POLE7645: In Divine Divinity, I'm in the first dungeon
There are 4 tombs. For 3 of the 4, I found the best strategy (with my warrior) was to stand as close as possible to where the boss skeleton would spawn from the coffin, and start attacking it immediately. For the archer, I withdrew and took out all the weaker opponents first (without standing still too long in sight of the boss), and then went after the boss alone.
You should be able to collect enough crappy loot to trade to build up a fair stack of potions to use during combat. NPC inventories reset after about 10 or 15 minutes real time (they may hang on to stuff you sell them, which sits at the top of the list), so whenever you check with George for potions you can see if he has any equipment upgrades for you, as well.
After combat you can sleep to fully heal (leave one teleporter stone by a bed), or use bread/meat to restore a bit of health and chicken to restore a bit of mana. Eventually you'll be able to switch to
restoration potions and not bother with food or sleep.
You can leave Aleroth and level up outside. The orcs to the north and east / west are weaker and in smaller groups than the ones if you go too far south. Don't forget about the catacombs, though. Completing certain main plot quests will cause Mardaneus to be cured without your help, and you could miss out on a couple other quests.
The initial dungeon is challenging, and a bit long, but the game tends to get easier as it progresses.
Early Starter Tips (NON-Spoiler Version) POLE7645: I found the beginning of Beyond Divinity extremely hard. Your character is puny and the only one that can properly fight is the Dark Knight.
You can select the DK and have him lead, if that is the case. Your hero shouldn't be any worse off, though. I had trouble with a particular opponent at the beginning, but restarting and adjusting my stats and approach helped greatly:
Killing Fergus.
Beyond Divinity Strategy Guide At the start of the game I had my hero use crushing weapons (club or walking stick), sometimes switching to a bow for tough fights. Later in act 1, after getting out of the areas with lots of skeletons, I switched my hero to a crossbow full time (playing again I would have the DK be a bow archer to focus on agility, since he doesn't need strength for armour requirements).
After you get the first summoning doll (on the second level of the game) it can use a crossbow, so can provide good support in some situations (even upgraded it wouldn't last long if opponents get into melee range).
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Elmofongo: How so, is it because its more of the same?
The opposite; it was different from DD. Specifically, the skill system (where some of the skills are unnecessarily complicated, which can be avoided by sticking to conventional weapons for warriors), the stat system (which allows much more flexibility in character development, with many viable warrior builds, for example, compared to DD where everyone's warrior build ends up pretty much the same), having a 2 main characters, etc.
There were complaints that there were too few skill points to learn everything, which is true, but it is also unnecessary to learn every skill or max every component of every sub-skill. I hoarded skill points and didn't have any problems (I only put 1 or 2 skill points into the damage and accuracy sub-skills for weapon expertise, and for my archer put a few points into Point Blank and maxed Reload Time).
The battle fields were also a problem for some, being too long or boring, etc. They are entirely optional, however. I only ever used them for the easy access to merchants.
The DK's voice doesn't start off great (and there are a couple other characters at the start of the game that are pretty bad), but it does get better as the game progresses, and he speaks less.
Most of the time you can have both characters selected and direct them to move and attack as one. Only the tougher fights require much switching back and forth, and an archer character can be set to aggressive to automatically attack opponents in range, if you are controlling the other character. Personally I wouldn't set a warrior to aggressive, since it could split the characters up if one takes off and you don't notice right away (a couple times I checked something in my inventory and while my attention was diverted heard the archer start attacking an opponent that came into range.