
本指南涵盖《神界:原罪2》中职业构筑的基础知识。阅读完本指南后,你应该能够理解从游戏初期到游戏后期的整个职业构筑概念。 简介

Class Building in Divinity Original Sin 2 may sometimes be frustrating. Having to go back and reset your character multiple times just to get the right amount of damage will waste you a lot of precious time. Although it seems that building a class in this game is more of a Trial and Error, this guide will help you understand every detail of each class covering from early game Fort Joy up to the finale. Character Race Chracter Race may play a little bit of role to your class build. Each kind of race have its own benefits (Passive and Active). If you wish to have the most effective build, you may choose from them with that basis. I strongly advise to pick a race / Origin you "want" to play and not because the build forces you to. Before we go through each race, all races have this unique innate skill. Dome of Protection (1 AP + 1 SP) Restores X - Physical and X - Magic Armor in a small area. (5 Turns Duration) This skill is a last resort skill when you run out of armor recovery skills / scrolls. And its a guaranteed protection for 5 turns. The amount of armor recovered scales with your level, so its very useful anytime. Note : All races have Dome of Protection skill. But Origin characters will replace this skill with their own unique innate skill. Human The Human Race offers a good critcal and initiative boost in combat. Ingenious+2 Initiative and +5% Critical ChanceThrifty+1 Bartering Innate Skill Encourage (1 AP) (6 Turns Cooldown) Adds +2 STR/FIN/INT and +3 CON This skill is fantastic. It costs only 1 AP and its stat boost will not only increase your damage, but +3 CON means you will also gain more vitality. I once had a moment where my character has very low health and calculating that he was also poisoned, he will die in the next move. Encourage skill can help you if your other skills are on cooldown. LizardThe Lizard Race can be both tanky and make powerful magic casters. Sophisticated+10% Fire and Poison ResistanceSpellsong+1 Persuasion Innate Skill Dragon's Blaze (1 AP) (3 Turns Cooldown) Breathe Fire in a cone dealing [X] Fire Damage and leaves a fire surface This skill is very useful early - mid game. As Fire caster, you can utilize this as much as you want. But as you progress, you will get much better skills with better damage but on a large AP cost. ElfElves offer the least passive bonuses for combat, but can make deadly rogues. Corpse EaterEating body parts lets you access its memory, skill, and/or informationAncestral Knowledge+1 Lore Master Innate Skill Flesh Sacrifice (0 AP) (5 Turns Cooldown) Gain 1 AP and 10% Damage Boost for 2 turns in exchange for [X] Constitution. Action points over maximum capacity are lost. This skill is a double edged sword. The damage boost and AP bonus are very useful and overpowered while the Constitution reduction will hurt you a lot. The reduction will base on your level (reduced by 6 at around Level 19 or so). DwarfDwarves are small but tough. They enhance dual-wielding with their dodging passive. Sturdy+10% Max Vitality and +5% DodgingDwarven Guile+1 Sneaking Innate Skill Petrifying Touch Turn a target to stone. Deals [x] earth damage and disables it (blocked by magic armor). This skill is a good disable when your target runs out of magic armor. UndeadUndead race are available to every other race (Undead Human, Undead Elf, Undead Lizard, and Undead Dwarf). Being Undead will grant you the corresponding race passive stat. For example: Undead Lizard will give you Sophisticated (+10% Fire and Poison Resist). Undead Human will grant you Ingenious (+2 Initiative and +5% Critical Chance). Although, being undead means you are an abomination in the eyes of other people (except companions). Citizens will run away from you if they see your head / leggings / boots / armor slots empty. Guards will become hostile and fight you. And also, healing spells (Restoration) and Healing potions / foods will damage you instead (Physical Damage). Poison will instead, heal you (Decaying status can reverse that and damage you instead). Race Passive abilityUndead Human grants Ingenious skill, etc.,Undead+200% Poison Resistance Innate Skill Play Dead [0 AP] [6 Turns Cooldown] Pretend you are dead, enemies will lose not attack you. Any action will cancel this effect afterwards. (you must have at least 1 AP during combat to perform this action, but it will not consume it) Attribute Overview Attributes in this game plays as the core role in class building. The limits of class building is