Follow TV Tropes


YMMV / Divinity: Original Sin II

Go To

  • Alt Itis: There are many different kinds of builds, but you have access to only four different characters. You CAN re-spec from Act 2 onwards, but it's usually interesting to see what combinations of classes you can pick. Regardless of your choice, the gear that you acquire will start making you feel that you're missing at least one or two characters to cover all the bases. That's not even getting into the races and the gods that your character will meet in the story.
  • Anti-Climax Boss:
    • A justified example - The Shadow Prince if you decide to free Sebille. When fought, he's actually weakened by several events including Sebille shoving a needle into his throat, and this makes sense that his flunkies didn't immediately help - he couldn't call for them to help!
    • The Sallow Man can be this if you happen to have Terrain Transfusion. There's a body of lava nearby. Lava kills instantly, even respawns on the spot. Do the math. Sadly you can't use this same trick in the final battle when he returns. Not that you'd want to, since by then your attention would be more towards killing Braccus Rex to make the Sallow Man and the rest of Braccus' minions disappear.
    • Lucian the Divine, forms one of the "Unholy Trinity" in the Final Boss. Of them, he's objectively the weakest. This is the former Divine, so you'd think he would be more powerful.
    • Advertisement:
    • Braccus Rex, if you agree with Lucian's plan to seal the veil. Lucian and his crew will be allied with you from the very beginning of the fight, and between them and your party Rex likely won't last more than a few turns. His crew is also a Keystone Army with his minions and the Voidwoken Kraken just disappearing after he dies.
  • Author's Saving Throw:
    • The Definitive Edition not only is promised to fix many things, among them fixing the Disappointing Last Level of Arx, making Beast less Out of Focus, and even adding new characters.
    • Many updates to the Definitive Edition include making certain Steam Workshop mods official, available on all platforms. Examples include Animal Empathy, enabling communication with animals without needing Pet Pal, being able to use Spirit Vision indefinitely, and increased movement speed.
    • If Lohse was your Player Character in the base edition, then upon completing her personal quest, you simply got a prompt saying that at last, her nightmare is over... whereas if she was an ally? She sang - truly giving closure to a scene where her demon smashed her lute. Definitive Edition allows Lohse to sing if she's a Player Character.
  • Awesome Music: "Rivellon" is way more epic than it has any right to be, considering it only plays aboard Lady Vengeance, your home base, from Act 2 onward.
    • The theme that plays just before the True Final Boss. To make things even more epic? Your voice clips are muted and your sound effects are dulled.
  • Best Boss Ever: The penultimate boss is a Triple Boss against Lucian, Dallis, and the resurrected Braccus Rex. Following a big explanation into just what the Big Bad plans to do and how you fit into their plans, along with a "The Reason You Suck" Speech from Ifan depending on whether or not you learned who used Deathfog, you get to fight them. Along with one of the best themes of the game, the voice clips are removed and the sound is dulled. Oh, and prior to this, you had all the source requirements of your Awesome, but Impractical skills used so you can go all out. You'll need it for the True Final Boss.
    • Adrahmalihk. This guy is bad news - he is an utterly depraved villain who sends his army of followers enslaved after you. In-Universe? He's one of the most powerful enemies in the entire game... and in terms of gameplay? He is a Bonus Boss to truly test your mettle against - especially if Lohse isn't in your party and/or Lohse is in your party but you didn't go into his demonic dimension to snuff out the candles (each representing a soul he is feeding on) to weaken him. This means that you have only three turns to kill him. It's a truly frantic battle - even if you did weaken him.
  • Big-Lipped Alligator Moment:
    • While exploring the caves for "Shadow Over Driftwood" you can find a tunnel deeper than the rest (and in it find an item used in a different quest). The BLAM comes as you're leaving, when, after you step on a pressure plate, a ship comes barreling through the wall knocking down everyone in your party and forcing you to fight a shark on land. No explanation is given for this, and once you win and get out of the ship (via destroying its weak sides) it's never mentioned again.
    • Another rather random encounter is one at the Stonegarden Graveyards. You may notice a green path not unlike the architecture at the Temple of Tir-Cendilius one act later. Going here teleports your main character to a dark chamber, where you fight a crazy elf and his summons. It's hinted that this elf is working for the God King, but nothing foreshadows this encounter and it's not mentioned anywhere else since, not even with elven characters like Sebille.
  • Breather Boss: After you get to know that the toymaker Sanders is key to accessing the Path of Blood, he allows you access to his attic for a key item necessary to getting through it. On your way, you're ambushed by his toys who have been possessed by the God King. They go down pretty easily. For an assassination attempt by the almighty demonic King, this is pretty pathetic, especially compared to the potential fight with Linder Kemm beforehand, or the God King's previous attempt on your life with the Undead Scarecrow.
  • Complete Monster:
    • Braccus Rex. See here.
    • The Demon (Adrahmalihk) in possession of Lohse's soul is a truly vile being who revels in inflicting suffering. Its treatment of Lohse is intentionally reminiscent of an emotionally and, at times, physically abusive relationship. It keeps telling her how much it has helped her and how grateful she should be, but punishing her anytime she resists, forcing her to push away those around her, shattering her lute when she dares play it simply because it dislikes music and at times trying to directly steal her body. It is incredibly old, having spent millenia corrupting and destroying souls throughout Rivellon, brainwashing virtuous demon hunters into becoming its servants and destroying good and sacred places For the Evulz. Over time, it has bought truly countless souls, all of which it slowly feeds on.
  • Demonic Spiders:
    • Shriekers. What's really annoying about them is the fact that they can only be killed with Source Vampirism. Unfortunately, they will activate their attack right as you enter range, before you even use Source Vampirism on them. The only way to get them (aside from purging wands) is to sneak around them.
    • Deep in the Arx sewers is an encounter with some overgrown spiders. Some of them have Deathfog inside of them, and will release the deadly gas inside of them up on death. Really, Deathfog in general is this, given its Instant Death upon contact.
