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    Character Guide by Matt P

    Version: 1.0 | Updated: 03/24/07 | Search Guide | Bookmark Guide

    Divine Divinity Character Development FAQ
    By Matt P
    Email: Elementalizard@aol.com
    Purpose of this FAQ:  There are a lot of options in Divine Divinity and 
    these options can be overwhelming for a starting playing (even for advanced 
    players trying something new).  The game provides you with several options 
    for several of them 
    Table of Contents:
    1) Character types
    2) Statistics 
    3) Skills
    4) Equipment
    1) Character Types
    There are six effective classes of character in the game- Warrior, 
    Survivor, and Mage, both male and female. In spite of these options, these 
    characters may take any of the skills available to other classes, thus you 
    can build a magic-using warrior with ease, or a greatsword-wielding wizard.  
    Differences are outlined in the following sections.
    2) Statistics
    Luckily, the benefits of statistics for all characters are fairly easy to 
    Strength affects damage done:
        Warriors          0.4 /point
        Survivors         0.14 /point
        Wizards           0.1 /point
      Amount you can carry (20 more units per point)
      Items you can use (70 is max needed).
    Agility affects offence and defense:
        Warriors          0.8 OFF/point, 0.7 DEF /point -1
        Survivors         0.7 OFF /point -1, 0.8 DEF/point
        Wizards           0.7 OFF /point -1, 0.7 DEF /point -1
      Items you can use (~70 is max needed).
      For a proper fighter, aim for enough agility to hit ~90% of the time, and 
    get hit < 25% of the time.  94% and 19% are the limits here.
    Intelligence affects MP:
        Warriors          3 /point
        Survivors         4 /point
        Wizards           6 /point
    This can be ignored for fighters, generally speaking.  You will find charms 
    that directly provide bonuses to MP, and do so with significantly more 
    bonus than adding to intelligence does.
    Constitution affects HP:
        Warriors          6 /point
        Survivors         5 /point
        Wizards           4 /point
      Amount of Stamina: 300 per point
    This can be ignored for wizards, generally speaking, though not as much as 
    ignoring MP for fighters.  You will find charms that directly provide 
    bonuses to HP, and do so with significantly more bonus than adding to 
    constitution does.  However, adding to stamina doesn't hurt.
    These notes are in part from the Larian message boards.
    Additionally, a few items and events will change your stats.
      Being bitten by the vampire decrease all stats by 1.
      Activating the shrine near Glenborus may increase a random stat by 5, or 
    decrease it equivalently.
      Holding Finnegan's lockpicks in your inventory gives 20 agility.
      Giving 1000 gold to the wishing well gets you 5 points, giving 10000 gold 
    gets you 10 points (it's probably best to go for either the 10 points, or 
    for a level up.
      Charms add to stats:
      Color    Bonus to Stats  Bonus to HP/MP  Bonus to resists
      Green        +2               +20              +5
      Blue         +4               +40              +10
      Red          +6               +60              +15
      Gray         +8               +80              +20 
      Tan          +10              +100             +40(!)
    At the beginning of the game, I recommend investing in strength and agility 
    for all characters so that you can use the best armor.  Once you've reached 
    35-40 points in each of these two, invest in other stats as you like.
    3) Skills
       Skills determine the abilities of your character, from spells to the 
    strength of your sword.  These skills make up the most interesting part of 
    the game.  There are three groups of skills (mage, survivor, warrior), with 
    four groups per set of skills.  One set of survivor skills are not 
    available to you until the final chapter of the game.
       A bonus to any skill can be found on armor / weapons / jewelry.  These 
    bonuses are in effect for as long as you equip the item, and also affect 
    the level requirements for skills.  So if you find an item that augments a 
    skill you like and you want to buy another point, unequip the item then buy 
    the point, then reequip it (so long as you have less than 5 points 
    invested).  Items that provide skill bonuses usually sell for a premium, 
    but are a decent way to spend the cash you find.  I'd recommend buying 
    items that augment useful skills, especially rings and belts that increase 
    thievery skills and telekinesis. 
