Divinity: Original Sin 2 doesn't include 'classes,' per se. When you make a character, you can choose a customizable class preset that gives you points in a couple combat abilities, and this determines the spells and special attacks you can start the game with.
As you level up, you can continue putting points into those starting abilities, or branch out into any area of magic or fighting you like. Before you've found some skill books, it can be hard to know where you want to put points. What if you discover a great skill that requires a point in Huntsman, but you've put all your ability juice into Necromancer? Not knowing what's ahead can stifle early progress with indecision, so this guide will help you plan for multiclass builds that make for a synergistic party.
Rather than breaking down your decisions by class preset, I've focused on the abilities themselves, as they can be mixed and matched however you want to build your own class. For each, I've given a brief preview of the sorts of skills you'll find, and suggestions for what to pair them with in the same character or others in your party.
At the end of this article, I discuss weapon types and summarize the decisions you need to make as you progress.
Effect: Increases all Physical Damage you deal. A point or two in Warfare will help out anyone who deals Physical Damage, which mostly happens through weaponry see the weapon types section near the bottom of this article if you're using a magic staff. The related skills center around melee combat and shields, though, so while it's useful for archers, high Warfare levels are best for tanky brawlers. You'll get skills such as Battle Stompwhich knocks down opponents, and Phoenix Divewhich lets you leap into battle and create a fire surface beneath you.
If you want to whack things in the head, but also use magic, Warfare pairs fine with any other ability—hence why it's included in four class presets.
Divinity: Original Sin 2 build guide
For a warrior-healer Paladin type, Hydrosophist is a good pairing. With Warfare and Hydrosophist, you can focus on equipping physical armor, and use water spells to buff your magic armor when needed. You'll also be able to heal vitality, and freeze enemies for crowd control. The abilities Cleanse Wounds and Mass Cleanse Wounds, which restore vitality and remove many negative statuses, require points in both Warfare and Hydrosophist.
If you want to avoid splitting your attribute points between Strength and Intelligence, use a water staff. The Inquisitor preset pairs Warfare with Necromancer.
Necromancer abilities deal Physical Damage, making Warfare immediately useful. The morbid arts also include healing abilities and a physical armor buff. Plus, tanky Necromancers can use Shackles of Pain to deal all damage they take to a target, and Last Rites to sacrifice themselves by taking damage to resurrect a target character.
Buff Necromancers get the job done. Another good pairing, Polymorph, includes several abilities that require you to get in close, as well as one that regenerates physical armor, so it works well with strong sword and shield characters.
Its skills also deal Physical Damage, which Warfare boosts, and some rely on Strength, so it'll become more powerful at the same time as your Strength-based weapons. And who doesn't want to be a fighter who can turn their hair into snakes? Effect: Increases the damage bonus when attacking from high ground. This is your classic ranger archetype, with skills that center around bow and arrow trick shots and staying the hell away from melee enemies.
It includes one close-range healing ability, First Aidarrow attacks such as Pin Down, a crippling shot, and Reactive Shotwhich works like overwatch in XCOM, letting you take shots at moving enemies between turns. Two points in Huntsman is the prerequisite for a skill that's useful for any ranged character, Tactical Retreat, which applies haste and teleports you out of harm's way.Divinity Original Sin 2: 5 Great Starting Builds
If you're dropping points into Huntsman, you must be an archer, so you'll benefit from other ranged abilities.
The two existing preset classes make for good combos. Wayfarer pairs Huntsman with Geomancergiving you abilities such as Fossil Strike, which creates an oil puddle that slows enemies and can be lit with fire arrows. If you have points in both Huntsman and Geomancer, you can also learn Throw Dust, which blinds enemies.
The Ranger class preset instead pairs Huntsman with Pyrokinetic for some ranged fire spells, as well as the ability to toss out explosive traps if you've put points into both.Divinity can be a tough game, so with that in mind, we put together a list of characters and classes that are so strong, it will make any enemy a joke. Keep in mind that every character can't be great at all times, but the ones listed below excel at specific niches or a variety of things. We've tried to come up with not just the best combination of abilities, but the best races and play styles to suit those abilities.
This section discusses how to make the most out of the premade party members you'll find on your journey. He also starts as a dual-wielding wand user. However, he's also an Undead, which means he can't heal through curative magics.
