables, continue up the stairs on the opposing side of the ship to where Fane is and get finally get some context on what exactly is happening with the ship, that is to say...
Bad things (The Ship Cont.)
Bad things.

Now that you've arrived on deck you will right away see another magister dealt with, and are thrown into a combat encounter straight away. Deal with your opponents and then progress along this side of the ship, you'll run into an area with oil on the floor. When you get close to this oil, the oil on the upper floor will ignite, setting a solid portion of the ship on fire.

Fortunately there are some more water barrels on hand nearby, so grab them and move one of the crates out of your way, then head up the stairs and drop the barrels into the fire. The fire damage will break them, and the resulting water spill should remove enough of the fire for you to head upwards and loot the magisters there.

From here, head back down the stairs, then go to the north side of the ship and run back in the direction you came from originally, you should end up near a lifeboat. Clicking on it will give you some dialogue with a dwarf and a child from before, and you are given options to go back down the stairs to check on the others, or leave then and there.

If you choose to leave here, congratulations, you have completed the introductory segment of the game.

For those of you who chose to go back down, the child will point you to a nearby ladder that will take you back to the lowest floor of the ship, (oh hey look, its the one that was blocked earlier) from here head over to the central room where everyone was previously, and you'll be entered into a combat segment. Aid them in clearing out the enemies on this floor, and then you can go to leave the ship again via the ladder you came from a few moments ago. - As you go to leave, you'll hear Magister Siwan who is one of the few other survivors, you can either try to help her or continue to leave. Either way the ship segment ends shortly after which ever choice you make here.

So, once again, Congratulations, you've cleared the opening to the game at this point.
Tips and Tricks, Cont.
The ever useful Bedroll

Using the bedroll will heal your character and party members nearby for most if not all of your Health bar and provide you with 3 turns of the Rested buff, that gives +1 to Strength, Finesse and Intelligence. It also protects you from being muted, blinded, crippled or knocked down.

This can prove exceptionally useful and just straight up convenient to have, it saves you having to heal your party after a fight manually, saving items or avoiding the wait time on a healing spells cooldown. It can also be used right as combat ends, healing you instantly if you are close enough to the person using it which can be used to save a character from environmental surface damage, such as a fire, or from damage over time effects before the next tick applies, such as being on fire.

Now you might think this long list of benefits has some kind of catch or something, but no. Its just simply a good idea to have one on you. The only real limiting factor is that you cannot use it in combat or while enemies are very close to you, which is a fair enough restriction.

In summary, there is just no reason to not carry one of these around on your main character all the time, they don't even have a high carry weight. (0.5) Unless of course you're doing some kind of challenge run or a playthrough with restrictions, in which case I suppose thats fair enough.

The Skull Marked Door
Now for those of you who just picked up the Skull marked key, you may be wondering what it does, naturally, as the name implies, it opens this door on the ship. Behind this door lies a few containers of a substance known as deathfog, that unsurprisingly, kills people quite effectively. It is mentioned repeatedly throughout the game as a very lethal weapon, though rarely if ever will the player get to use it to their advantage without getting creative.

Below here I will provide details and methods on how to get creative, and grab one of those containers for your use. Just be warned, they weigh quite a significant amount, so if you want to use it (95! weight) either don't expect to carry much off the ship, or have some points into strength for more carry weight. - You could of course, give it to a companion when you're off the ship and on fort joy, but you do still have to get to that point first.

In basic terms, deathfog kills just about anything as far as I know unless its already dead I.e an Undead, Fane, or if it has plot armour. (a very rare thing in this game) So as you can probably imagine, obtaining a crate or barrel filled with the stuff, placing it somewhere, and breaking it open next to some tough enemies (ideally from a distance) would just about do that encounter for you provided they are close enough.

So as mentioned above, deathfog WILL kill you unless you are an undead, or Fane, so going beyond this door is a bit of a risk, as the containers of deathfog in here can be a serious hazard to your health if they break open, and of course they are going to do that.

Therefore, before going into this room, it may be an idea to make use of that quick save button we discussed earlier just to be safe.

Now, if you have a point in telekinesis you can grab one of these from a distance and place it closer to you, for you to then pick it up before it breaks. - You do not want to run straight up to them, as they are a) on the opposite side of the room to entrance, and b) break open shortly after you enter the room, so if you're a living race, you will dead when the others break open even if you do pick up one of them in time.