       Most wizard spells can be learned from books.  These books average 
    5,000-10,000 each, so they can be costly.  People who regularly sell books 
    include Kistandalius and Blake of Riverton, and Corinna and Mpenzak of 
    Verdistis.  Of these, Kistandalius and Corinna are the most reliable.  
    Kroxy near the end game also sells a fair number of spell books.  
       If you want to be cheesy and obtain lots of books, save your game before 
    running your mouse over one of these people.  Then talk to them, and check 
    out their inventory.  If they don't have a spell book of interest to you, 
    reload and try again.  If you've already talked with them, then their 
    inventory is set for about 1 game day.  Just wait for the next day and try 
    again.  Mages can get several spell books with some diligence.  Note that 
    spell books ignore level requirements and hence are a quick and easy way of 
    increasing spell strength.
      Similarly, there's a chance of finding spell books for free on 
    bookshelves.  Save before you place your mouse over a bookshelf, then check 
    it.  If there isn't a book you can reload until there is one.  This is much 
    more tedious.  I'd recommend only doing this in regions with lots of 
      I have not found spell books for sale that increase Skeletal Wall, 
    Seeking Flame, Elemental Bolt, Elemental Strike, Withering Curse, Summon 
    Vermin, Master Summoner, Transfer Powers, or Summon Demonic Aide.  Thus do 
    not depend on this method to get you points in these skills.  Nonetheless, 
    I'd recommend not investing more than 3 points in the other skills, as that 
    way you won't get upset if you encounter a book later in the game.
    Skill name    Worth it?    Free points available
    Here "Free" point means available in each and every game, possibly for a 
    price, but doesn't cost skill points.  Spell books may be found anywhere, 
    but ones denoted here are guaranteed.
    Skill overview:
         Way of the Mage skills:
      Powers of Matter
    Energy Cage            
    Limbs of Lead         
    Deadly Discs          
    Polymorph                     Book somewhere?
    Skeletal Wall         
    Seeking Flame         
      Elemental Powers
    Meteor Strike                 Book near Glenborus
    Burning Wall          
    Elemental Bolt 
    Poisonous Cloud               Book in chest near Vittorio's 
    Elemental Hail         
    Elemental Strike              Assemble dragon armor, then 
                                   wear it.
      Powers of Body and Spirit
    Wizard Sight           
    Bless                         Complete Dark Cave Quest for 
                                   Sir Markham.
    Restoration                   1)Goemoe will give you a
                                   point if you heal both 
                                   soldiers, 2)Mardaneus will 
                                   give you a point if you find 
                                   out who killed George, and  
                                   3)you'll get a point if you 
                                   solve the statue's riddle in 
                                   Nericon's garden.  4) Also, 
                                   there's one book in Riverton 
                                   Sewers, though it requires a 
                                   point in telekinesis to get.
    Withering Curse               Book in Iona's dungeon if you 
                                   escape the madhouse (called 
    Aura of Guarding
    Magical Might
    Spell Shield                  A book in Riverton Sewers (S)
    Fade from Sight
      Powers of Summoning
    Summon Vermin          
    Summon Skeleton               A book in Riverton Sewers (N)
    Life Leech            
    Master Summoner        
    Banish                        Retrieve all Corinna's 
                                   ingredients, including a 
                                   branch from the talking tree
                                   (nothing else works here).
    Transfer Powers       
    Summon Demonic Aide   
         Path of the Survivor Skills:
      Way of the Thief
    Assassin's Kiss
    Lockpick                      1)Rob will train you in either 
                                   lockpick, pickpocketing, or 
                                   evade traps when you join 
                                   thieves guild.  2) If you 
                                   fail the lockpicking 
                                   challenge in the thieves 
                                   guild, Rodgar will train you 
                                   with in lockpicking.