  • Difficulty Spike:
    • Three major ones, inbetween acts I, II, III and IV. The first act is very simple, and you can often skirt by wearing gear that's pretty underlevelled. By the time you head off to Reaper's Coast, keeping up with gear drops becomes more important, as the level scaling starts to take off. On the Nameless Isle, there are numerous tough encounters designed to keep you down unless you really know what you're doing and have up to date gear, and by the time you get to Arx keeping up with levels and gear is quite literally essential. Definitive Edition made this more pronounced.
    • At the north edge of Reaper's Coast, there's a crucified witch running around screaming about killing you. She dropps the key needed for a different quest, and a hefty load of experience, but is also incredibly tough compared to the rest of the quest.
  • Disappointing Last Level: Arx is considered to be this for more than a few people, even in the Definitive Edition. The act contains fewer conversational options than the previous act(s), much fewer sidequests (thus very few opportunities to acquire resources), no shortage of bugged out quests, bosses that are just plain annoying rather than challenging, more gimmick fights such as the endlessly-respawning revenants in the lizard consulate, a crapload of Deathfog, a series of Guide Dang It! puzzles leading to the Final Boss, and no advancement for Sebille's plotline (completed on the Nameless Isle) except for scant romance-related dialogue. The effective level of most fights are the very narrow range of 19-20, so combining the fact that you can likely be only level 18 (or even level 17!) when you arrive with the fact that there are very few sidequests to gain XP, it can make navigating Arx a chore to figure out what you can accomplish without great difficulty until you finally are level 19 to make fights more reasonable. Despite not having many sidequests that reward XP, there are so many different story ideas occurring happening simultaneously within the confines of a singular city (compared to Fort Joy or Driftwood, which take up only a small portion of their maps) that the overall plot becomes somewhat of a cacophony. Finally, Lohse got a moment denied if she was a player character in the original. It's also a lot shorter than the Phantom Forest from the previous game, but given that most of your time will be spent in Reaper's Coast, that's not hard. That said, most players agree that the Definitive Edition did indeed fix a lot.
    • The Final Boss is considered to be one of the weakest points of the game, owing mostly to the enemies being so annoying and throwing so much garbage at the player, it's difficult even on Explorer. Even from a story perspective, Lucian's entire motivation is dumped into one conversation, and the fact that Braccus Rex now serves the God King comes out of nowhere - and you don't actually get to fight this God King. He remains The Unfought and The Ghost.
  • Does This Remind You of Anything?: The Shadow Prince's view on elves—a race with little political power and in serious danger of extinction—as a malevolent force threatening to overtake all of Rivellon at the expense of the other races sounds very similar to a number of real-world anti-Semitic conspiracy theories.
  • Even Better Sequel: Since the alpha, players have praised numerous improvements over Original Sin, including all of the Anti-Frustration Features, improved (for the most part) hitboxes, more conversational options, and most importantly, the ability for four players to play the game. Critically, the game received better reviews than its predecessor for improving upon the original, the story, and fixing almost all of the issues, and there's talk of the game going down as one of the greatest role-playing-games of all time.
  • Fanfic Fuel: The game is a treasure trove for shippers since there are no restrictions over which companion the Player Character can pair up with, meaning any and all pairings between them are supported in-game. Then there's the matter of the Multiple Endings and the aftermath.
  • "Funny Aneurysm" Moment: Lovrik tries to claim that he set you up for a Honey Trap robbery to provide for his daughter, and cheerfully admits his lie if confronted. Much later in the game, you can find out that he really is in debt — to a Loan Shark demon who murders defaulters with Blood Magic — and is behind on his payments.
  • Game-Breaker:
    • Physical damage. Boy does it scale fast. Rangers with increasing points in Huntsman will get very high damage from high ground (and are lucky enough in Act 1 to get a powerful bow guaranteed to spawn after a moderately difficult fight early-on). Rogues get their incredible Backstab damage. One-handed warriors with shields (the supposed tank, suffering in the early game) start to scale fast as their shields get high armor and Bouncing Shield veers into ridiculous damage. Two-handed warriors, as expected, follow the same trend. Mages can join in on the fun with most Necromancy attacks, such as Infect and Mosquito Swarm.
      • Huntsmen in particular get access to the Ballistic Shot skill, which grants 5% bonus damage per 1m distance away. As archers are almost always positioned at the fringes of the battlefield and on high ground, it is laughably easy to arrange a 20+ meter shot for more than 100% bonus damage. Less heavily-armored enemies can go down in a single hit, and, in the endgame, it's common for regular attacks to hit around the thousands given the right conditions.
      • State-changing arrows. What prevents regular state-changing skills to utterly destroy the game are their cooldown: Sure, you can knock down an enemy this turn, but you'll have to wait 4 or 5 turns to do it again. Arrows, being items, have no cooldown whatsoever: As long as you have enough arrows, you can easily destroy an enemy's Physical Armor with the Ranger's absurd DPS before stunlocking the poor victim with Knock Down arrows. In addition, since Physical damage and Magical damage form a Tactical Rock–Paper–Scissors strategy within the game, having magical arrows allows you to make a strong Physical damage attacker who can easily switch to doing magical damage on a whim, without having to spend precious points building up Intelligence. Electric arrows in particular are incredibly easy to mass-produce, as their arrowheads can be created from teeth (you'll need a spare blade to shape them accordingly, but that's also easy to acquire). And if you got the perk to have a 1/3 chance not to waste an arrow upon firing it, boy...
    • Speaking of two-handed warriors, in the final act they get access to Anathema, the famed weapon discussed in earlier acts. This weapon, besides story benefits, has absurdly high damage with one weakness — being brittle enough to shatter after a single durability point is used, without being repairable. Note, however, that only auto-attacks lower durability — abilities do not. Since this is late game with tons of abilities available, two-handed warriors can proceed to spam abilities to inflict, very easily, ten thousand damage a turn.
      • This was changed in a patch, Anathema now breaks even when used with abilities.
    • The Lone Wolf talent is ostensibly designed to help a two-person party overcome the shortcomings of having a half-size party and a disadvantage in numbers. Invested attribute and combat points are doubled, each party member gets an additional 2 AP and max AP to work with, and Vitality and Armor all get a 30% boost. In practice, this quickly results in two unstoppable juggernauts with a tremendous amount of front-loaded power, capable of easily disabling enemy groups before they can act.