With that in mind, we suggest the following. This build will amplify what the game already suggests you do with Fane. Geomancer is very important because it's both powerful and can be used to heal Fane.
Pyrokinetic is amazing when combined with Geomancer, because it lets you blow up the poison, dealing additional burn damage. Lastly, Necromancer is great to round him off, offering a wide array of spells that allow you to heal and deal damage all at once.
This is an alternate character build for Fane.
This goes against his default setup and instead focuses on the fact he is a skeleton. This build switches Fane from a mage to a Ranger. The Huntsman and Geomancer class work well together, and since Fane is a skeleton, he will benefit from the many poison skills you gain access to. Pyro still is great for blowing up the poison and focusing on Finesse over Intelligence will make him a powerful ranged combatant.
This murderous elf is a Rogue type by default. This feeds perfectly into her abilities, and makes her one of the best Rogues possible. This combination of skills is designed to make her a powerhouse of damage. You want to focus heavily on Dual Wielding and Scoundrel to maximize mobility and damage. Necromancy makes a great third skill as it gives her some curative options and a few other handy spells later on. Grabbing just 1 or 2 points of Polymorph are also great, as it will allow you to pump up your stat points while also giving access to some powerful transformation skills like Chicken Claw and Spread Your Wings.
Elf's have the Flesh Sacrifice skill which fits perfectly with the Rogue style of gameplay. This is due to many Scoundrel skills having exactly 1 AP cost. For this reason, we suggest Sebille sticks to this style of gameplay.
This royal lizard is a front line warrior by default. He does have some flexibility, but we suggest he stays on the front lines, so that his Fire Breath never goes to waste.The guide is not completed as of yet, however it should provide enough general information to get you started. If you are new to RPGs or games in general really, here are some terms you may see used and what they mean if you don't know. The first thing you'll do when you start up a new game is choose who you'll play as; these character options come down to Sebille a female Elf, The Red Prince a male Lizard, Ifan ben-Mezd a male human, Lohse a female human, Beast a Male Dwarf, Fane a Human Male Undead The use of human and undead is to say he is an undead that has the body of a human, undeads can also be the other races too.
Each of them has their own unique backgrounds, stories, history and interactions with the world and it's inhabitants. Many of their stories will collide with each other's at certain points, like when interacting with an NPC they may debate on who will speak to the person first and sometimes depending on who talked to them first there may be consequences for the following speakers, so knowing their motives beforehand could be vital.
The custom character acts more like a make your own adventure and allows you choices that the pre-made characters may not have, it also allows for more customization than you'll get with a pre-made.
Undead, 2nd varies by race. Humans are an all around balanced race like in any game, they don't excel at anything, but are also good at everything. Lizards excel at caster roles such as Wizards, Witches and Enchanters due to their innate Intelligence boost due to Sophisticated, they also have Spellsong which grants them a free Persuasion point.
The Lizard race has an ability called Dragon's Blaze which is a low cost, low damage, cone shaped fire surface. Dwarves get an innate bonus to Strength and Sneaking, they make for powerful Fighters or Knights and along with their innate ability Metamorph, which allows them to turn a target into stone via Petrification.
Dwarfs make for great warriors or tanks, they also get a sneaking bonus, but a warrior role seems better suited to them. Elves are tall, lanky creatures that present themselves more as folks made of wood or forest materials rather than the common Elf you see in fantasy. They have strong abilities like Corpse Eater which allows them to consume specific body parts sometimes that grants them abilities for free. The Undead are the last race to be revealed and present a unique challenge to players.
Among those challenges are the fact that if you do not cover their bodies with armor of some type they will scare non-undeads and cause local law enforcement to attack you, non-guards will most likely just run from you, but it isn't worth risking it. The other challenge they present is they cannot be healed in the typical way, healing potions and spells damage them instead and in their place poison heals them; so you can walk into a poison surface or gas or even chug a poisoned health potion and it'll heal you.
The Undeads gameplay changes the strategy of the whole game for the player using it and it is inadvisable to attempt to play them without having at least a minor understanding of the mechanics of the game, the game itself will even warn you that your experience will be dramatically different compared to playing as a humanoid race. If you have selected to play as a custom character you will need to select your character's tags.
