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Character Guide by Matt P
Version: 1.0 | Updated: 03/24/2007
Highest Rated FAQ
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 summarize. 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. BOOKS: 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 bookshelves. 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. Key: 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 Hellspikes Energy Cage Limbs of Lead Telekinesis Deadly Discs Polymorph Book somewhere? Skeletal Wall Seeking Flame Elemental Powers Meteor Strike Book near Glenborus Lightning Freeze Burning Wall Elemental Bolt Poisonous Cloud Book in chest near Vittorio's Cave? 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 "Fear") 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). Resurrection 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 Wisdom Charm Magic Barrier Aura of Command Side with the Bees when pursuing the Imp council member. Heaven's Gift Survivor's Instinct Path of Lore Identify Finish Marcus' quest in Riverton. Alchemy Complete Medicus' quest. Know Creature True Sight Blind Skin of Poison Curse Necroshift Path of the Divine Translocate Divine Death Spirit Form One free point if you offer to teach the dragon Patriarch this skill. Scorch Heaven's Blessing Divine Eye Temporal Storm Lightning Cascade Way of the Warrior Skills: Path of the Specialist Sword Mace Axe Hammer Spear Bow Crossbow Shield Path of Warrior's Lore Augment Damage Beat warrior in guild in combat. Or Augment Defense. Repair Stun 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 though. 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 experience. 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 elsewhere. 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 skill. 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 benefit. 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 worthless. 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 crossbows. 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: White-gray-blue-green-yellow-gold 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 capacity. Shield: Anything will work, but keep it light if you're using a 2-handed weapon. 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 pickpocketing.. 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 details. 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.