    • Teleport. Just like the first game, it's worth it to go Aerothurge just for this skill alone, let alone the dozens of other useful spells in that grouping. The main reason it's so useful is that it is a general purpose spell, and can be used for everything from navigation to setting up traps to collecting items and so on. It can also be used to open a fight, which can allow you to destroy the difficulty of certain fights by teleporting boss enemies straight into devastating traps. The best example of this is the fight against the Sallow Man in Act III. His lair is inside an active volcano, which means there's lava everywhere. Merely touching lava is an instant kill, which means all you have to do is use Terrain Transfusion to bring the lava to you, then line up your aerothurge in just the right way to teleport him into the lava and take him out of the fight instantly.
    • Green Tea Leaves, bought from Lady Kemm in Arx. -1 AP cost to all skills, lasts a decently hefty 2 turns, and doesn't cost any AP to consume. -1 AP effectively doubles the number of skills you can do per turn, making it especially useful for builds with lots of skills that use 2 AP or frequently use basic attacks. If that's not enough, you can craft them with a tea pot (of which, Lady Kemm provides free of use in her room) to boost that up to -2 AP, letting you spam some of the costliest skills with impunity.
    • The Source Meditation mod basically gives the taboo nature of Source gathering, vampirism, conservation, and spirit purging the middle finger. Simply using a Bedroll will now restore Source just like health with this mod enabled.
    • Skin Graft scrolls are extremely easy to abuse. The Skin Graft skill resets all cooldowns, which allows for enormous burst damage, especially when paired with Adrenaline and Flesh Sacrifice to generate extra action points. The main limitations of the skill are that it costs Source and it can only be used once per fight, neither of which apply to the scroll. It's possible to stockpile a huge number of scrolls via crafting, which allows for effectively unlimited action points in conjunction with Adrenaline, which is exactly as absurd as it sounds.
    • The Herb Gardens mod creates the habit of collecting buckets found throughout the game, and for good reason. It's an easy way to make money, especially if one focuses on growing Drudanae, an expensive drug plant. Then there's the matter of growing Trumpets of Death, an herb needed to make the all mighty Resist All potion. Creating these en masse makes fighting against magic users that much easier. Sadly, you can't grow Green Tea Leaves.
    • The Five-Star Diner talent combined with the Soul Mate spell and a Huge health potion will quickly make any encounter with an undead enemy trivial.This is because the undead can only heal through poison so regular healing hurts them and the Soul Mate spell can target anyone regardless of armour
  • Goddamned Bats:
    • Any enemy that has the means to teleport your characters. Just one more way to ruin your game strategy...
    • Enemies with Shields. So much for attempting to knock down or freeze that guy...
    • Enemies that can summon more enemies. Obviously, these jerks should be eliminated first.
    • The Silent Monks have an irritating tendency to dodge a lot of your attacks as they have a higher evasion stat, even if they are relegated to being common cannon fodder.
  • God Damned Boss: The Sallow Man. He moves very very fast, and constantly spams Aerial Plague, a stacking debuff reducing your maximum health and damage output. The most common strategy to defeating him swiftly is a matter of Sequence Breaking involving lava. What's worse is that he'll even show up in the Final Boss fight if you killed him. Not that you'll know this until you get there!
  • Good Bad Bugs:
    • In many dialogue-driven fights, only one central character is engaged in the conversation. Switching to another character will often allow you to do things like moving your group members around, and potentially even attacking other enemies, depending upon the enemies involved. For example, when talking to the Doctor, your other characters can fight and kill off the nurses in his building before finishing the conversation. This will result in you having a little more breathing room to fight him when the dialogue ends.
    • One way of making the infamous fight in the Blackpits involving rescuing Gwydian easier is to have a character close enough to the Magister gate guards to entice them to enter the fight, giving those pesky voidwwoken blobs different targets to attack, away from the scaffolding where Gwydian is being held.
  • Heartwarming Moments:
    • After the Wham Episode that is the end of Act 3, your character will have the chance to share a private romantic moment with a party member of your choosing. Several of the characters will even give you a Love Confession. Special notion goes to Lohse, however, who will respond to an "I love you" from the player by tackling them to the ground in excitement and repeatedly saying they love you back.
    • Sebille's romance is a non-stop series of this past the end of Act 2. Given her usual demeanor, you'd expect her romance to follow a Tsundere dynamic or something similar. Instead, hers turns out to be probably the most openly affectionate relationship in the game. A lot of otherwise standard conversations open or end with her slipping her hand into yours, taking a moment to kiss you, unexpectedly patting you on the ass, or leaning into your embrace if you choose to hug her.note  In the conversation where she jests about crowning herself queen of the world, she'll also knight you as her Knight of the Needle, before laughing and thanking you for playing along with her jape. Her default introductory lines even change, with her always calling you "darling" or "love."
      • Notably, and extremely unusually for a CRPG romance, Sebille's actually the one who makes the first move in pursuing a relationship with the player character.
      • She has probably the best epilogue of any romantic choice as well, whether you took the Divinity, Spread the Source, or Seal the Veil endings. In all of them she makes it clear that she intends to stay with the PC and have more adventures followed by a happily ever after, a fate she'd easily take over godhood. From Seal the Veil:
    Sebille: Darling, you're here! And I'm here. Thank the gods - or whomever - for Malady.
    PC: How do you feel about Lucian?
    Sebille: A good man might make a dubious god. It's of little concern to me. I want more out of life than to sit on some stale pantheon.
    PC: Where will you go now?
    Sebille: That... quite depends on you, I suppose.
    (Narrator: She laughs, and it's music to your soul)
    Sebille: We want each other after all. We love each other, after all. Let others play the game of gods. Love conquers even divinity.
    (Narrator: Sebille cups your cheek in her hand, and in her soft cat's eyes you read the prospect of tender days to come...)
    • In Driftwood, there's a trio of children playing a game where one is Alexandar, one is Dallis and one is a Sourcerer. The Alexandar child is mad because he's dead, and the Sourcerer is sad because she's wearing a collar and can't do something. You can tell them that you see no reason Alexandar can't come back from the dead, and if Alexandar did that, why couldn't a Sourcerer learn how to break a collar? If you come back later, the narrator notes that they seem to be having the time of their lives. Considering that Alexandar survived miraculously, and you have met several characters who can remove collars, you weren't lying either.