Tags help define who a character is and how they interact with things and people in the world. Below your character's class selection you will see a box that says Tags, under it is another box that has a few empty spaces along with two tags already filled out that state the character you are and race. Tags most often interact with dialogue from NPCs and can assist you in getting new information, I suggest you try talking to NPCs using multiple characters in your party as they can use their tags to get more information if it is applicable to the NPC you are interacting with.
Now you will want to choose what class you want to play as, please know that classes are merely templates, with adding points elsewhere during leveling you can be anything you want, however classes do dictate starting stats and skills so you should pick something you will want to build into. I will break down the classes here in an info box to help you get an idea of what they are and you can follow the links to learn more. For more details click the stat to go to the stat's page.
Finesse - Determines damage dealt with Finesse weapons such as Daggers, Bows and Crossbows, also provides a bonus to Dodging. Intelligence - Determines magical damage and bonus to Magical Armor. Constitution - How much health aka Vitality you have. Spells that aren't stored cannot be cast, but can freely be swapped outside battle. Wits - Critical chance and initiative, also helps detect traps and treasure. Civil abilities determine your ability to interact with NPCs using Persuasion and Bartering ; Lucky Charm can increase the rarity of loot you find; Loremaster allows you to identify items; Telekinesis allows you to grab things from a distance; Sneak makes it easier to move unnoticed by NPCs and Thievery lets you steal more items from NPCs along with pick locked doors and chests.
Learn more about Attributes and Abilities here. Note that as of v3.In Divinity: Original Sin 2classes can be broken down into the same three groups as the original game: warrior, mage and survivor. Furthermore, there are several hybrid classes that cross over between two of these groups. Fighters are the front line combatants in any battle.
Focusing on Single Handed combat and shield defence, fighters initially begin with Bouncing Shield and Fortifyallowing them to fight from range while gaining ground on their target and replenish their Physical Armour when the need arises.
With the inclusion of Battle Stomp in their initial skill itinerary, fighters are also flexible enough to move to dual wield or two-handed weapons, without fully sacrificing their ranged capabilities. Knights are the Two-Handed counterpart to the fighter. Although attacks may require more Ability Points AP per attack, their weapon damage compensates for this, often with additional range on their close quarters combat.
In addition to this, knights begin with the Opportunist talent, allowing them to make a strike of opportunity when a target moves past them. Furthermore, knights can sacrifice evasion and resistance to gain additional speed in battle due to their Rage skill and can also close in quickly and strike multiple targets at once with Battering Ram. The main focus of a conjurer on the field of battle is to provide combatant support; by summoning additional units and defences onto the field.
Classes (Original Sin 2)
Although not quick to fray due to the bulk of their initial abilities revolving around summoning incarnates and defensive totemsthey can potentially double offensive capabilities in a single turn.
In addition to this, outside of battle they can talk to animals and identify objects from the outset, opening new pathways and specialised equipment to the party.
Enchanters are support combatants, focused initially in the Aerotheurge and Hydrosophist arenas of magic. Initially beginning with Restorationthey can assist their party with healing skills or take on the undead if required and are capable of defending themselves with Hail Strike and Electric Discharge.
As a wand wielding class, they can further expand their elemental capabilities by diversifying their equipment, avoiding the need to invest in other elemental trees; albeit these elements will not prove to be as powerful or able to target as far as those with investment in part due to their initial talent Far Out Manwhich extends the range of skills. Witches are magic users who wield both life and death in the forms of geomancy and necromancy.
Where the enchanter focuses on damaging from afar, the witch focuses on weakening and manipulating the enemy. Starting out with Poison Dart and contamination from the geomancer skill set and Blood Rain from the necromancer tree, once an enemies Magic Armour has been taken down battle can be drawn quickly to and end through damage over time attacks. Wizards are the fire and brimstone of the mage classes, focused initially in the offence Pyrokinetic and Geomancy fields.
These two skill trees go hand in hand in combat, with Fossil Strike leaving a pool of oil underneath the target, waiting to be ignited by a searing dagger or another form of ignition.You can still create a custom character of your own, but trust me, the Origins are a lot more interesting, and open up a bunch of dialogue options for you in many conversations.