    Pickpocketing                 Rob will train you in either 
                                   lockpick, pickpocketing, or 
                                   evade traps when you join 
                                   thieves guild.
    Evade Traps                   Rob will train you in either 
                                   lockpick, pickpocketing, or 
                                   evade traps when you join  
                                   thieves guild.
    Deadly Gift             
    Elven Stamina
    Embrace Shadows
    Poison Weapon
      Path of the Talents
    Traders Tongue                1)Buy the ~six overpriced 
                                   junk items from El'Gammon at 
                                   the Blue Boar Inn to be 
                                   trained here, and 2) Read 
                                   three books in the library 
                                   of merchant's guild to get 
                                   another point.  Two of the 
                                   three books are well hidden, 
                                   so be sure to check every 
                                   nook and cranny.
    Ranger's Sight
    Magic Barrier
    Aura of Command               Side with the Bees when 
                                   pursuing the Imp council 
    Heaven's Gift
    Survivor's Instinct
      Path of Lore
    Identify                      Finish Marcus' quest in 
    Alchemy                       Complete Medicus' quest.
    Know Creature
    True Sight
    Skin of Poison
      Path of the Divine
    Divine Death
    Spirit Form                   One free point if you offer 
                                   to teach the dragon 
                                   Patriarch this skill.
    Heaven's Blessing
    Divine Eye
    Temporal Storm
    Lightning Cascade
         Way of the Warrior Skills:
      Path of the Specialist
      Path of Warrior's Lore
    Augment Damage                Beat warrior in guild in 
                                   combat. Or Augment Defense.
    Augment Defense               Beat warrior in guild in 
                                   combat. Or Augment Damage.
    Poison Damage
    Fire Damage
    Lightning Damage
    Repel Damage
      Path of the Ranger
    Elven Sight
    True Shot
    Splitting Arrows
    Poison Arrows
    Spirit Arrows
    Elemental Arrows
    Evade Arrows
    Explosive Arrows
      Path of the Warrior Gods
    Enchant Weapon
    Feign Death
    Boomerang                     Join the Fighter's Guild
    Shadow Warrior
    Spirit Damage
    Reflect Missiles
    Death Strike
    Flash Attack
    Skill Discussion: 
      Way of the Wizard:
      Powers of Matter
    Hellspikes: A nice, physical damage spell that can be increased fairly 
    easily with spell books.  This spell does physical damage.  This spell is 
    initially unimpressive until you get to the highly resistant enemies, like 
    the imps.  For non-wizards, I don't recommend putting points here as you'll 
    find enough spell books to get this spell on your own.
    Energy Cage: Freezes enemies who have low resistance.  Meh, freeze is a bit 
    better since you can attack them in the meantime.  I don't recommend 
    putting points here.
    Limbs of Lead: Slows enemies for a specific amount of time.  A good spell 
    to use on bosses and heavy-hitting enemies.  Well worth investing a point 
    in or two, though spell books are great as well.  No enemy can resist this, 
    and it lasts for a decent while.  Get it from books.
    Telekinesis: Allows you to interact with items from a distance.  This spell 
    is useful and versatile.  Even non-mages will want this one.  Put 2 points 
    in it for maximum effect, or buy it from books.  You will need at least 
    this to grab some of the stuff in the Riverton sewers.
    Deadly Discs:  The spell book for this skill is "elemental strike," which 
    is no doubt a bug.  
    Polymorph: Turns your enemy permanently to a weak animal (rabbit).  Good to 
    use on tougher enemies that have low resistances.
    Skeletal Wall: Better than most of the summoning spells, this spell summons 
    a nice group of skeletons to fight on your behalf.  This skill is a much 
    better distraction than rats.  It's less effective as you increase levels 
    Seeking Flame: An elemental bolt follows your enemies.  Kind of similar to 
    elemental bolt, in fact...