  • Ho Yay: Enjoys throwing some out there:
    • If your character is female and talks to Lohse on the ship at the beginning, Lohse will call you her wife in an attempt to trick some children into believing she's not actually Lohse. It doesn't work, by the way.
    • At Fort Joy, you can ask Lohse how accommodating she is while waggling your eyebrows, when she mentions she's very accommodating (she means for spirits inhabiting her, though).
    • Radeka the Witch, through most of her dialogue trees, will kiss a character of either gender before the fight with her (the question is whether you willingly kiss her or not). In this instance, however, she does have an ulterior motive: to force a blood rose into your character's mouth, causing them to be diseased at the start of the fight.
    • On the ship at the beginning of the game, the player can talk to Sebille and have her lick their arm so that she can see their memory of what they were doing and/or thinking about while being held with the other Sourcerer prisoners before being loaded on the ship. Custom characters have a generic shared version, while the preset characters have origin-specific ones. If you're playing as Lohse, she says this:
      Sebille: "Hmmm... You were in a cellar with other Sourcerers. A dark, dank place - I remember it well. As everyone lay sleeping, you sat in the dark with wakeful eyes, looking rather lovingly at... me! My, aren't you a pretty cup full of sugar and spice?"
    • If Lohse is the player character, Malady will flirt with her several occasions.
    • Upstairs in the inn in Driftwood there are two female off-duty magisters who ask you to weigh in on their argument about whether one of them having "a turn around the park" with Lovrik's lizard prostitute would count as sleeping with the enemy. One option is to say that they should "go 'consort' with themselves... or with each other." One of the magisters gets hilariously defensive, while the other is quite amused. Afterward they have an ambient banter where the defensive one insists, "Smile all you want, I'm not in love with you."
    • If you tell Gareth's squire Exter that he seems a bit smitten with Gareth he says, "Well who wouldn't be?!"
  • Jerkass Woobie: Sebille is rough around the edges, no doubt (many of the comments with the Sebille tag are rather harsh or snarky), but during private moments she reveals just how much of a toll being a slave, and not knowing whether she'll ever be free have taken on her, and reading them makes many just want to give the poor woman a hug. Which you can.
  • Marathon Level:
    • Depending on choices made, Counting Your Chickens can be resolved in a few minutes (Hint: Listen to the Magicockerel and euthanize the baby void chick). Opting another way pits you against a horde of Voidwoken Chickens who pose little threat but have the ability to teleport and heal each other. Killing all of them can take over an hour.
    • Reaper's Coast is basically this, for those who want to complete as many quests as possible. There are many routes to take and it's easy to get lost. The open-ended nature of completing the main objective (master your Source capabilities) emphasizes this right out of the starting gate.
  • Memetic Mutation: "I'll yield to none!", a generic combat line spouted by the player characters after using a skill, is a common joke within the community. Specifically, the Red Prince's delivery of the line is used in numerous memes.
  • Moment of Awesome: For the developers, twice:
    • Original Sin needed 12 days to reach its minimal campaign goal, whereas the sequel was fully funded in 12 hours and had attracted more pledges in just four days than the original's entire campaign. This really highlights the contrast between Larian's situation in 2013 and in 2015: back then, they were the industry's redheaded stepchild with lots of ambition but little standing; now, they are one of Kickstarter's biggest darlings, with thousands of people throwing money at their crazy ideas about RPG multiplayer right off the bat.
    • And then the game came out and immediately became the best-reviewed PC game of the year, beating out the original Original Sin as the most acclaimed game Larian has ever made, with critics and players alike placing it among the best CRPGs of all time. Add to that that it was launched without much fanfare or advertisement, making it one of the genre's most massive Sleeper Hits since The Witcher a decade earlier.
  • Moral Event Horizon:
    • You can cross it yourself in the final act, by using the Deathfog doomsday device in the sewers to wipe out all of Arx, despite there being no reason to do so, aside from feeling evil.
    • Arguably Lucian crossed it when he tricked Ifan into delivering a deathfog bomb to the elves who raised him, which wiped them out as collateral to the Black Ring members it was truly intended to destroy. This also had a side effect of allowing the God King to get a foothold in Rivellon, who then dispatched the voidwoken to begin causing chaos, and sourcerers were blamed and punished for it. What truly makes this a moral event horizon is the fact that he says he would do it all again, despite knowing just how much damage was caused by his actions.
    • The Seven crossed it when they cast their king and the vast majority of the Eternals, their own kin, into the Void just so they could empower themselves with Source and create lesser races of mortals whose souls would provide them with even more Source to feed upon. All the problems in this game and the last one are rooted in their actions, which were determined by nothing more than greed and a lust for power, making the gods arguably the most vile entities in the Divinity universe.
    • Braccus Rex loves to cross this horizon and dance on it. The first instance of this directly affecting the player is to burn pretty much all the Seekers on the Lady Vengeance, which also happens to kill off any Godwoken party members that aren't in your party in one fell swoop. All the while gleefully gloating about it in the most classic villain way possible.
  • Narm:
    • The sheer amount of blood that comes out of elves when they use flesh-sacrifice or eat something like a body part. It has to make a "blood surface", but one would assume the elves would bleed to death.
    • Near the end of the game, you have a sex cutscene with one of the characters of your choice. It then cuts to your characters in bed... with their gear on. Making it even more unintentionally hilarious is the fact that the narrator describes the actions (before getting into anything that would give it an AO rating)... but the characters are standing in front of one another despite being naked in bed.
    • Because the game doesn't use "cutscenes" and uses the engine to render the character actions, the climactic scene at the end as well as the last words from Lucian and Dallis can be rendered unintentionally hilarious since any buffs or debuffs, such as fire or being turned into a chicken, are still on, meaning your character sits on the throne while on fire, and Lucian and Dallis give their final words lying flat on their faces... and on fire. The climactic scene is also destroyed because the game centers on you... and covers you up with the textbox, meaning you don't even get to see your character sitting on the throne!