These Origin Stories will give your characters a special backstory, and add a new layer of depth to them as they all have their own individual motivations and personal quests to pursue. Origin Stories will also affect how other NPCs behave around you, and this makes party management that much more engaging.
Some Origin characters might be better equipped to persuade a stubborn NPC than your own character is, so I advise swapping between them every now and then. When leveling up your characters and choosing different traits for them, make sure that every character in your party specializes in a different area. This will make your party a lot more efficient, and well-rounded. When you come across hard-headed NPCs that refuse to budge, consider backing out of the conversation and letting a more charming party member do the talking instead.
You might yield better results this way. A frozen ally should be moved somewhere warm immediately, as putting them near water will only slow down their recovery process.
Try luring your enemies towards you and into traps whenever you can; your abilities have cooldown periods, so it might be more efficient to use environmental hazards to damage your foes instead of wasting all your abilities on them.
You can get a teleportation glove fairly early on in the game by beating some crocodiles off the coast of Fort Joy. Use the spell to teleport your enemies down to where you can hit them, or place them in a pit of fire. In order to make progress in your quests in Divinity: Original Sin 2, make sure you talk to as many people as you can in the game. A lot of times, you might get unique story hints just from listening in on an errant conversation between two warriors at a campfire.
If you see any dialogue lines popping up near you, be sure to head over there and interact with the NPCs around as well. If you have a shovel with you, you might stumble upon areas with hidden paths, or even hidden treasure holes.
Loot everything in the game, and sell all your valuable goods. You can also press and hold the left Alt button to see all available items in your vicinity. That way, you can reload your previous save quickly if you happen to screw something up. I also recommend quick saving each time before you enter a battle. Connect with us. Continue Reading. To Top.It's tactical combat requires a lot of math and theorycrafting on the player's part.
For that matter, it can have a steep learning curve especially for those who aren't used to tactical turn-based RPGs. Often, a chaotic and unplanned combination of characters and skills can lead to defeat or frustrating enemy encounters. It is worth noting that any class can use any skill, weapon, or armor if you train or specialize them for it.
Here are 10 of the base classes that are ideal for the best character builds in the game. Having a no-nonsense character who can off the biggest threats on-screen is what the Shadowblade class is destined for. Shadowblades are basically rogue-type characters who also have an alignment for mage skills. Their mage skills, however, are quite limited and only serve to augment their high-damage assassination skills.
You can quickly move the Shadowblade class into either a rogue with a bit of Polymorph magic or a mage that can also deal high physical damage. The downside is their lack of healing skills and armor, making them a glass cannon.
After all, healers and support mages are a staple for any party-based RPG. The Cleric is that one class which can determine whether your most valuable party members can survive in the most dangerous encounters to do enough damage. As their name implies, the Cleric already has a high aptitude for healing spells in the Hydrosophist skill discipline of the game.
At the same time, the Cleric can also utilize the Necromancy discipline for some crafty damage-dealing abilities that also heal in return. Here's another staple class stereotype for all party RPGs. The Wizard ensures maximum damage from quite a long distance from the enemy. When not dealing damage, however, the Wizard can be used for some devastating crowd control abilities that can deny an enemy their turn in combat. If you pick the Wizard, you'll find that he comes readily equipped with the Aerothurge and Hydrosophist skills sets which can cover large areas in the arena or battlefield.
Those can be traded in for some Pyromancy or Geomancy skills. You won't be able to do much in terms of strategy without a Wizard in the game. The Battlemage is for those who can't decide whether they want to beat enemies with a blade or with lightning. You can treat the Battlemage as a close-ranged jack-of-all-trades class. While they do lack the blanket and nuking skills of the wizard, they make up for it with their higher survivability and their physical Warrior skills.
For those who want to be the biggest dude with the biggest weapon on the battlefield. The Knight is a pretty straightforward class. Their skills let you just throw them in the thick of combat and cripple, knockdown, or deal devastating melee physical damage to enemies. Against dispersed enemies, however, Knights are not so good. Still, you can use the class as a starting template for branching out into other combat disciplines. Since they are already good at dealing physical damage, you can try to cover up their shortcomings They are essentially a warrior-type class that can use Polymorph skills that let them sprout wings for strategic repositioning or cast hexes that turn enemies into chickens.
