Divinity: Original Sin 2 - Use more elements than Captain Planet!

That’s what I thought. I was hoping Larian was being a bit more detailed in the theft thing. It bothers me that in these RPGs that every merchant has the mystical power to tell if items are stolen. I can see them identifying their stuff, but not anyone else’s.

So Ill have to be careful then. I wonder if the merchant will stay in the suspicious mode if you steal something, leave and they have no one to search.

Yes, they’ll still find it no matter who stole it as long as it has the “stolen” tag. One merchant said something like this to me, “I search you for a theft from me and find the evidence of another crime”.

Mind you that’s only happened once so I don’t know what triggers it. Most of the time they haven’t discovered my stolen stuff. But after that incident I started being more careful.

Ill test the running away and seeing if they cool down thing tonight. If they don’t, it could make robbing everyone blind a somewhat problematic.

I just break the chain with my thief, have my main engage them in dialog, the thief steals and then, using the teleport on the mini-map, ports to the starting beach. Then the vendor notices the theft, searches the remaining party, finds nothing and we’re done. I wait a minute to be sure and then the thief teleports back and we’re good to go.

But if I am equipping my party with stolen goods, that will not work. IE: Everyone has stolen armor and weapons.

Yes, and it no longer gives the Purge skill. I put it on and get a “it’s cursed” from Ifan.

[quote=“Coldsteel, post:497, topic:77360, full:true”]

You need the purging wand you get in Dark Cavern which is near the 3 giant lizards. The entrance is hidden by illusion. You can get another one too if you do the chained dragon quest.

My problem is I can’t recharge the wands because the NPC that’s supposed to do that is bugged and doesn’t even have that as an option in her dialog, I suspect I need to talk to someone else first before it will activate.[/quote]

I’m in Act 2, not Act 1. There are shriekers in and out of the Blackpits.

Ah, okay. In that case you will need the source vampire spell that you can get in act 2 by completing a quest. I hear it kills shriekers.

Yeah, had the same confusion myself. It does work, but it’s wonky. You select Runes, then cycle through the characters to the one with the item you want to enhance. The item will show up in the Gear pane (might have to hit the Gear button at the bottom). Select it, and it should pop up to the enchanting page above. Then, hit the Rune button I think it is and cycle through the characters to the one with the runes, which will show up like the gear did in the main window pane. Click on it so it shows up in the box above. Voila, it’s enchanted. Do NOT hit “Extract,” which I thought was to extract the rune’s power to the item, but is instead a way to remove the rune from the item.

You can check by hovering over the item and it should show the enhancement down by the rune slot. It’s in the same color as the empty rune slot though so it’s hard to see.

I sort of killed the NPC who can recharge that wand, because she deserved it…

The first big patch is out.

Improvements and changes
•Added henchman support in the endgame dialog
•Updated several quest log entries
•Several inventory settings (filters and sorting) will now be saved
•Teleporter pyramids are now sent to the Avatar when a companion is dismissed
•Rune slots are now limited to one slot per item
•Mass Cleanse Wounds now properly clears Decaying from allies and damages Undead enemies
•Void-Enhanced Poison now inflicts more damage
•Reactive armor changes: ◦Cost changed to 2 AP
◦Cooldown changed to 6 turns
◦Damage reduced

•Fixed Unstable talent not scaling with maximum Vitality like it should. Reduced multiplier to 50%.
•Fixed Dodging from Leadership not corresponding to amount stated in the tooltip.
•Loot has been modified in the final boss fight, the demons near bloodmoon island, a corpse in the Wrecker Cave, in and around the Arena of the One
•Non-recruited Godwoken now have Curse instead of Bless
•Tweaked XP rewards for certain Voidwoken
•Fixed certain Voidwoken that create Cursed blood surfaces when they died
•Updated credits screen

Bug Fixes
•Fixed journal being updated incorrectly for certain quests◦Note: For ‘Call to Arms’ and the ‘Imprisoned Elf’, existing savegames may still display the wrong journal entry. This has no impact on the further game.

•Fixed several crashes, of which the most important ones are:◦Fixed crash related to reward screen
◦Fixed crash related to loading savegame
◦Fixed crash on dropping an item
◦Fixed crash related to controller disconnect
◦Fixed crash related to the user interface
◦Fixed crash related to Guardian Angel status

•Fixed incorrect/permanent weather statuses
•Fixed Player Character being blocked after talking to Nicholas in Reaper’s Coast
•Fixed not being able to send items to the chests on the Lady Vengeance
•Fixed cause of savegame issue (resulting in error 302)◦Existing savegames remain affected for now, but the error will not happen again after this patch