    • Like any ability, Play Dead will sometimes trigger the user to spout of a generic line when used. Cue Fane spouting off "Glory is mine!" or even "I'll yield to none!" As they collapse in a heap on the ground and play dead.
  • Player Punch: At the end of Act one, all the party members you didn't recruit (or just flat out murder) on the Lady Vengeance are killed by Magister Dallis and Mister Vrederman, alongside some of your NPC Seeker allies that you got to know along the way, and their ghosts will call you out on not recruiting them. To make matters worse, at the end of act three, They appear again in skeletal form, still resenting you and will enter the Arena of One to try and become the next Divine, and their ghosts appear again on Lady Vengeance after you yourself kill them The only real crime that they committed to deserve this particular fate was that you didn't recruit them - and the game has an Arbitrary Headcount Limit. If you didn't hate Magister Dallis and Vrederman at this point, you will now.
    • Adding it is the fact that the characters all have a personal quest that you'll never get even so much as the option (in-universe) to complete it in their stead for them, and they'll be in the afterlife never knowing if you do. Especially poor Lohse - when you speak with her, she is still not freed from the demon, and as you later find out in the Arx, is just one of the millions of candles who're kept alive for eternity as her demon feeds off of her life force.
    • Even Alexandar is not immune from this. Should you convince him to pull a Heel–Face Turn at the end of Act III, Dallis will simply murder him in cold blood shortly after, further adding to Dallis' treachery.
    • In act one, you find a blind magister trying to keep his duty, and if you kill him, he drops a note from his family saying they love him. You Bastard!.
  • The Scrappy:
    • While Beast isn't exactly hated, he's widely considered the least popular companion/origin character, and its rare to find people who keep him in the final party. He's really Out of Focus, isn't all that important to the story, and is generally just not seen as very interesting or unique, giving you little incentive to pick him, as well as Blinding Squall being a rarely used signature ability. The Definitive Edition tried to give him more to do, but even then he's easily the companion with the least plot importance.
    • Gwydian Rince is a minor NPC who gets little love from players, as his quest is a difficult Escort Mission to save him from both his Magister captors and a surprise voidwoken attack. When you release him from his binds he immediately joins the fight, whose chain lightning attack accidentally summons voidwoken, instead of fleeing to safety, and even runs headfirst into Necrofire. He further cements his stupidity by returning to the fray even if you teleported him a safe distance away. Most players either end his quest with Gwydian dead, or alive only by exploiting bugs to skip/ease the fight with voidwoken entirely. Lastly, even if you do manage to rescue him, he just gives you a skillbook for Mortal Blow, a lategame skill that requires three source points to use at a time when you’ll have two at most, and only if you go out of your way for it or accept the Advocate’s offer.
    • Windego is considered to be a pointless character and hardly the kind that's worthy of being the narrator of the intro and interlude scenes. Hyped up to be a serious threat, Windego then spends her second scene getting her ass kicked handily by the protagonists, only to be resurrected by her master and then get killed again. When she's considering changing sides merely due to the fact that the God King just gave up on her, players pretty much never consider her worthwhile to waste a Swornbreaker on and just kill her for the final time.
  • Scrappy Mechanic: The game has a ton of these, mostly centered around the new combat system.
    • The armor system essentially guts a large amount of party combinations. Armor is divided into physical and magic armor, which block physical and magic/elemental attacks respectively, and breaking that armor allows you to apply crowd control effects. The problem comes from the fact that attacks don't deplete both armor pools- and these can get quite large. This means that split damage parties of equal magic and physical will deal pitiful damage and get wiped easily, and it's often recommended that you run a party comprised of all physical and some magic or vice versa, else be crushed by the enemies you reach once you hit Act II.
    • The level scaling in the Classic release was utterly insane. By mid game (level 10 or so) this became noticable, with levels 9, 13, 16 and 18 all having massive stat jumps for anything that reached those levels, creating extremely unbalanced combat encounters. This was toned down in the Definitive Edition, but only slightly; fighting an enemy a couple levels above you is still a de facto death sentence. This also necessitates tediously changing out your gear every couple levels, with the new equipment being identical in every way except having better stats. This is intended to mimic the Challenge Rating system found in the likes of DungeonsAndDragons (where you fight enemies relative to your own level), but due to the nonlinear nature of the games world, it's very easy to come across enemies far above your weight class.
      • The level scaling in general can be a hassle to get around. Rather than explicitly telling the player the average level of a specific area, the game instead chooses to simply gate off areas with Beef Gate enemy ambushes and the like. This often forces players to complete the vast majority of the sidequests they have on offer or else be wiped out by the enemies in the new areas they try to explore. Reaper's Coast is the worst for this, since the encounters range from 8 to 16 depending on the region, and the game provides no hints on where to go except for occasionally smacking you upside the head with an encounter so tough that you simply have to come back later with better gear and higher stats. Probably the worst example is the Shadows over Driftwood quest, which can obtained immediately after getting to Driftwood and yet has multiple tough encounters designed for a level 10 party, when you can't be any higher than level 8 by the time you arrive.
    • Much like in the first game, it's possible for particle effects, NPCs, allies, or objects such as roofs to obscure your vision, even in tactical mode - which can result in several misclicks or attacks-of-opportunity that you could have easily avoided had the game not mistook an "attack" click for a "movement" click. Fortunately, the second game is much more forgiving.
      • Similarly, any aerial attack (such as the Hydrosophist's Hail Strike) can be blocked by ceilings. It makes perfect sense, but still frustrating for those accustomed to using the abilities.