dependent on your attributes. There are 3 main stats that you must understand. STRENGTH - Each point increases STR based damage dealt with weapons and skills by 5%. Your weight capacity is also increased by 10 every point. FINESSE - Each point increases FIN based damage dealt with weapons and skills by 5%. INTELLIGENCE - Each point Increases INT based damage dealt with weapons and skills by 5%. These stats create their own damage boosts dependent on your skill. For example, Pyrokinetic (Fire Wizardry) skills are based on INTELLIGENCE. Thus, if you are focused on Pyrokinetic offensive spells and want to boost its damage, you should focus on INTELLIGENCE and not in FINESSE or STRENGTH. In order to create the maximum damage, Pick one attribute and check out further which class will scale from them. Because choosing more than 1 attribute will result into a lower damage output. It makes battlemages (Both STR and INT type) weaker since you have to invest in both stats. The level capacity in this game cannot cover to MAXIMIZE the damage output of two main stats by the end of the game. CONSTITUTION - Each point increases your Health capacity by 7%. MEMORY - Each point increases your spell capacity used in combat by 1. WITS - Each point increases your Initiative by 1 and Critical Chance by 1. You are also able to detect traps and hidden treasure / paths as well. To maximize your stats, make sure you only increase memory when you need a skill available for combat. There is no reason to increase memory without using the available slot. Wits can be considered as an offensive stats, as it increases your Initiative (You are most likely to take the first turn before the rest) and your critical chance. Constitution may play a big role to squishy characters when they needed health. Although, armor values is more important than your health, constitution should be the least priority among all the stats. Note : All attributes start at 10 points. Going lower than 10 points will result to a negative effect per point missing. Combat Ability Overview After choosing your main attribute, It will be much easier to understand combat abilities. Combat Abilities are divided into 3 groups (Weapon, Defensive, and Skill). Weapon abilities enhances your capabilities with the corresponding weapon. Defensive abilities focuses on building your character into tanks. Skill Abilities grants you the requirements to use certain skills and also give additional bonuses. Weapon Dual Wielding - Each point increases damage by 5% and Dodging by 1% while dual-wielding. *Dual Wielding Wands are INT based* *Dual Wielding Daggers are FIN based* *Dual Wielding Swords / Axes / Maces are STR based* *But dual wielding two different weapons (Sword and Dagger) will base on its own. The sword will base on STR, while the dagger will base on FIN.* Ranged - Each point increases damage by 5% and Critical Chance by 1% while using bows / crossbows. *Bows and Crossbows are FIN based* Single-Handed - Each point increases damage by 5% and Accuracy by 5% while using Single-Handed weapons with a shield or empty off-hand. *Wands are INT based* *Swords / Axes / Maces are STR based* *Daggers are FIN based* Two-Handed - Each point increases damage by 5% and Critical Multiplier by 5% while using two-handed melee weapons. *Two-Handed Swords / Axes / Maces are STR based* *Two-Handed Staves are INT based* *Two-Handed Spears are FIN based* Defensive Leadership - Each point grants allies +2% dodging and +3% all elemental resistance. *The bonuses does not affect you* Perseverance - Each point grants armor restoration by 5% after getting disabled. *Recovers Magic Armor after Frozen or Stunned* *Recovers Physical Armor after Knocked Down or Petrified* Retribution - Each point grants 5% reflect damage. *Works on everyone, even yourself* *Damage reflected is based on damage type recieved* Skill Aerotheurge - Each point increases air type damage by 5%. *Deals magic damage* *Aerotheurge skills scales with INT* *Works with arrows and grenades* Geomancer - Each point increases poison and earth type damage by 5% and you recover 5% more armor from potions and skills. *Deals magic damage* *Geomancer skills scales with INT* Huntsman - Each point increases High Ground bonus damage by 5%. *The default high ground bonus damage is +30%* *Affects all types of attacks (Magic or Physical)* Hydrosophist - Each point increases water type damage by 5%, your resoration skills and healing potions (Health) recover 5% more, and magic armor restoration from skills and potions