      Elemental Powers
    Meteor Strike: The staple of mages, this spell does consistent damage to 
    most enemies.  It allows mages to take on single enemies early that other 
    characters run from.  You will find one book of this spell for free if you 
    explore the game thoroughly, and may find a book or two for sale.  If you 
    have a wizard, invest at least 2 more points here for maximum effect.
    Lightning: Does lightning damage to enemies.  Wizards will want this spell 
    to use on steel enemies or fire-users.  Quite nice, but a fairly common 
    spell book, in my experience.
    Freeze: Stops enemies in their tracks by freezing them.  One of the best 
    stopping-spells, you can attack the enemy while stopped.  Wizards will want 
    several points, but this spell can be found from spell books.
    Burning Wall: A pinkish wall of flame follows you as you run.  Enemies that 
    chase after you take some damage from it.  Still kind of weak, you're 
    better off with direct-damage spells.
    Elemental Bolt: Sends a powerful bolt of fire/lightning at your enemies.  
    It seeks them out, which is cool.  Not too bad.
    Poisonous Cloud: Shoots enemies with a bolt of poison.  This is not a bad 
    way of poisoning enemies, but the survivor skill "poison weapon" is still 
    by far superior.
    Elemental Hail:  A nice omni-attack that does lightning and fire damage.  
    Use on enemies that swarm you if you're a mage.  Skip it if not.  Its spell 
    book is called "Spark."
    Elemental Strike: Massive elemental strike on your enemies.  Kind of 
    expensive and I never remembered to use this spell.
      Powers of Body and Spirit
    Wizard Sight: Allows you to look around places.  Don't buy this lame spell.
    Bless: Increases your stats by a few for a short amount of time.  Not bad, 
    though there are better spells.
    Restoration: The game's healing spell, all characters will appreciate it.  
    Don't invest any skill points in it as you will get 4 points through your 
    adventures, and will probably find at least one book with it.  Necessary 
    for everyone.
    Withering Curse: Decreases an enemy's resistance and stats if they have low 
    spiritual resistance. Don't bother, curse (survivor's skill) is superior.
    Aura of Guarding: Absorbs physical damage received from attacks.  Pretty 
    good early on, not as good later.
    Magical Might: Increases your strength for a short amount of time.  I don't 
    bother putting points here, but don't mind getting books (though I think 
    they're termed "heaven's blessing").  If you have enough points here, you 
    can sell off all of your strength potions.
    Spell Shield: Absorbs magical damage from attacks.  Pretty good early on, 
    not as good later.
    Fade from Sight: Mages probably won't want to bother with this, but 
    survivors will find this spell invaluable.  
      Powers of Summoning
    Summon Vermin:  Summons a rat to help you fight.  The rats don't fight and 
    only serve as distractions.  Don't bother.
    Summon Skeleton: Summons a mid-level skeleton to fight with you.  Better 
    than rats, at least, but still very weak.    
    Life Leech: Drains the HP of your enemies.  Really good to use on bosses.  
    One of the recommended summoning spells.
    Master Summoner: Increases the level of your summons.  If you like to 
    summon things, this doesn't hurt.
    Banish: Does damage to summoned creatures, potentially destroying them 
    instantly.  It costs a lot of MP, and doesn't always work (have to get them 
    right after being summoned?).  Pretty useless.                     
    Resurrection: Brings back dead enemies to fight with you.  Not too great.  
    Also allows you to cheat by resurrecting a bunch of enemies in a cave or 
    sewer, then exiting the cave/sewer and reentering, only to find all the 
    resurrected foes are now hostile again, potentially allowing a lot of 
    Transfer Powers: Summoned creatures gain some of your passive powers.  Not 
    bad, but doesn't do much.
    Summon Demonic Aide: Summons a demon knight to fight by your side.  Steel 
    scorpions are better...
         Path of the Survivor Skills:
      Way of the Thief
    Assassin's Kiss: For characters who use daggers and short swords, this 
    skill is sweet.  You get a significant chance to do double damage with this 
    skill (notified by the term "backstab"). Dagger users will want this spell.
