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Spells/Skills/Items/Abilities Overview

11/24/2016

8 Comments

 
~DISCLAIMER~
Remember with each suggestion I make it is based off of "how much the spell would be used", obviously every single spell/skill has specific cases in which they could be used, but only in those limited cases are they even remotely effective; in those cases I recommend using scrolls and saving precious skill points. For the other spells that are useful enough that you will not be able to craft/own enough scrolls, investment comes into play...


NOTE
With a 3-4 in a specific skill you can learn 6 novice skills, if there are < or = (less than or equal to) 6 skills total you can learn them all and thus listing all six skills would be redundant. (<6 simply means that you can learn them all.) If you can learn 6 skills and there are 7 skills total in the game, instead of listing all six skills that you should learn I simply state which skill(s) to NOT learn in some cases for simplification.
AIR MAGIC

Level 1 Air (Ranger, Leadership Knight)
Teleportation (Both)
Thunder Jump (Leadership Knight)
Wind of Change (Leadership Knight)
Blitz Bolt (Ranger)
Bitter Cold (Ranger)

Level 4 Air (Dual Wielding, Shadowblade)
NOVICE
Don’t take Avatar of Storms 
ADEPT
Don’t take Air Absorption 
MASTER
Storm 

Chain Lightning/Netherswap Required lv 12
Storm/Make Invisible Required lv 15

EARTH MAGIC

Level 1 Earth (Ranger, Leadership Knight, Dual Wielding, Shadowblade)
Boulder Bash (All)
Midnight Oil (All)
Summon Spider (All)

Summon Slug/Deadly Spores Required lv 12
Earthquake/Summon Earth Elemental Required lv 15

FIRE MAGIC

Level 1 Fire (Ranger, Dual Wielding, Shadowblade)
Firefly (Dual Wielding, Shadowblade)
Burning Touch (Dual Wielding, Shadowblade)
Wildfire (ALL)
Flare (Ranger) 
Burn My Eyes (Ranger)

Immolation Required lv 12
Infectious Flame/Meteor Shower Required lv 15

WATER MAGIC

Level 4 Water (Dual Wielding, Shadowblade, Ranger)
NOVICE
<6
ADEPT
Don’t take Waters of Life, Water Absorption, or Ice Wall 
MASTER
Hail Attack 

Mass Disease Required lv 12
Hail Attack/Winterblast/MassHeal Required lv 15

WITCHCRAFT MAGIC

Level 2 Witchcraft (Dual Wielding, Shadowblade)
NOVICE
Don’t take Summon Undead Warrior and Malediction 
ADEPT
Summon Undead Armored Decapitator 
Destroy Summon 

Level 4 Witchcraft (Ranger)
NOVICE
<6
ADEPT
Drain Willpower 
Rapture 
Summon Undead Armored Decapitator 
Destroy Summon 
MASTER
Soul Sap 

Soul Sap Required lv 12
Ressurect/Death Punch/Invunerability Required lv 15


MAN-AT-ARMS SKILLS

Level 1 Man-at-Arms (Shadowblade)
Battering Ram 
Helping Hand
Melee Power Stance

Level 3 Man-at-Arms (Dual Wielding) 
NOVICE
Don’t get Melee Defensive Stance or Divine Light
ADEPT
Rage
Crippling Blow
Whirlwind 

Level 5 Man-at-Arms (Leadership Knight)
NOVICE
Don’t get Melee Defensive Stance or Divine Light
ADEPT
Don’t get Barbed Wire or Elemental Tortoise 
MASTER 
Flurry
Shackles of Pain

Flurry Required lv 12
Shackles of Pain Required lv 15

EXPERT MARKSMAN SKILLS

Level 5 Expert Marksman (Ranger)
NOVICE
Don’t take Ranged Precision Stance
ADEPT
Farseer 
Barrage 
Vampiric Arrow
*Whatever*
MASTER
Rain of Arrows
Arrow Spray

Arrow Spray/Shrapnel Required lv 12
Rain of Arrows Required lv 15

SCOUNDREL SKILLS

Level 1 Scoundrel (Ranger, Leadership Knight)
Walk-in-Shadows
Hover Feet (aka Winged Feet)
Fast Track (pre level 15) Adrenaline (post level 15)

Level 3 Scoundrel (Dual Wielding)
NOVICE
Fast Track (pre level 15) Adrenaline (post level 15)
Walk-in-Shadows
Winged Feet (aka Hover Feet)
Precise Incision 
Lacerate 
Venomous Strike
ADEPT
Eye Gouge 
Daggers Drawn
Cloak and Dagger

Level 4 Scoundrel (Shadowblade)
NOVICE
Fast Track (pre level 15) Adrenaline (post level 15)
Walk-in-Shadows
Winged Feet (aka Hover Feet)
Precise Incision 
Lacerate 
Venomous Strike
ADEPT
Eye Gouge 
Daggers Drawn
Become Air
Cloak and Dagger
MASTER
Shadow Step

Crawling Infestation Required lv 12
Coup de Grace/ShadowStep Required lv 15
8 Comments
Bob Elliott
11/27/2016 05:32:10 pm

I'm a bit confused on your new style of recommending spells. Example-Scoundrel Level 1, do you just get those spells for the Ranger and Leadership Knight and wait for any Scoundrel Skills on Dual Wielder? Or do you take same Level 1 Scoundrel skills for Dual Wielder as the Ranger and LK,...up to level 3 Scoundrel skills.