is 5% more effective. *Deals magic damage* *Hydrosophist skills scales with INT* Necromancer - Each point grants you 10% lifesteal whenever you deal damage to health. *Deals physical and pure damage* *Dealing damage to physical or magic armor does not heal you* *Being undead will heal you with necromancer lifesteal. It will not damage you* *Necromancer skills scales with INT* Polymorph - Each point grants you +1 Attribute point. *Deals physical and magic damage* *Polymorph skills scales with STR* Pyrokinetic - Each point increases Fire Type damage by 5%. *Deals Magic damage* *Affects fire type grenades* *Pyrokinetic skills scales with INT* Scoundrel - Each point increases critical multiplier by 5% and movementspeed by 0.3. *Deals physical, magic, and pure damage* *Most of the Scoundrel skills require a dagger* *Scoundrel skills scales with your weapon type* (ex. Daggers = Finesse, Wands = INT) Summoning - Each point enhances your summon's vitality, damage, physical armor, and magic armor by 5%. *Deals physical and magic damage* *Summoning creatures does not scale with your attribute* *Summoning skills scales with INT* Warfare - Each point increases your physical attack damage by 5%. *Deals physical damage* *Warfare skills scales with your weapon type* (ex. Daggers = Finesse, Wands = INT) Civil Abilities Civil Abilities do not play any role during combat. But they are essential to class building as well. One must plan who will maximize his/her points in one of the following: Bartering Each point offers 2% discount when buying and your items get 4% more expensive. Recommended : Humans have passive +1 Bartering. STR type class who often carries wares for selling. Lucky Charm Each point increases your chance to find rare items when looting. Recommended : Characters who will often loot, preferrably STR type as well so they can carry more items while looting. Persuasion Each point increases base attitude towards strangers by 5. Recommended : Your main character (Avatar). Since you will be doing most of the talking to NPCs, It's highly reccomended to pick this over Lucky Charm. It will help you uncover a lot more content than usual. Lizard Race have passive +1 Persuasion. Loremaster Each point grants you higher ability to identify items and also ability to examine other characters / items (learning their stats and weaknesses). Recommended : Elves have passive +1 Loremaster. All you need is 5 Loremaster to be able to identify everything. Telekinesis Each point grants you ability to move items from 6m range. Recommended : Any class can have this, although they have very little use, some treasures can only be accessed through telekinesis. Sneaking Each point improves movement speed while sneaking and shrinks NPC sight cones. Recommended : Dwarven Race have passive +1 Sneaking. Good for Rogues to perform guerilla tactics. Thievery Each point improves lockpicking and pickpocketing skill. Higher level chests may require higher thievery level. Recommended : Any class can have this especially undead. This is next to the most important civil abilities to must have. They can help you a lot since there will be plenty of locked doors. Talents Talents in this game offers a large bonus depending on what you make out of it. TalentEffectAll Skilled Up+1 Combat and Civil Ability point *Must be Level 2*AmbidextrousReduces AP cost of scrolls and grenades by 1AP if your offhand is free *Useful for single handed users w/o shields*Arrow RecoveryGrants 33% chance to recover special arrows after firing it *Should only be for Rangers*Bigger and Better+2 Attribute PointsComeback KidIf an enemy lands a fatal blow, you will instead be brought back to life with 20% health. Happens only once while you're alive and will reset when you are ressurected.DemonGrants 15% Fire resistance in exchange for 15% water resistance. Max fire resistance is increased by 10. Cannot be paired with Ice King talent. *Max Fire resistance is currently broken. It has no cap* *Must have at least 1 point in pyrokinetic*Duck Duck GooseAvoids Attack of opportunity from enemies. *Must have at least 1 point in huntsman*Elemental AffinityLower action points of spells while standing in the corresponding surface by 1 AP. *Standing on top of a Fire surface will reduce pyrokinetic spell AP cost by 1* *Standing on top of a water / ice surface will reduce hydrosophist spell AP cost by 1*Elemental RangerYour arrow attacks will deal bonus elemental damage on the target when he/she is standing on a corresponding element. *If the target is on