    • Cursed surfaces are easily the most annoying feature of combat, and how they tie into the blessing mechanic also sucks. To summarize, every surface has three variants- a "normal" variant, a "blessed" variant, and a "cursed" variant. Normal surfaces don't do anything aside from their base effects, while blessed and cursed variants provide beneficial effects and negative effects respectively. For example, normal fire hurts everything inside of it by applying a burning debuff, cursed fire applies a variant of that debuff that cannot be washed off, and blessed fire heals you and provides immunity to frost damage. While this all sounds well and good, creating a blessed surface is, on a point-by-point basis, extremely ineffective. Not only does it cost a Source point, which are semi-rare materials better suited for your higher tier spells and abilities, but it also costs AP, which means that blessing a surface is quite the effort and can take up a sizeable amount of your resources to do. This goes double for de-cursing a surface, since you need to spend double the Source points and AP. Enemies, on the other hand, will rapidly curse any surface that's blessed to return it to normal, and since they often have way more AP than you (and no limit to the ability to to do this), will essentially undo your hard work in one turn and get a chance to get some damage in as well. Every enemy by at least Act III knows Decay (which causes Curse), so Bless becomes a complete waste to actually use and tanking the negative effects becomes the better option. Cursed surfaces are also resistant to most elements that would cancel them out, such as cursed fire not being doused by regular rain. It's telling that Bless is so useless that some of the most popular mods in the game rework it entirely, making it free to cast during combat. On top of this, Voidwoken create Decay surfaces when killed due to bleeding, which means blessing a surface and smacking a voidwoken on top of it will immediately turn it back to normal, and then hitting them again will curse it. This can be very frustrating if you've got a melee character in need of healing, since they basically doom themselves.
    • Related to the above, the entire Consulate quest area consists of fights with creatures that will respawn continuously until you destroy some object first (pile of Cursed Flame, Black Mirror). Said objects are pretty difficult and/or numerous to get rid of, and some of the enemies will teleport you away from the objects, use Crowd Control spells on characters who seem to be going after these them, and/or create more such surfaces. Better have somebody who knows the Tornado skill...
    • Summoners in multiplayer. They have to muse multiple abilities to summon adds - which makes their turns take FOREVER.
    • The Loremaster skill on enemies can become this. How it works is that an enemies' relative knowledge of your strengths and weaknesses is governed by their Loremaster skill, which scans you and lists your attributes and what damage types are more or less effective against you. This does allow for some Artificial Brilliance in enemies specifically targeting your weaknesses, but it becomes extremely annoying if you have an Undead character. In-universe, masked Undead appear as whatever race they're disguised as with basically no way to tell that they're undead underneath. However, your attribute list still displays your weakness to healing magic, meaning enemies will know that healing you will somehow damage you despite not knowing you're Undead. This can seriously break any kind of Undead frontline fighter build, since you'll wade into battle ready to tank only to get torn to shreds by the enemy casters healing you to death. Much like the issues with Bless above, one of the most popular mods for the game is one that turns the Loremaster skill way down (except on certain enemies like Wizards) to prevent this, as it seems that every enemy in the game is completely clairvoyant about who is and isn't Undead.
    • Two words: Source Vampirism. The further in the game you get, the more enemies you encounter who use this ability on you to steal your hard to obtain Source points, mostly Black Ring enemies and demons. Bonus points for when your Maddened or Charmed teammates use it on each other. While there is some tactical wisdom in possibly preventing you from using Sourcery (although they'll often do it late in a fight whereas Source skills are best used early) and for a few powering their own abilities, it tends to come off as a big middle-finger to the player for the enemies to be using skills that specifically limit scarce player resources rather than providing immediate tactical advantage. You'll soon miss fighting the likes of the Magisters who have no such Source talents.
    • Deathfog. A cloud that causes instant death to any living being. The only reliable way to remove it is via the Tornado spell from the Aerothurge tree. Otherwise, it's a no-go zone.
    • There are so many traps in this game that it's pretty much vital to bring as many trap disarming kits, or simply soldier through the pain in moderation. However, your teammates are a bit too cautious to consider the latter. Explosive traps such as mines can be shot with a ranged weapon, substance-creating traps cannot.
    • Rewards for completing quests. You get some specific gear, and then get a choice of one item from 3-4 options. Sound good? Well, you can only compare the stats of the items against what you're wearing for the main character. Thinking about one of the armor pieces, jewelry or weapons for one of your other three characters? Hope you remember the stats of what they're wearing off the top of your head.
    • It's really difficult to figure out where the quests are. There's no way to find any that you haven't triggered, as markers only exist for quests that have been started, for the next steps needed to be taken. Finding quests just flat-out falls into Guide Dang It! territory.
  • Scrappy Weapon: Most weapon types fare well in their departments. Some...not so much.
    • Wands. Meant to be the magical equivalent of bows, but doesn't deal nearly as much damage. Spells don't have weapon requirements unlike the Huntsman abilities that do require bows, and the Staff comes with a projectile attack skill on its own (it does have a cooldown, but one that's so quick that it's basically irrelevant).
    • Shields. Granted, they do provide extra armor in both categories and the Throw Shield skill is pretty handy for mages who could use a physical attack, but Tanks in general are usually irrelevant in this game due to the lackluster taunt abilities and the AI's general indifference to aggro. The hand that carries a shield is much better invested into carrying another weapon. Throw Shield also faces competition from abilities like Mosquito Swarm and Infect, Necromancer skills that deal physical damage.
    • Spears. While in theory, they wouldn't be too different from other two-handed weapons such as Axes, Maces, and Swords, while having a slightly longer reach, Spears require Finesse mastery to be used. Given that the typical warrior/knight would be focusing mainly on Strength for armor and weapon checks, alongside damage boosts and inventory space, Spears tend to get the shaft when it comes to selection. And no, there aren't any two-handed weapon skills that use the Finesse stat, unlike Daggers and Bows.
  • Slow-Paced Beginning: You start off the story in the lowest way possible: As a prisoner on a ship that soon gets shipwrecked, only to find yourself at a prison camp, donning a Slave Collar that deprives you of using Source powers (not that you have the energy to use them anyway). Once you escape Fort Joy, the game gradually reaches its apex and options for progression start opening up.
  • Special Effect Failure: If an NPC dies close to a wall, sometimes they might fall at an angle which makes it look like they are lying on a surface in mid-air.
    • Beast has a very Nice Beard, and while it looks alright in-game (due to the fact the dialogue isn't done with the characters "talking"), but during his intro video, it's rendered as a stiff piece attached to his chest, much like in Dragon Age: Origins with their beardy-dwarves.
  • Squick:
    • Eating disgusting foods or body parts all the time. Especially since the body parts entirely vanish, implying that your elf ate *the entire limb* or torso.