While their potential is quite big later on in the game, newer players will do well to refrain from picking them as their first class. If you are quite familiar with the skills and combat dynamics of the game, then you can essentially take advantage of the Metamorph's weird but powerful dispositions.
The Inquisitor is essentially a mashup of the Battlemage and the Cleric. What does set them apart is the fact that they are also quite good even when used as ranged combatants. Inquisitors are innately tanky and that's partly thanks to their aptitude for Necromancy. Meanwhile, all the other skills of the Inquisitor consists of the Warrior discipline abilities. They can easily be transformed later on into ideal solo characters if you ever fancy a Lone Wolf type of gameplay since they are self-sustaining and hold up well against both magic and physical damage.
For players looking for a good balance between magic and physical damage, they simply can't go wrong with the Ranger. Despite being primarily a bow or crossbow user, Rangers can also utilize elemental or magic arrows in their arsenal. The best part is that they can do both damage types from a distance and can easily escape using their Hunstman or Scoundrel skills if they ever get surrounded by melee enemies.There are tons of moving parts, and when creating a character, it's easy to look through all of the options and be unsure as to which one to pick.
Rogue or Shadowblade? Fighter or Knight? There are tons of options, and plenty of time to tailor the class to a specific playstyle the longer the game goes. That being said, it's always nice to start off on the right foot. So, here's a handy guide on the pros and cons of each class in Divinity: Original Sin 2.
It's clear they're skilled with magic with mage in their name, but they're generally pretty skilled with weaponry, as well. They can focus on one more than the other, or continue being adept with both. They should generally have something up their sleeve for most situations but might suffer a bit because of all the options they have. Having all of those options means something has to give, and in their case, it's generally defense.
The Cleric class is usually going to be up in the front lines, smashing enemies with a large weapon and supporting their allies with healing and other support spells along the way. The only real drawback here is, of course, the Cleric is a real priority to keep alive, considering the role they have in keeping everybody else alive.
Though they're on the front lines, consider keeping them out of the worst immediate danger. The Conjurer class, well, conjures. They summon objects and allies to help the team, and they can have a variety of benefits depending on what they summon. These creatures are great for taking the damage other team members can't, or in providing support in situations where everybody else is busy. The drawback to the Conjurer is that they're generally very easily killed, and should usually keep a heavy distance between themselves and danger.
The Enchanter class uses a huge variety of magical abilities from afar and generally is used to set status effects on enemies that other team members can make use of. Have an ability that requires an enemy to already be wet?
The Enchanter can take care of that for you, along with tons of other status effects. Much like the Conjurer, the Enchanter is generally pretty easily killed and should be far enough away that they aren't the center of attention. The Fighter class excels in close combat, as one would expect. They may not deal the heaviest damage, but they're going to be pretty tough to take down, allowing other teammates to safely deal damage without as much fear of being targeted.
Their low damage means they generally need the backup of a high-damage teammate around, but a well-coordinated team shouldn't usually find this a problem. The Inquisitor class is a close-range magic damage-dealer. They're generally a bit closer to the thick of things than their Enchanter and Conjurer counterparts, but the Inquisitor has some extra health to ensure that this closeness isn't a detriment.
They don't necessarily have any huge cons, but not any major pluses either. They are a balanced class. Just make sure to keep an eye on them because of their closeness to danger. The Knight class is similar to the Fighter class in that they both charge headlong into battle, but the damage that the Fighter lacks is made up for in the Knight.
The Knight generally uses heavy weapons to deal some significant damage, but because of their extra damage, they're a little easier to kill than the Fighter.
The Metamorph class is another one that's usually found on the front lines, though they're quite a bit different than both the Knight and the Fighter. Be it giving themselves the ability to fly over the battle, to petrifying enemies, the Metamorph should always be dictating the terms of the fight. Because of their closeness, they're generally in quite a bit of danger, so make sure someone else has the enemies attention.
The Ranger is a pretty obvious class. They're the ones firing arrows from afar, dealing high damage and staying well out of the way of the enemies. If positioned well, they're going to be a massive boon to the team, but if put in danger, they're going to be one of the quickest to fall.
The Rogue is another classic class.