•Fixed several dialog flags
•Fixed dialog issues during Sebille and Fane’s origin moments
•Fixed Cloisterwood Waypoint possibly killing party members due to lava placement
•Fixed Reimond triggering generic behaviors incorrectly
•Fixed several alignment issues
•Fixed Saheila not having enough points in Hydrosophist
•Fixed eating Alexandar’s head triggering an incorrect achievement
•Fixed blood puzzle getting stuck if you start the flow of blood before Blessing it
•Fixed player possibly getting stuck when using context menu to drop a barrel
•Fixed several tutorial messages
•Fixed Shapeshift visual being stuck when removed during level change
•Fixed issue regarding progress bars remaining visible on client side
•Fixed Play Dead skill causing a combat loop
•Fixed Oil slugs fight: some enemies were ending their turn incorrectly
•Fixed origin moment with Saheila in the Elf encampment
•Disabled the warning that pops up when a player leaves the Magic Mirror without having choosen tags.
•You can now refuse to consume Roost’s Source
•Various fixes in the epilogue dialogs
•Fixed a number of repeating dialog nodes
•Fixed issue with Fullscreen Gamma settings
•Fixed not being able to drag items from containers to inventory
•Fixed issues with Withermoore’s Soul Jar
•Fixed a bug where trade items could appear in the same inventory slot
•Improvements to our NAT detection system. This should improve connectivity between players who were having connectivity problems.
•Malady will now remind you of the companion quests that are left open on Reaper’s coast, even if you are shapeshifted
•Ifan will no longer have the Undertavern romance moment outside of the Undertavern
•Fixed an issue where the Source amulet was not working as intended.
•Fixed an issue where the Slane quest does not close correctly if you kill the Shriekers before freeing him.
•Fixed sound attenuations being incorrect for some objects.
•Fixed naming of giant healing potions.
•Fixed AI characters trying to move out of invalid positions when they are unable to move
•Fixed the White Magister who kept repeating her shout for every hit during combat.
•All players will now resurrect after finishing the Arena of the One so that the dialog with Malady can continue correctly afterwards.
•Fixed an issue where players could be eternally Wet
•Sebille no longer proclaims she is free when enthralled
•Fixed the FX of resurrection skills
•Fixed Ryker not being hostile when player chooses to refuse the quest/ attack
•Blocked illogical node from Sebille dialog while speaking with Tovah
•Fixed gamma correction not working in windowed and fake fullscreen mode
•Fixed issue where Hannag’s first greeting after being saved by the player wouldn’t give a reward
•Fixed ‘A Sheep in Wolf’s Clothing’ achievement
•Removed wrong dialog nodes from Fane’s dialogs.
•Fixed Malady refusing to come to the Lady Vengeance after attacking her on Bloodmoon Island (Really, why would you do that?)
•You can now tell Malady only once about the Meistr
•Removed looping from dialogs in the Blackpits.
•Ex-companions no longer drop loot in the Arena of the One.
•Voicebarks now play on the correct characters in the Arx death room
•Fixed a scripting issue wherein a player enters Arx in multiplayer when the host is near the Lady Vengeance, Malady starts a dialog with an incorrect player.
•If players were betrayed by their friends so they cannot be resurrected anymore and all other players are dead, a ‘game over’ condition has been added.
•Made it clearer in Cullwood Mills that you are not allowed in
•Removed Roost’s floating hand near Bloodmoon Island
•Fixed text in the Gwydian execution scene
•Fixed Meistr dialog when player performed ritual outside of the cellar
•Added Ifan origin moments with ghost of Hannah
•Fixed shapeshifting visual being stuck during level swapping
•Meistr now reacts logically to being Source Vampirised
•Fixed Red Prince dialog in Driftwood tavern when he is a companion

UI Fixes
•Fixed layout problems on the examine window in keyboard mode
•Fixed various UI text overlaps
•Added a delay to some tutorial messages, so they do not appear at the start of the game.
•Allow pinging to work during combat, when it’s not your turn.
•Added an option to enable/disable sound muting when the game window does not have focus.
•Re-enabled the drag and drop functionality on the player names in the inventory screen
•Increased FPS limit to 240 in the options screen
•Restricted visual lobby name length but added a tooltip showing the full name
•Fixed an issue where the resolution selection was empty for some players
•Added a delay to the Hotbar tutorial of 5 minutes so it doesn’t trigger as soon as you start a game
•Fix for some items not being selected when looking at them when playing with a controller
•Fixed issue with appearance selectors not updating correctly when quickly switching between presets, causing some visual bugs like the voice being wrong on the origin characters in character creation.
•Fixed aspect ratio issues when using controller in split-screen mode

Arena
•Fixed a situation where a player is kicked from the lobby when a player presses certain keys to start splitscreen.
•Fixed issue with ‘ready’ button on client side
•Fixed some rare selection issue in the character selection screen

GM Mode
•Overview map. Level popup of existing scenes now closes if GM deletes all scenes.
•FIxed an issue where after subscribing to a GM campaign, it was not visible.
•Fixed GameMaster not being able to see invisible items

Thanks man, now I get it, will try that when I jump back in. I would not call that an intuitive design because it looks like you should hit the extract button to complete the process.

I grabbed Reactive Armor on a whim and it isn’t that great. 1 AP is nice, very small range, and deals at my armor value around 160 damage (if I have full armor) to my enemies AND MYSELF. I was on the fence about it but I thought I’d try it out, then I see this in the patch notes.

WTF am/was I missing?

WTF indeed. Larian sure seems to over-react with some of their nerfs. In this case I can’t see why it needed one to start with. Pretty draconian. Strange because it makes something that was maybe sort of nice useless.

There’s alot of spells that stack armor. Apparently people were doing thousands of damage with setup.

Wouldn’t that mean you are also doing thousands of damage to yourself? I don’t get it.

You don’t make balance adjustments based on outlier user behavior do you typically?

It would, but it wouldn’t matter since it would be armor damage on a dude with a ton of armor.

Armor? Pfft.

There is an area in a cave in Fort Joy. Is the cave that the rescued elf dude goes to. In one section of the cave there appears to be a small hole or something in the side of the cave. It has the gear icon, and when you use it, it says your are too small to fit through the opening. I figured I could use the cat because it was small, but the cat can’t use the transition (no icon or anything when using the cat).

Does anyone know what that area is about and how to cross that boundary?

To be cryptic - you need to play a game in the cave.

less cryptic
You have to play hide-and-seek with the kid - first he runs one place where you can see him. Go to him there - next time he goes invisible, but just go to the place where you found the hole and is there and will let you in on a secret tunnel.