    • Having sex with or as an undead. One NPC will actually say he hopes you're joking if you choose to say undead are the best lovers.
  • That One Boss:
    • Bishop Alexandar, one of the final bosses of act one. For starters, he and his crowd appear at level eight. It's very easy to reach him by level five, six, or seven. He always gets initiative, wipes through your magic armour fast which allows you to be chain-frozen until you're dead, has the ability Nether Swap which can seriously mess up with your tactical positioning, has a geist who has massive movement, and what's more, another boss spawns.
      • Thankfully, the game gives you a summon cat ability that lets you trick the enemies into walking out to fight you one by one, along with tricking them into having the other boss appear, which makes them fight among themselves.
    • Magister Jonathan (or Kari, if one goes to a specific house before crossing the Paladin Bridge and kills Jonathan on the spot), who is fortunately an optional boss, but he/she will not go down without a fight. The main threat isn't from him/herself, but the blob-voidlings who appear in two waves in rather large numbers. They move slowly and cause the fight to go longer than it needs to. What's more, it's also an Escort Mission - even though the NPC you must protect (for the best possible outcome of the related quest) is smart, he can still end up getting killed by Geo Effects or decay through no fault of your own. On anything higher than Explorer, the fight is an absolute nightmare and players rely a lot on Save Scumming. And to top things off, the battle involves a lot of cursed fire. As in, an entire screen's worth and then some. Necrofire as far as the eye can see. Any lower-end computers that might be able to render the rest of the game with no issues will start chugging, with framerates low enough to count.
    • The Voidwoken scarecrows on Reaper's Coast. The main encounter boss has a permanent, unremovable, passive fear aura that will instantly fear a party member if their magic armor goes down, which effectively takes them out of the battle completely until the boss is defeated. The status cannot be cured as long as the member has no magic armor, because the fear aura is a continuous effect and will immediately reapply before your turn ends, even removing buffs like Clear-Minded to do so. And surprise, the boss comes with quite a few followers who are all extremely capable of stripping away magic armor in just a turn or two. Equipment with high magic armor values is usually reserved for mages, but the boss has exceptionally high magic armor, allowing it to take plenty of hits from the only party members that can resist being Feared for long. A reasonable conclusion would be that the best thing to do is to blitz the boss with your strongest melee attacks right from the start... But the scarecrow has high evasion and spends its first two turns using Uncanny Evasion (+90% evasion) and Evasive Aura (the same thing but also applying to allies), making it impossible to hit without preparing a very specific skill to counter it.
    • A late game boss (who can be skippable, but usually isn't) named Linder Kemm. While it seems like a simple "kill these enemies", he hops in, is probably one or even two levels above you and, since the game tells you that Arhu must survive the fight, will go right for him and kill him. What's more, those flunkies that had appeared have one purpose and that's to make your life a living hell by cursing the ground, sucking away all your source points, throwing status debuffs at you... all while he deflects all projectiles and lights you on fire.
    • The other equivalent to the above example, Isbeil, starts the fight with a height advantage against you, after torturing your party in a poison-filled chamber. You'll need to teleport your whole team to her level first, and she and her henchmen don't screw around. Complicating matters is the boxes of Deathfog, which, when broken, will release the insta-kill gas, prohibiting movement in those areas for the living, unless one has the foresight to bring the Tornado ability along. This hazard presents no danger to the enemy, as they are undead.
    • Related to That One Level below, the fight with the illusions of Bishop Alexander, Malady, Windego, and the Red Prince can end up being this, even if you know what you're supposed to be doing, which is destroying the eight or so Black Mirrors scattered around the arena in somewhat difficult to reach places. While the fight is only of average difficulty for the bosses, especially starting out with only three of them, the difficulty will ramp up after you've blown through some of your best abilities to take an enemy out quickly only to find them respawning the next round at full health due to any remaining Black Mirrors. Said mirrors only have 36 HP, but are immune to most area of effect damage and have absurdly high damage resistance of about 99% or so. The enemies will also teleport you away from the mirrors, and use spells like Madness, Taunt, and Charm to force you to lose control of the characters attempting to smash the mirrors. If you don't know the mechanics of the fight, especially since it's not obvious what's going on, you will quickly find yourself dead. The easiest way to get through the fight is to stay on the platform you first appear on and used archery to destroy all of the mirrors before any of the enemies appear, then run like hell to the exit.
  • That One Level:
    • One section of the quest "Shadow over Driftwood" causes the party to get outnumbered by voidlings, and then dragged off and forcefully split up. When the party tries to reconnect, they will be harassed by voidlings - which can be very bad when they corner the Squishy Wizard or a Fragile Speedster rogue. The level layout is so unintuitive and mazelike that most players just exploited the pyramids to teleport instantly to other party members and exploit flight or teleportation abilities to cross gaps, rather than find all the keys like they were intended to.
    • On The Ropes is a rather tough quest found in the Blackpits. It's main gimmick is that dozens of oil voidlings will spawn, spreading oil all over the place and lighting the entire fighting area ablaze. Then they bleed and add necrofire to the mix, which is just painful to deal with. The final wave of voidlings are fire based too, and will keep the oil blaze alight as long as they sit in it. While all of this is manageable, the real challenge is that you have to protect someone the entire time, which can be absolutely impossible because his A.I loves to run headfirst into the flaming voidlings in the final phase. It's telling that the easiest way to complete this quest is by using the Good Bad Bugs related to conversation by teleporting the guy away from the field entirely, thereby skipping the entire encounter.
    • The quest "The Consulate," especially if you don't have the Red Prince with you. If you enter the building you immediately enter combat with respawning enemies, and there's little to indicate what you're actually supposed to do there unless you scout ahead with the camera and notice the portal a few rooms over. That leads to an arena with more respawning enemies in the forms of fake versions of Alexander, Windego, Malady, and the Red Prince. The only way to progress is destroying the mirrors they respawn from, which are scattered around the edges of the area, and the enemies will make your life a living hell by teleporting, dominating, and taunting your team members when you really need to keep control of them. Then you're forced into two more fights with Brahmos the Dreamer and Sadha, if you don't have the persuasion points to get past them without the Red Prince.