As an undead you can just run over and try to grab one as soon as the door opens and that could work, not like them breaking open can kill you even if you fail to reach them in time.


Now assuming you manage to grab one of these deathfog barrels, not die, and have no issues carrying it. Congratulations, you're well on your way to doing some amusing stuff.

At the very least this barrel can be placed near Bishop Alexander on Fort Joy by sneaking up, and then attacked from range to trigger the Hammered! steam achievement.

I would advise against doing this on a real save though. While the EXP and items can be nice it messes with a few quests and the like because it will make the Fort Joy magisters hostile right away. Maybe quick save before hand, then do it for the achievement.
The Elemental & Surface systems.
The Surface system

I've seen a decent amount of confusion pop up every so often regarding how some of the elemental surfaces/clouds work in Divinity: OS2, so I decided to include a segment on it here.

To start off with, I'll define Surfaces and Clouds in game.
Basically, a surface is a ground based, well, surface. Stepping on or into these will allow them to apply their effect to you. This can be good or bad depending on the surface and how the player, or the AI is going to react to it.

For example, here is the tooltip for a water surface, showing the effects you can apply to the water directly to change it to a different surface type - such as electrified water, or ice. What this tooltip does not mention, is that standing in a water surface will give you the wet effect, as shown below.


As you can probably imagine, being wet isn't exactly the worst status the game could potentially throw at you. And yet, the effects if you ignore them could potentially be very significant.
As you can probably guess, being wet makes it harder to catch fire, - However it also makes you easier to freeze and significantly easier to electrify. So, we should probably avoid exposing ourselves to that status unless we need the fire resistance for whatever reason, got it.

The above remains true of most status' effects in the game. Don't freely expose yourself to them if you can avoid it, particularly if you are against an opponent who can take advantage of this. At the same time, perhaps against certain enemies, such as a powerful fire mage, exposing yourself to the wet effect is only going to benefit you, as he or she may not be able to take advantage of your now weaker air and water resistances.

So, now that we know to bear the effects of surfaces in mind, we know everything we need to here right? Well no, you see the battlefield can be very easily reshaped by a few abilities in rapid succession.

Purely for the sake of an example, lets say you start on a battlefield with no active surfaces to consider. Your opponent opens by casting rain, creating some water surfaces in a large area. He then throws a fireball at you. Ok, so you took some damage, and there's water everywhere, with a bit of fire near you.

If he then casts contaminate, the water surfaces will be converted to poison. If that new poison surface is close to the fire surface near you, the entire poison surface will then explode, creating a whole lot more fire. Alternatively, if instead of contaminate, he casts Global cooling, then all the water surfaces will freeze, and the fire will go out if its within the spells range. In other words, the battlefield can change very rapidly indeed, so try to bear it in mind.

Clouds are considered the same sort of way in game, the only real differences being the different types of them that are available, and the fact they are above the ground.


Elemental Resistances

As you have most likely noticed, you have a set of five different elemental resistance values in your character sheet, where your other stats are displayed. These values are typically 0% resistance at the start of a game, with a few exceptions - such as the Undead and Poison resistance (Undead characters start with 200% poison resistance, which I'll detail the effects of in a moment.)

It is quite a simple system really, basically if an enemy casts a spell that would deal 100 fire damage to you, and you have 10% fire resistance, you only take 90 of that 100 fire damage. If you have 150% fire resistance, you will take none of the 100 damage and instead heal for 50% of the damage he should have done, given the damage example we were working with was 100, you would heal for 50.

This is also what makes undead heal from poison, as they have 200% poison resistance - A quick note here, I'm not sure if the game has healing effects such as food coded as basically anti-poison, and getting above 100% poison resistance on a non-undead character will cause you to take damage from normal healing. I highly doubt it, but if it was done as a quick/cheap workaround this could be true, if someone tests this or has the answer, please let me know.
Game Mechanics
Memory slots and abilities

I originally added this section purely for this, as this concept is not a common one in most of the RPG and similar games I've played. - Despite this, it makes a lot of sense and I quite like the system.

Basically, for every point above ten in memory you get a memory slot, if you didn't put any points into skill, you start with three memory slots. Each basic skill will take up one slot, while more advanced skills can take up two or three slots. To use a spell or ability you have to have it both learned, and memorised.

