I sort of lied. The specializations do appear to be baked into the skill tree.
Here’s some screen shots.
The big globes seem to be the specializations. Ok, see that bright yellow chain thingy? That’s a tier. There are 3, the first tier is filled in with the slightly yellow/goldish background (and, probably tied to that, I have every 1st tier spellcraft ability).
You can’t take skills in tier2 or 3 until the Review Board approves it. They approved me right away once I got a quest to go see them (at level 6 or 7 or something). Saying “well, you haven’t done anything noteworthy since we saw you last [never] but your accumulated deeds mean you may advance”. So I’m a ways from specializing. I don’t even know if that stuff is mutually exclusive. The Sorceror one - over on the left side - gives an ability where you get mana whenever an enemy does (I think I read that right). So that sounds pretty awesome.
Archmage (the big, unconnected one at the bottom), gives like 3 active skill and some other abilities. Actually, I’m inclined to think you could grab all of this stuff right now. It fits the first game.
The inventory! Also doubles as a character screen. That’s my dwarf fighter selected. He’s wielding the puzzle sword. That 25 con is also his hp total. This game is not easy on the default setting, IMO. You don’t get health on level up. Just from con. There are skills that boost attributes but level 1 is worth +1 point. I’m not sure those are great early investments. OTOH, the only other place to get hp is gear. Room for tweaks, perhaps. The inventory is shared by the party. I have 4 pages, which includes two upgrades I have purchased (“backpacks” that cost 50 gold each). I have an axe, and a sword, and some elven mail, and a broach, and a bucn of crafting stuff. No earthly idea what the crystal things (on the second row) are for; if items are used in crafting they will say so. I have a hunch on the books I am about to follow up on (found them as loot in various places).
That’s my hood. The +1 spell points just means my max spell points. Need more con. Ole Yennifer has Dragon’s Flame(?), arcane something or other (it’s the afformentioned bolt spell that currently does 6 or maybe now 7 damage, I should check), and meditate equipped as her active abilities. Incidentally she is some sort of vague human “outlander” who is immune to several conditions. Elves get +1 mana and a 30% bonus to intelligence, but I wanted to be immune to stuff instead. And so now I am. Immune. To some stuff.
So here’s me considering a few guards. The blue highlighted “shoddy wall like structure” in the background can be interacted with. I can probably either (1) just open it or use (2) song of breaking some stuff or (3) a bomb to make it go by by. I have only one bomb left, but I can buy and hopefully eventually craft more.
The guards con yellow. The con range seems to be green, yellow, orange, red for SUPER STRANGER DANGER. The con levels might need some tweaking. I’ve won yellow combats before. This is not a winnable fight. Do note the automap in the upper corner. There’s also barks the party members do when noticing enemies (they’re optimistic this is tough but winnable HAHAHAHAHA) and there’s currently a bug where they’ll notice stuff you can’t actually see (but can detect on the minimap).
Why isn’t this winnable?
This is my rolled dwarf fighter (if the grid, from left to right and top to bottom, is numbered 1 to 8, he’s in position 2), Trowl Rogue (3), me (6), and the demon? mage who jumped into my party (7). We have 4 action pips. The fighter has 25 whole health, which is more than double my poor mage’s 11 despite the level difference (3 versus 7 or so).
Doesn’t matter. I should have moused over one of them. They all have like 42 health. They all hit REALLY hard. And they all have 8 armor, which blocks 8 points of physical damage (as I mentioned earlier). We have no capacity to win this fight right now. I tried, we don’t. By the time demon mage dagger friend gets his arc lightning off we’ll have at least one dead front row member. I might have whittled one of their’ armors down to 0 (assumingthe fighter isn’t dead, but the rogue will be at this point if this is the case).
The row of abilities above the action pips are the mage’s abilities. Far left is “burning hands”, which does minimal physical damage but adds a juicy DoT that does fire daamge. It only lasts a turn though. NExt is Arcane Bolt thingy, third is meditate. Forith is, uh. . . levitate. I can move someone to any other square. And last is “move”.
The two empty white crystals are how much mana you need to cast the speed. I, as you currently see, have 0/5 mana. There is an ability that starts you with 1 mana, I would not be surprised if there are others in the skill tree that modify that number. But I haven’t looked at all of it.
We basically can’t do much damage until 3 turns of the fighter using his armor sundering sword attack. At which point the arc lightning spell goes off and we have at least one person dead and this is all horribly depressing.
So back to Kylearan’s basement, I guess.
Oh, I think the fact that the party turns away from you when not active is pointless. But that’s how it works (this has been shown in videos before).