  • Tearjerker:
    • For those with Pet Pal, Act One gives you a bear cub not too far from a dead bear.
    • To say nothing of the source hounds, when you realise just what they went through. It's one big Kick the Dog for the Magisters.
    • Near the bear you can find a Magister who was the Sole Survivor of an Undead attack, having his eyes clawed out in the process. If you're honest with him about being a Sourcerer, he'll immediately demand you submit yourself to his custody. And the worst part is he is utterly convinced its as much for your own good as everyone else's.
    • Explaining what "dead" means to a source hound waiting for its slaughtered master to wake up.
      • Then having to explain to a few kids who were waiting for their friend to return... after finding out their friend was eaten by a shark.
    • Outside the tavern in Driftwood, there's an elf who was fired from the Magisters for being an elf, after having dedicated his entire life to it. He's trying to prove himself by catching the Magister killer, which you can help him with, but if you've already done it, he'll blame himself for being a worthless elf.
    • By Cloisterwood, there's an unmasked Undead who sells books. Talking to her reveals her backstory: She was a magister, unwillingly turned what her order considered an abomination when she was burned alive alongside her beloved (and magical) books. She gives you a quest to give her a Corpse Explosion skillbook, and the quest log outright states that she intends to use it on herself.
  • They Wasted a Perfectly Good Character: Of all the origin characters, Beast feels a little underutilized, but only in the original version. Compared to other characters, Beast can feel like he's "Along for the ride", somewhat like Fane. But unlike Fane, who has a very important role in the backstory, Beast has a rather mundane goal and a lot of his unique interactions are either missable or are done within the first couple hours of act two. (Meaning the rest of Act Two and just about all of act three has Beast following you along, while the other characters are getting leads for their quests.) Definitive Edition fixed this - giving Beast more conversations, and adding proper foreshadowing.
  • Tier-Induced Scrappy: Since release, some of the complaints in the Early Access version (which only had access to Act 1) have solidified, though the late game has toned down earlier concerns.
    • Mages and magic damage in general (except for Summoners... who not coincidentally have access to physical damage summons). Early on, they can't cast their cooldown-restricted spells every turn (leading to weaker auto attacks being sprinkled in). Throughout the game, magical damage scales much less than physical damage, which restricts some of the utility and crowd control that mages only have access to once magical armor is pierced. Meanwhile, their strength of casting massive area-of-effect damage is restricted whenever a friendly melee unit's safety is considered, as creating massive surfaces of fire, poison, and oil quickly leads to the enemy units countering on their own turn with even bigger fields of pain.
    • Full-fledged tanks. Physical damage (notably rogues and rangers) are considered to be very overpowered, but much like the previous game, tanks are made to take damage rather than deal damage. As the game progresses, tanks are modestly buffed — your party will have extra Talent points and can get the Stench talent, which reduces character attitude against them but makes enemies less likely to target them, the tank itself can get the Guardian Angel ability to redirect attacks, and after getting patched the Provoke skill pierces through physical armor (whereas before you needed to destroy the opponent's armor first). Tanks even get an incredible damage spike once they can convert their shield's armor into damage via Bouncing Shield, which has a mere two-turn cooldown. Still, the early game is suffering for them, and it's overall better off to just go with a damage-focused build with two-handed weapons.
    • The "Polymorph" specialty, but only when used as a primary specialty. It's a great utility skill and can bring about things for the table for just about every class or archetype. The problem is, in practice it comes out as a Master of None when used as a primary specialty.
    • Ifan's Soul Wolf isn't nearly as impressive as the signature Source skills that the other Godwoken have. Soul Wolf requires three AP to activate, which is one more AP required than almost all other summoning skills, and said Soul Wolf doesn't really have impressive stats or abilities itself.
    • Beast's Blinding Squall also gets little use, as Blinding Radiance does more or less the same thing, only needing to be done up close, and doesn't cost Source points.
  • Uncanny Valley: The elves with their tall, noodly figures and disproportionately long limbs just look off, like they were normal humans who got stretched out.
  • Unexpected Character: As any fan of the series can tell you, nobody expected Lucian, the protagonist of Divine Divinity to appear, much less be one of the Big Bads.
  • Unintentionally Unsympathetic:
    • Windego. She is one of three people you can rescue with a Swornbreaker - of which two exist in the game. It seems as if she was intended to come off as an Ineffectual Sympathetic Villain, but she just comes off as an annoyingly unnecessary character who was barely worth the experience you get for killing her multiple times for the role she plays. Very few players have ever decided to rescue her with the Swornbreaker, just because Almira and Sadha are much more deserving.
    • The player hardly gets to see any sympathetic side to the Magisters during the prologue and Act 1, when they're keeping you locked up in a death camp until it's your turn to be "cured." Later acts try to walk this back a bit and convince you that most of the Magisters are just ordinary people doing their jobs and trying to keep innocent people from being eaten by Voidwoken, and Arx further tries to drive up the sympathy by showing them on the losing end of a civil war against the Paladins, started over the clandestine actions of Dallis, which most of the rank-and-file didn't know about. Given that even the "ordinary" Magisters are still only too happy to abuse their authority over anyone who even looks at them funny, as well as every scene in the Blackpits, it falls a little flat, and makes it hard to muster any sort of feeling other than "if their name isn't Delorus, or aren't part of the expedition on the Nameless Isle where they're surprisingly reasonable, who cares?"
  • The Woobie:
    • Saheila the Blind Seer was driven from the elf homeland by the deathfog attack, is incarcerated in Fort Joy, and can be found in all four Acts if you bail her out of trouble in each previous one. In Act 4, if Sebille has followed her instructions, she learns that Saheila is a Woobie, Destroyer of Worlds, planning for Elvenkind to expand relentlessly at the expense of the other races.
    • Isla's happiest day of her life was suppose to be her wedding day. Instead, Voidwoken killed the guests at the wedding, the cake was trapped with explosives and the groom married her only for the money, having planned to kill Isla's father for the inheritance. Before the end of the day, the poor girl was left in a inconsolable sobbing mess.


How well does it match the trope?

Example of:


Media sources: