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I am playing a wizard (fire and earth I hope!) and a fighter, and have a few hours into game play. The game has some nuances to it. For example, a ship was burning, and I figured out to use the rain spell, yet a rope across the dock could not be cut, burned, or hopped over. Perhaps that is the allure of the game.

Anyway, I leveled up, but with so many options, I am not sure what to pick to ensure the best balance and game play for the wizard and fighter. Can anyone make some suggestions as to where the talents/abilities should go?

Please try and be spoiler free if possible.

Thanks all!!
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Stryder2931: I am not sure what to pick
You can always hold off on using the points until you find skill books you want to try, or figure out what would compliment your playstyle best.

If you don't have Pet Pal, that would be a good talent for one character to take. Bigger and Better is an option, if you don't know what other talent you'd use.
Bully and Opportunist are good first picks for a warrior, if you don't already have them. Far Out Man is an obvious choice for a mage, All Skilled Up would help if you want to diversify faster or boost the level of something quicker (level 2 requires 2 ability points to learn, etc), Glass Cannon is an option if you don't mind a fragile mage, or Know It All if that isn't the character you talk and trade with.

Mages can start by diversifying into level 1 or 2 of Witchcraft and the elemental schools, and then focus on getting 1 or 2 of them up to level 4, or maybe 5 (if they have more than 1 compelling master spell, or for a talent requirement).

Check out this full skill list, or check with each of the NPCs you find that sell skill books.

A dual wielding warrior may want to max that as soon as possible. Alternately, a skill point or two into other schools can add some versatility, if selecting skills that don't rely on high intelligence (like summons, buffs) or dexterity (though that can be boosted later with equipment bonuses).
A point in Aerothurge would give access to Teleportation and Thunder Jump (the stun effect wouldn't trigger as much with a low intelligence, but it gives a relatively low AP way to get into the thick of battle). A point in geomancer would give Midnight Oil (slow opponents, or set up for fire surfaces and smoke clouds), Boulder Bash (no line of sight required) and the spider summon. The scoundrel skills Walk in Shadows (invisibility), Winged Feet (lets the character walk over surfaces unaffected) are useful in and out of combat, and Fast Track and Trip could be useful (more so after getting some dexterity bonuses); the adept skill Cloak and Dagger (teleport) can also be handy.

If you are playing Lone Wolf characters, being disabled is more of a problem than a full party, so consider boosting Willpower and Bodybuilding. This can be be done with equipment bonuses, or equipment, talents and traits can grant immunity to certain CC effects. Summons can also help, drawing at least some of the attacks which would otherwise be directed at your main characters.

At least hang on to any equipment you find with crafting or blacksmithing bonuses. You don't need to craft equipment or potions, etc, but it can be quite helpful.

Divinity: Original Sin Enhanced Edition Character/Party Guide

Tactician/EE/Advanced Guide - even playing on tactician, you don't need to min/max as much as this guide suggests

Earning a honest living (newbie friendly)


On the docks, you can teleport over the rope (with a spell or the teleporter pyramids), or teleport the chest.
Post edited July 28, 2016 by Raze_Larian
This is great information. And from a Developer to take time out of the busy schedule to answer is more impressive. THANK YOU!
You're welcome. This is my job at Larian, though (support and community manager).