top of a fire surface, your attacks will deal fire damage to it* *Must have at least 1 point in huntsman*EscapistAllows you to flee combat even when the enemy is right next to you.ExecutionerGain 2 AP after killing an enemy Does not work with The Pawn talent *Must have at least 1 point in Warfare* Can only happen once per turn (2 kills does not grant 4 AP)Far Out ManIncrease the range of psells and scrolls by 2m. Does not affect melee and touch range skills.Five Star DinerDoubles the effects of foods and potions. *Does not work with stat potions (STR potions, FIN potions, etc.,)*Glass CannonYou start every round with max AP. But magic armor or physical armor will not protect you from statuses. Does not work with Lone Wolf. *Can be very useful for characters that can one shot enemies within few turns and turn invisible* *Extreme difficulty*GuerillaWhile sneaking, your attack damage is increasd by 40%. *Can pair very well with mortal blow (scoundrel skill) and Assassinate (huntsman skill)* *must have at least 1 point in sneaking*HotheadWhen you are at max health, you gain 10% critical chance and 10% more accuracy. Crit type builds may benefit from this. Especially for casters who will also take Savage SortilegeIce KingGrants you 15% Water Resistance in exchange for 15% Fire Resistance. Max water resistance is raised by 10. Does not work with Demon talent. *Similar to demon talent, but the opposite* *Must have at least 1 point in Hydrosophist*LeechHeals you when standing in blood *Pairs well with Flesh Sacrifice to instantly heal you after producing blood surface* *Pairs well with necromancy*Living Armour35% of health healing you take is added to your magic armor *Pairs well with Hydrosophist and Necromancy*Lone WolfProvides +2 Max AP, +2 AP recovery, +30% Health, +30% Physical and Magic Armor, and doubles invested points in attributes and combat abilities. (Except Polymorph). The bonuses will only work if you are venturing alone or with 1 companion. *Creates overpowered characters in exchange of numbers* *Does not work with glass cannon*MneunomicProvides +3 Memory *Extra memory slots when you need to invest in other attributes in exchange for a Talent*Morning PersonWhen ressurected, you are ressurected to full health *Comeback kid is not considered ressurection, thus it will not recover your character to full health when it procs*OpportunistGrants you the ability to perform attacks of opportunity when an enemy passes by melee range. *Works only with melee weapons* *Does not work when you dont have sight on your enemy*Parry MasterGives additional 10% Evasion while dual-wieldingPet PalYou can talk to animals. *Basically a necessity for venturing. It opens a lot of quests and clues if you're running on a blind run.*Picture of HealthGrants +3% Extra Health for every point in warfare. *Must have at least 1 point in warfare* *Takes most effect when you have maximized your warfare ability*Savage SortilegeYour magic skills can now deal critical damage. your critical chance and damge is based on your critical scores. *Overpowered*SlingshotIncreases your range of grenade throws by 5m.StenchDecreases everyone's attitude towards you by 25 points, but melee type enemies will less likely attack you *The least useful talent to have. Ranged enemies can simply kill you from afar*The PawnAllows you to perform 1AP cost of movement per turn. Does not work with Executioner talent. *Must have at least 1 point in scoundrel* *Very useful for all types of class when you need good positioning, just add 1 point in scoundrel and you can get this talent.*TorturerIncreases duration of damage statuses by 1 turn. *Does not work with disable status (Knocked Down, Stunned, Petrified)*Walk it OffReduces all status duration by 1 turn including positive statuses like restoration.What a RushIncreases AP recovery and Maximum AP by 1 when your health drops below 50%. *Pairs well with Living on the edge + Death Wish* Conclusion The basics of class building is simply understanding what you're looking at. To create the most effective damage dealer, you must understand which combat abilities scales with the provided attribute. Looking to be a dual-wielding rogue? Then you should be investing your skill in FINESSE and FINESSE based skill can well be utilized. Now that we're finished with the basics, the second chapter awaits you. Advanced Class Building Thank you, and may the seven bless you Godwoken.

艾利欧夫·亚斯特拉(Eliof Astora)
2026-03-01 02:31:08 发布在
神界:原罪2-最终版
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