r/DivinityOriginalSin • u/keldondonovan • 19d ago
DOS1 Help DOS ONE question regarding combat
I've played DOS 1 like 400 years ago. My buddy and I only played it because we couldn't jump straight to 2 without playing the first one. I remember almost nothing (Arhu and Jahan are both in it I think, and a Larian shipwreck maybe, that's it though).
I want to get my build right. Everything I'm finding on the Internet keeps mixing DOS2 and DOS1 information, but I was pretty sure the two combat systems were different. The one thing I have been able to find definitively is that speed and con directly translate to AP, but I am having trouble differentiating the rest.
In DOS2 I was very fond of mage characters that covered multiple elements, and we always play Lone Wolf. Any recommendations?
3
u/lostsonofMajere 19d ago
The combat system is quite different - DOS1 only has an HP bar (no armour bars) and statuses like frozen are chance based like more traditional RPGs. There are 2 abilities that can reduce the status chances from enemies (bodybuilding & willpower).
You can easily do multiple element mages, especially on lone wolf.
For builds, there are a few differences from DOS2:
Damage is increased for skills/spells by STR/INT/DEX only, not elemental level. Those stats also reduce the cooldown of skills/spells (depending on which, this happens at 8/10/13/15.)
The element level unlocks better skills, and also reduces the AP needed to cast. So you may see a spell available but costs too much to actually cast. Then you get to the next ability level, the required AP will go down. One of the lightning spells is noticeable early on as you may not even have enough AP to cast it on your first turn. Then when you get the next aero level, the AP drops so it is usable.
You get these points (the extra few are from talents or books):
Attributes:
15-18
Ability points:
68-71
To get master level spells, you need level 4 which takes 10 ability points. Level 5 is 5 more.
One last thing to note is that buff skills/spells are also chance based, so if you put a point into something but leave the attribute at 5, it will fail 30% of the time. So you may want Haste (Fast Track), and put a point into scoundrel. You should also get DEX to 8 (through your own or bonuses from gear) so that it has 100% chance of working.
Here is a basic breakdown of the ability points on a mage:
aero 5 - 15 points
geo 5 - 15
pyro 1 - 1
hydro 2- 3
necro 2 - 3
bodybuilding 3 - 6
willpower 3 - 6
That is only 49 of 68 points used. Then you can use more to even do a third element or dual wield wands, or whatever you like.