    Lockpick: A great and versatile spell.  Not every door and chest has a key, 
    so you'll want this spell.  You can get two points for free, and I'd 
    recommend taking them both.  Add 1-3 points in the early game and very 
    little will be closed to you.  Some items have this skill, so you may be 
    able to get by with only a 1-2 point investment.
    Pickpocketing: You will want 1 point in this skill, and can probably get 
    that from an item if you're diligent in your shopping.  Otherwise, add a 
    point in it in order to finish all the game's quests and to have the option 
    to get two more skill points for free.  You can get one point in this skill 
    for free, but I wouldn't recommend it.  If you're interested in lots of 
    free loot, go ahead and invest in this skill, otherwise leave it at 1.  
    Note that at 2 points, you can steal the curing potion from a victim of the 
    plague and heal all 3.  
    Evade Traps: Traps aren't too deadly in this game (other than a polymorph 
    trap or two), so it's probably not worth investing points here.  Spend them 
    Deadly Gift: Allows you to set traps.  This skill is way too powerful for 
    its own good, as scorpions will slay your enemies with ease.  Trail bombs 
    and spider mines are pretty weak and you can avoid them.
    Elven Stamina: Decreases the amount of stamina you use while running.  If 
    you find running to be a problem, go ahead and get this skill.  Chances are 
    you won't, and can skip it completely.
    Embrace Shadows: Allows you to disappear for stamina points.  The 
    survivor's skill is essentially the same, and other classes will have 
    access to fade from sight.  Skip it.
    Poison Weapon: Coats your weapon with poison.  Poison strength depends on 
    what you use (minor, regular, strong poison).  This skill is the best way 
    to do poison damage in the game.  Bows can be poisoned with this skill.  
    This skill is also the best way to kill orc drummers (the really tough red 
    guys) early in the game.  Get a bow, cast this spell, then shoot the 
    drummer.  It will die with 1-2 shots.  This skill is a great boss-killing 
      Path of the Talents
    Traders Tongue: Decreases the cost of items and the amount you receive for 
    items.  Get the two free points and leave it at that (although one of those 
    two points is kind of painful- dealing with El'Gammon, it is more than 
    worthwhile over the long run of the game.  You will be trading much more 
    than 50,000 coins, and hence it's worth the 5% bonus).
    Ranger's Sight: Elven sight is better.  Skip it.
    Wisdom: Increases experience gained by 2% per level.  I finished at level 
    51 with a warrior with no points here and at level 52 with a wizard with 5 
    points here.  Skip it.
    Charm: Makes enemies who have low resistances join you.  Myeh, kill them 
    instead.  Skip it.
    Magic Barrier: Increases resistances by 5% per level.  Well worth 
    maximizing it.  
    Aura of Command: Makes summoned creatures join you permanently, including 
    scorpions summoned by deadly gift.  Very cool, and fairly useful.  Somewhat 
    game-breaking if exploited though.
    Heaven's Gift: Summons a random, low level item for you.  Not really worth 
    investing in, though you can pull in a few thousand gold per batch of items 
    you summon.  Cool to try for a bit.
    Survivor's Instinct: Restores vitality with time.  Use a health potion 
    instead, this skill is way to slow to make a difference.  Skip it.
      Path of Lore
    Identify: Buy 2 points ASAP.  You'll then be able to identify 90% of the 
    items in the game.  Get another point for free for 95% items IDed.  Add one 
    more for 98%, and another for all items.  I'd recommend not adding more 
    than 3 points to this skill, then getting a point for free, then finding an 
    item to equip as necessary.  This skill is mainly a time saver, though it 
    does help for a lot of things, including maximizing your equipment.