To learn a skill, you simply do it the normal way. Buy a skillbook and read it, provided you meet its requirements, or learn it through other means. - For example; a character by gain phoenix dive by consuming a phoenix egg. Or an elf can learn abilities from consuming limbs, I believe the ability learned is random from this system however.

To memorise a skill, you must first have learned the skill, then you go to the skill panel by either clicking its button at the bottom of the interface, or by pressing K. While here you simply click on skills you want to be able to use from your Available skills list, and they will be added as a memorised skill provided you have enough memory slots free for that skill.

Memorised skills can be cast whenever and however you want, where as learned skills are simply able to be memorised. Memorised skills are also automatically added to your hotbar provided there is free space for it to be added there.

Please note that Innate skills or skills from gear DO NOT consume memory slots.

AP and SP - Combat resources

AP - Action points

AP are your action points. You need these to move, cast spells, perform a basic attack, all the usual stuff you might want to do in combat. - There are three values linked to AP in combat, those are Start AP, Recovery AP and Maximum AP.

Start AP is the amount of Action points you start combat with, typically this value is four.
Recovery AP is the amount of Action points that you get at the start of a new turn. Again, typically this value is four.
Maximum AP is the maximum amount of Action points you can have stored at any point in a combat instance. Typically this value is six.

Probably exactly what you expected each of them to be, huh. In any case some abilities, consumables and talents can change these values. - For example, the Lone Wolf talent increases all of these values by two, but as incredibly strong as that sounds, it does have the drawback of limiting your potential number of party members down to two to keep the boni (bonuses) it gives active, anymore than two party members and the game will act as if you do not have the Lone Wolf talent.

SP - Source points

Source points are the resource used to gate access to your far more powerful abilities and spells. - You can store up to three source points per character, though when you first unlock them you will limited to a single source point until you earn access to more of them. When first introduced to them you will also find yourself with few opportunites to replenish your source points, do not let this concern you over much, more chances to refill on source points become far more readily available later in the game.

Unlike AP costs, very few things can modify Source point costs - this is because while AP is used for almost everything in combat, source points are used for the bigger and badder options. -
There is at least one spell that can remove source point costs for a short duration (2 turns), at the cost of three source points up front. - Also unlike AP, you do not gain Source points back throughout combat unless you actively refill them yourself.

17 Comments
fveecolin 13 May @ 7:09am 
Thanks. Just bought the game and a helpful initial guide.
Jimi 7 Mar, 2022 @ 4:25am 
My gratitude for your guide :woarrose:
Fjarunsigr  [author] 2 May, 2021 @ 5:40am 
Unfortunately I imagine with the huge update that parts of at least the second one are somewhat outdated, but at least it'll serve as a general guideline for some folks.
LoneWolf 2 May, 2021 @ 5:15am 
I'm far from a newbie but I really appreciate you spending time writing such a comprehensive guide for starters. Game can be overwhelming for new players especially those who are completely new to turn-based rpg like I was.
Fjarunsigr  [author] 17 Aug, 2020 @ 4:35pm 
No worries mate, its what its here for after all. It can be a bit of a harder genre to get into at first.

Just as a heads up if you move on to the second part of the guide: some bits *may* be missing as there's been quite a big update semi-recently and I've not played it properly to have a chance to make a worthwhile update.

The majority of stuff in there should still be correct and all, just some parts that now exist in fort joy may not be present in the guide itself.

This one being basic mechanics / tips and the intro is fairly immune to updates causing problems however, so should be fine.
PutNameHere 16 Aug, 2020 @ 8:18pm 
I'm new to the whole genre, so this is very helpful on how to get going. Thanks!
Fjarunsigr  [author] 11 Jun, 2020 @ 11:48am 
Nice to see some people are still using this, I thought traffic had mostly stopped by now.
Morningstar66 11 Jun, 2020 @ 3:10am 
Lots of great tips! Thank you!
Fjarunsigr  [author] 25 Jan, 2020 @ 9:17am 
I don't remember there being a level in the kitchen but there was an update with new Larian mods today at least, might be part of one of those.

Can't really help with that bit unfortunately.
Levers in the game *usually* open doors near them. Can't say I know if that's the case here but maybe it is - have never encountered a level in the kitchen so assuming there is in fact one there now I am unaware of what it does precisely. It being on the ship its unlikely to be anything huge though.
LongStrider 25 Jan, 2020 @ 7:48am 
What is the Lever for in the Kitchen? does it do anything?