![]() These are generic custom characters who don't have any influence on plot or questlines, and have no special dialogue options. Starting in Act 2 you will have your recruited Origin characters, and gain the ability to recruit mercenaries (if you feel like you really need to swap someone out, or if one of your characters dies permanently). You then get one last chance at selecting Origin characters to stick with you, any you don't pick will leave for good. Once you reach the end of Act 1, your party members will all "leave" and go wander the area you are in. ![]() You can do this at any time for the rest of the Act, and the characters will just hang around in their usual spots if you dismiss them. If your team is full just dismiss one of your current party members and you can pick up another Origin character. Note: While in Act 1 you can swap companions whenever you want, test their combat abilities, get to know them, run their sidequest content, etc. it can be a huge cluster fuck and only 1 person gets to do overworld stuff at a time because it's essentially single player with mulitple people having mouse control. Other places where you can find them are: on Lady Vengeance mostly on the 2nd floor. remote play together works by having 1 person run the game and then the other people have control over the cursor. ![]() Therefore, when we run into an enemy that has 1.2k+ magic armor it can present a challenge. ![]() For example, 3 of us are playing and 2 of us are physical damage and 1 is magic. It forces the player to react a challenge. Initially, If your companion goes missing, you can find them back at their recruiting point, or they sit a bit east of Amadia's Sanctuary at the beach (next to the corpse of a Magister Swordsman) (x:390 y:21). Because, it prevents you potentially having a simple answer to any solution. They have unique conversation Tags and have their own Class and equipment. Companions in Divinity: Original Sin 2 are Party Members that can join the player during the course of the game. ![]()
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