    Alchemy: Allows you to mix potions (level 1), make potions from herbs and 
    mushrooms (2-4), and use augmentors (5).  I'd recommend buying 1-3 points, 
    and getting one for free.  Having 5 isn't that big a deal, since augmentor 
    herbs are rare and only boost potions one size up.  Potions you can make 
    include: restoration (heal + magic), elixirs (stamina + restoration), 
    shadows (magic + stamina), and strength (stamina + health).  Make potions 
    by dragging empty flasks over herbs.  The color details what you'll get 
    (red-healing, blue-magic, yellow-stamina, white/green-poison).
    Know Creature: Identifies HP, level, resistances, sight, and armor class of 
    opponents.  Pretty useful for wizards, so that they can maximize the damage 
    done with spells.  This skill is especially useful for first-time players.
    True Sight: Very few enemies go invisible on you.  Skip it.
    Blind: Either go all the way (5 points) or don't bother.  Reducing an 
    enemy's vision doesn't seem to have that big of an effect.  However, 
    blinding them completely works great.
    Skin of Poison: Poisons enemies that hit you.  I prefer killing enemies 
    before they hit me.  Skip it.
    Curse: An excellent skill for mages, this spell reduces resistance of your 
    enemies substantially.  Don't bother if you like to hit things with swords.
    Necroshift: Allows you to take over the body of a slain foe.  Myeh.
      Path of the Divine
    Translocate: A teleport skill.  Not quite so very useful anymore.  
    Divine Death: A nice spell for casters, invest one point here and you'll be 
    able to kill all the non-magic-using imps with one blast.  This includes 
    chieftains, which is quite nice.  More than one point has very little 
    Spirit Form: Necessary to complete the game, this spell turns you into a 
    ghost.  Get your free point and leave it at that, as the skill is otherwise 
    Scorch: Never tried it, saw no reason to.
    Heaven's Blessing: Gives a huge bonus to resistances and stats.  Lasts a 
    long time, to boot.  Probably the best divine skill.
    Divine Eye: You honestly don't need to spy on others any more.  Skip it.
    Temporal Storm:  Casts a slow spell on everyone around you for a few time 
    units.  Mediocre.
    Lightning Cascade:
         Way of the Warrior Skills:
      Path of the Specialist
    Sword: Like swords?  Then get this skill.  Swords are probably the best 
    weapon in the game.
    Mace: Like maces? Then this skill is for you.  In the middle of the game, 
    maces are a bit better than swords and others, as they are easier to use.
    Axe: The skill for axe users, this skill makes killing things easy.  There 
    are some good end-game axes available.
    Hammer: Hammers and mauls benefit from this skill.  There are few good 
    hammers, so you won't want to maximize this skill.
    Staff: Spears and staves benefit from this skill, but frankly, there aren't 
    enough good ones to make it overly worthwhile.
    Bow: Decreases the recuperation time of bows.  Nice if you use bows. 
    Crossbow: Note that the damage bonus isn't included into actual 
    calculations, so skip this unless you really, really, really like 
    Shield: Gives you some extra damage when you fight with a weapon and a 
    shield.  Not too bad if you use shields.
      Path of Warrior's Lore
    Augment Damage: Increases the damage done on successive hits.  Good for 
    warriors, skip it for everyone else.
    Repair: Everyone should aim for one point in this skill, so that they can 
    repair completely or nearly destroyed items.  Also, a few items are found 
    nearly destroyed, but fairly hard to repair (100 plus repair units).  This 
    skill will save you a fortune.  Max this skill out and you won't have to 
    worry about items breaking on you again (and you'll make a fortune selling 
    fully repaired items).
    Stun: Gives a chance to stun enemies on hit.  Not bad, though there are 
    other, better skills available to you.  
    Augment Defense: Increases the defense of your armor.  A pretty good way to 
    reduce the damage you take.
    Poison Damage: Your melee attacks get a few poison damage.  Go for poison 
    weapon instead.
    Fire Damage: Melee attacks receive fire damage.  Myeh.
    Lightning Damage: Melee attacks do lightning damage.  Myeh.
    Repel Damage: Reflect a small portion of the damage done to you back on the 
    enemy.  OK, but you're points are probably better spent elsewhere.
      Path of the Ranger
    Elven Sight: The best way to increase your range of sight.  Go for this 
    rather than Ranger's sight (survivor).
    True Shot:  Doesn't work. Skip it.
    Splitting Arrows: Sends 5 or so arrows flying at the enemy.  Not too bad, 
    if you like bows.
    Poison Arrows: Your next arrow does minor poison damage.  Poison weapon is 
    by far better.
    Spirit Arrows:  Your arrows do spirit damage.  Myeh.
    Elemental Arrows:  Your arrows do fire/lightning damage.  Myeh.
    Evade Arrows: Gives you a chance to avoid some damage from missiles.  By 
    the time this one becomes available, there are fewer missile using enemies.  
    Mediocre at best.
    Explosive Arrows
      Path of the Warrior Gods
    Enchant Weapon: All characters should add to this skill with time.  You 
    will find some 5 charm items, and this is quite a nice skill to have maxed 
    out.  In order to place charms onto an item, equip it, then left click on 
    it.  Then choose the charm you want and move it onto the slot.  You can 
    only add as many charms as you have devoted skill points to this skill.
    Feign Death: Makes you pretend that you're dead.  Bleh.
    Boomerang: Thrown items return to your hand.  I don't like to throw items, 
    so I'd say to skip it.
    Shadow Warrior: I couldn't get this one to work, oddly enough.  There are 
    better summons available, anyway.
    Spirit Damage: Adds spirit damage to your melee attacks.  
    Reflect Missiles: Enemies missile attacks (including some spells) return to 
    do some damage to them.  Maybe get one point to get a bit of revenge.
    Death Strike:  Gives you a chance to instantly kill enemies.  Frankly, the 
    enemies it has a chance to kill will die in 1-2 hits anyway, but oh well.
    Flash Attack: Teleports you next to an enemy so that you can attack.  Costs 
    all of your stamina.  Although you may have some tactical reasons for going 
    for this skill, you're probably best off skipping it.
    SUMMARY: Skills everyone should have:
    Restore (1 point + 4 free points)
    Lockpick (3 points + 2 free points)
    Pickpocket (1 point)
    Magic Barrier (5 points)
    Identify (3-4 points +1 free point)
    Alchemy (1-3 points + 1 free point)
    Repair (1 point)
    Enchant Weapon (5 points).
    This is a total of 20-23 points.  You will get ~62 points over the normal 
    course of play, so feel free to experiment with other skills.  I'd 
    recommend augment defense, though you can get by without it.
    Skills that are too powerful for their own good include poison weapon, 
    deadly gift, and aura of command.  These skills enable you avoid raising 
    your hand in combat.  Only play with these if you're looking for a very 
    easy game.
    Melee fighters will want skills that enhance their damage- a weapon skill 
    or two, augment damage, and stun / poison / fire / lightning / spiritual / 
    deathblow increases.
    Wizards are well-suited to having meteor strike, freeze, lightning, 
    hellspikes (good through the end game), and a few others.
    Survivors or bow-users will want poison weapon, assassin's kiss (for 
    dagger-melee), and deadly gift.
    4) Equipment
    Equipment can make or break your character, especially early in the game.  
    Equipment has magical strength levels that correspond to non-magical 
    (white) to highly magical (gold).  The scale roughly goes like:
    To identify gray items you need 1 in Identify skill, blue are 2 in 
    Identify, green are three, yellow are 4, and gold are 5.  Gold items are 
    among the most powerful in the game, and usually their location is set.  I 
    would recommend knowing where the key items are located, and saving before 
    acquiring them, then reloading if you're not happy with the item's stats.  
    You can get really lame items if you're unlucky.
    Magical items provide bonuses to stats, to resistances, to sight and 
    hearing, to skills, and charm slots.  Of these, I would say that the number 
    of charm slots should be your deciding factor.  An item with five slots can 
    increase your mana by 500, your strength by 50, or your resistances by 200  
    near the end of the game, which is much higher than any regular item bonus.
    I divide items into two batches: early game items, and late game items.  
    Early game items are those items that you may put low to middle level 
    charms on and be safe.  Enemies will drop enough charms to make it so that 
    you can place charms on items without regretting it later.   I'd avoid 
    adding any resistance bonus items for these, as there are few enemies that 
    cast dangerous spells in the early game.
    Late game items are those that you should only put very large charms on (or 
    large if you're impatient).  You should probably also focus primarily on 
    vitality/mana increasing charms, though it doesn't hurt to add stat 
    increasing charms, or resistance charms if you have a resistance that is 
    less than 100.  If you don't mind being cheesy, I'd also recommend to 
    save/reload before claiming any of these items.  
    Be especially careful about the rings- Rings with charm slots are extremely 
    rare, and you probably won't find more than the two listed under late game 
    items.  Don't load them up with blue charms!
    Early Game Items 
    Armor: The armor you get from George's display case has a few charm slots 
    and is adequate for the early game.  Later replace as you have weight 
    Shield: Anything will work, but keep it light if you're using a 2-handed 
    Weapon: Dagger- check Kistandalius's back room (give 10 gp to the poet then 
    while Kistandalius is occupied, explore his room).  Sword- get in a fight 
    with the knight near Stormfist Castle, or grab the singing blade from 
    Tingalf's thief contact in the sewers.  Axe- several found in crypts under 
    Aleroth.  Spear/staff- harpoon acquired after fighting Shrimpo works pretty 
    well.  Bow/crossbow- check Glenborus mayor's house.
    Ring 1 & 2: Whatever works, probably a ring without charm slots.
    Amulet: Amulet of Glory (found in catacombs under Aleroth), Mardec Amulet 
    (found in cursed abbey basement near engineer) 
    Boots: Shoes of the Scorpion (found in catacombs under Aleroth in a crypt).
    Pants: Anything goes here, there aren't many good pants, sadly.
    Belt: Something with a nice bonus, perhaps to lockpicking, identify, or 
    Late Game Items 
    Armor: Either breastplate of the dragon with heart of the dragon, or the 
    armor of larian.  Both involve lots of questing.  Check another FAQ for 
    Shield: Shield of the Dragon.  Found in Stormfist castle.
    Weapon: Sword of the gods, Axe of the crusades, bow of hilfen, and a few 
    others.  All are pretty dang cool.
    Ring 1: Ruby Ring. Found in abandoned house nearby Haunted Abbey (you have 
    to go into the basement to get it).
    Ring 2: Sapphire Ring.  Received if you healed Verlat in Aleroth at the 
    beginning of the game.  He'll stop you in Verdistis and give you this.
    Amulet: Amulet of the nobleman.  Part of the holy items sacrifice set.  Get 
    sword from Iona's dungeon, dagger from thieves' guild, and amulet from 
    elven ruins, then go to near the church in Riverton (where the boy peed in 
    the wine chest), and search for a cave in the trees to the east.  Go 
    downstairs, immediately save your game, and step on the circle.  Sacrifice 
    the sword and dagger, and you'll get an amulet.  I'd recommend trying to 
    get one with five charm slots. 
    Boots: Boots of the vampire found in the dark cave.  Try to get one with 3-
    4 slots.
    Pants: There are no good consistent drops for good pants, as far as I can 
    tell.  However, I did find some to the east of the dragon rider who has the 
    heart of the dragon which had 4 charm slots.  That's not so bad, but 
    whether those appear in other games I've yet to determine.
    Belt: Belt of the Dragon.  Found in Verdistis where sister recruits you to 
    scare off other sister.  Side with sister who doesn't hire you and then 
    grab key from tree stump, open door, grab key from shelf on wall, then go 
    down the stairs.  Move boxes till you can reach chest.  Save, then open 
    chest and inspect belt.  If unhappy, reload as necessary.

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