Reply
Ssenkrad_II
11/27/2016 11:51:58 pm

This section is labeled "... Overview" and it is just that, it gives you an overview of the skills (every single one) that you take for each specific skill tree that is in each build. The progression will go

1. "Ranger Build" section that lists the skills you will acquire in the game, and in which order to take them

2. You see "Level 5 Expert Marksman" in the "Ranger Build" section and go, hmm I wonder what skills you learn in that skill tree, you can go to this section, ie. "Skill... Overview" where it will say "5- Expert Marksman (Ranger)" and you can then see what skills you should be looking for while playing as a Ranger.

3. As you level up, using the build guide sections, empty skills will open up as you increase skill level of a specific skill- at which point in time you learn said skills.

4. You want to know which of all the skills to prioritize first you then can go to the "Spell... Specifics" where I go over which skills are the most useful at which specific time.

Reply
SB
1/19/2018 05:53:56 pm

Really appreciate the guide man, the information is solid, although navigating it all is honestly a big pain. I'm constantly needing to tab between multiple sections to see what is recommended, for which character, in what order. A friendly suggestion: perhaps in the leveling section for each character where you list the order for upgrading skills, identify which skills to prioritize at that point (see below). Thanks in any case for putting in the time to put this together.

Dual Wielding Grenade Wizard
1 Air (prioritise x,y,z)
...
4 Air (can now take all novice but NOT avatar of storms)

Zion6
11/30/2016 07:36:08 pm

Good stuff thanks-your video shows a different editing of guide for Air Magic Level 1 BTW

Reply
foumantoo
12/12/2016 11:02:18 pm

I see an Adept Skill in air is "invisibilty" (Become invisible in this guide). Is there a reason to take this if you have "Walk in Shadows"?

Reply
Ssenkrad_II
12/13/2016 09:10:04 am

You will have a 4 in air and thus be able to take adept skills. By the time you hit level 4 in a skill you will be focusing more on which skills you can't/shouldn't take in novice and adept vs which ones to take- meaning there might be 7 novice skills and you can learn 6 the argument it more which one not to take vs which 6 to take. In this case these are simply the ones to take based on the other ones having even less value. In Water you will be taking "Summon Ice Elemental" because, well, you can, but frankly I don't think I have ever used it.

Reply
Ssenkrad_II
9/22/2017 04:48:36 pm

Xion

Will answer all your spasm questions and then delete them. Unless you are going to be much more thought out in your responses take them elsewhere in the future or I'll simply delete them and not even take the time to respond.


1. Error in this section of the guide only which I'll correct, on the Ranger Build visual/section it is correct
2. You would only be changing the hydro spell on 1 of the 3 characters as only 1 of the 3 uses E. Mark. You wish to do that be my guest, the positive effect (if any) at that point in the game is negligible at best while adding more complexity to builds which would add more idiots getting "confused"
3. Farseer adds +50 to hit for everyone, not just ranged. Much like the added 20% damage for melee power stance at one point in time might have only been for your melee weapon that is not how it works in the game (it gives a 20% increase to magic damage as well). This has been confirmed multiple times by multiple people, the +50 to hit also applies to ALL melee which when added to rage becomes very powerful. This is explained in other sections of the guide.
4. Builds are thought out, "your comments"... not so much
5. I have a section talking exactly about this, "OMG so much skills what is the basic I need?" and it simplifies the most important things down not only to the specific skills/items/abilities, but also to the specific times in the game where they will be most useful. (Spells/Skills/Items/Abilities Specific)
6. If the "reader is confused" it is because they are either A) fucking retarded or B) have not read the complete guide and are shooting from the hip because they are too fucking lazy. Take your pick for which one you might be.

Reply
snakesinabin
1/10/2024 07:43:36 am

A little confused at the "x required at lvl x" bits at the end of each section.

What's meant there exactly?

Reply



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    Divinity Original Sin Enhanced Edition Tactician/Advanced Guide

    Ssenkrad_II

    Guide Index

    All

    Changes From Original
    General Gameplay Tips
    General Combat Tips
    Traits
    The Four Elemental Rooms
    Party Composition
    Henchmen and Companions
    Build Guide "How To"
    1. Power Build: Ranger
    2. Power Build: Dual Wielding Grenade Wizard
    3. Wild Card Build: Shadowblade
    4. Synergy Build: Leadership Knight
    5. The Mule
    Spells/Skills/Items/ Abilities Overview
    Spells/Skills/Items/
    ​Abilities Specific
    Crafting; All You Need to Know
    FAQ
    Character Creation
    Cyseal
    Luculla Forest A
    Hiberheim
    Luculla Forest B
    Phantom Forest
    End Game Stats
    End Game Bosses
© Ashley and Micah English and The II, 2019. Unauthorized use and/or duplication of this material without express and written permission from this site’s author and/or owner is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Ssenkrad_II and The II with appropriate and specific direction to the original content.