- Divinity Original Sin 2 Spell List Generator
- Divinity Original Sin 2 Mods
- Divinity Original Sin 2 Spell List Of Words
- Oct 14, 2017 Divinity: Original Sin 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Can anyone list me the best Spells in the game, so far i have Earthquake that fire chain witch costs 2 source points lazor beam Showing 1-13 of 13 comments.
- The most useful general spells are Burn My Eyes that increases the target's perception to traps and treasures, Wildfire that rises, to a high level, the maximum, and regeneration of action points (AP) of the target, and Smokescreen that allows you to hide from the enemies and makes them to shorten the distance.
Archer (Expert Marksman)
Divinity Original Sin 2 Wiki has all information on weapons, armor, quests, skills, abilities, maps, crafting, guides and walkthroughs.
The archer is a ranged unit based on Agility. Also, it is a good idea to develop the Perception, which influences the hit modifier. He can use both bows and crossbows, although it is a good idea to specialize in either and develop the appropriate ability for it, which increases damage dealt.
Ability | Required level | The number of AP (Action Points) | Description |
Arrow Spray | 13 | 6 | Shoots arrows that deal damage dependent on the level of the character |
Barrage | 7 | 8 | Shoots arrows towards the target. Deals 60% damage from weapon. |
Doctor | 4 | 4 | Heals Weak, Blind, Mute and Infectious Disease. |
First Aid | 1 | 3 | Heals Bleeding, Crippled and Diseased. |
Infect | 10 | 6 | Sets the Disease effect on the nearby target. |
Minor Charm | 1 | 5 | Sets status Charm (the opponent fights for your character) on the specified target (used only from the scroll!) |
Mute | 7 | 5 | Sets status Mute - prevents from using magic. |
Ranged Power Stance | 1 | +1 | Increases damage from bow/crossbow (toggle on/off). |
Ranged Precision Stance | 4 | +1 | Increases the chance of hit with bow/crossbow(toggle on/off). |
Rapture | 10 | 5 | Sets status Charm (the opponent fights for your character) on the specified target. |
Ricochet | 1 | 6 | Deals 70% damage from weapon (piercing) to the first selected target and jumps over onto the nearby opponents. |
Survivor's Karma | 7 | 8 | Increases the Luck of your character and the nearby allies. |
Tactical Retreat | 1 | 4 | Allows you to dash away (15m at most) from tight situations. |
Treat Poisoning | 4 | 5 | Heals the Poison effect. |
Fighter (Man-at-Arms)
The fighter is the easiest and the most powerful character in the game. He can use one handed and two-handed weapons, ranging from staffs through axes, through swords, which is why the appropriate Abilities for certain one- and two-handed weapons should be developed early in the game. He also has diverse abilities. Damage dealt is dependent on the strength attribute, which also takes effect on the modifiers of individual abilities. Thanks to this, he can also wear the heaviest armors of high parameters. That is why, it is also a good idea to develop the Armour Specialist ability and, if you prefer one-handed weapons and shields, also Shield Specialist.
Ability | Required level | The number of AP (Action Points) | Description |
Battering Ram | 1 | 6 | Dashes towards the determined target in a straight line and deals 50% damage from weapon to everyone in the line of the charge and has a chance of knocking down the target. |
Crippling Blow | 10 | 5 | Sets status Cripple on the target and deals 30% damage from weapon. |
Crushing Fist | 1 | 5 | A huge fists slams the target and knocks him down, deals crushing damage that depends on the character's attributes. |
Cure Wounds | 1 | 6 | Heals an ally or self, by the number of health points that depend on the character's parameters. |
Divine Light | 1 | 3 | Decreases the target's Willpower and Bodybuilding, and sets effects Warm, and Willpower Loss. |
Draw Blood | 4 | 6 | Deals 50% damage from weapon and sets the effect Bleeding on the target. |
Dust Devil | 1 | 6 | Attacks the enemies around the character and deals 90% damage from weapon to each. |
Encourage | 1 | 5 | Adds Courage to the nearby allies. |
Eroding Strike | 13 | 5 | Deals 30% damage from weapon to the target and sets effect Weak. |
Flurry | 10 | 8 | Lands several blows, of 100% damage from weapon each, for one target. |
Helping Hand | 4 | 3 | Removes effects Knocked Down, Burning. |
Inspire | 13 | 6 | Sets effect Inspired on the nearby party. |
Lower Resistances | 7 | 5 | Decreases all physical and magic resistances around the character. |
Melee Power Stance | 1 | +1 | Increases damage dealt (toggle on/off). |
Melee Precision Stance | 4 | +1 | Increases chances at a hit (toggle on/off). |
Nullify Resistances | 16 | 5 | Decreases all physical and magic resistances of the enemies around the character (stronger than Lower Resistance) |
Phoenix Dive | 7 | 6 | Dashes from one spot to another to avoid traps/attacks. |
Rage | 10 | 4 | The effect Rage decreases agility and armor points, but it increases damage dealt and chances at a critical hit. |
Terror | 16 | 7 | Sets effect Fear, which makes enemies flee. |
Whirlwind | 7 | 6 | Rotary attack that deals 120% damage from weapon to the enemies around. |
Rogue (Scoundrel)
Rogues prefer surprise attacks and tricks. The weapon of their choice is daggers and knives. The abilities to wield them are governed by Agility. It is a good idea to develop a high Resistance and Speed levels, to be able to get enemies from behind and perform silent assassinations.
Ability | Required level | The number of AP (Action Points) | Description |
Charming Touch | 4 | 6 | Sets effect Charm on the target. |
Cloak and Dagger | 10 | 6 | Dashes towards the selected place and leaves a smokescreen behind. |
Daggers Drawn | 10 | 8 | Deals multiple damage with the knife, which deals 100% damage from weapon. |
Eye Gouge | 7 | 4 | Deals 30% damage from weapon to the target and sets the effect Blind. |
Fast Track | 1 | 4 | Temporarily speeds up the target. |
Lacerate | 1 | 5 | Deals to the target 50% damage from weapon an sets the effect Bleeding. |
Precise Incision | 7 | 5 | Deals 30% damage from weapon and sets the effect Weak. |
Razor's Edge | 1 | 4 | Deals to the target 50% damage from weapon and sets effect Stunned. |
Self Medicate | 7 | 6 | Lifts the effects Bleeding, Crippled, Blinded and Weakened, but only from self. |
Trip | 4 | 4 | Knocks down the target and deals damage that depends on the character's parameters. |
Venomous Strike | 4 | 5 | Deals to the target 30% damage from weapon and sets effect Poison. |
Walk in Shadows | 1 | 3 | Activates invisibility. |
Wind-Up Toy | 13 | 8 | A remotely controlled bomb that explodes on demand. |
Divinity: Original Sin 2 adds plenty of interesting wrinkles to the western-RPG formula, and one of those wrinkles is the ability to combine two skill books and create an entirely new ability. In-game, there’s no way to know what you’ll get before combining two skills books. There’s a ton of awesome abilities out there, so instead of going in blind, here’s a full list of Level 1 Skill Book combos.
To use Skill Book combo abilities, you’ll need at least one level in both types of magic — combos only seem to work when combining elemental magic and non-elemental magic. That means you can’t combine two elemental skill books together. It’ll all become clear in the list below.
Divinity Original Sin 2 Spell List Generator
Some of the skill book combos are completely, insanely broken. It isn’t clear what all the skill books actually do, so you’ll need to do some experimentation on your own. Check out all the skill books and results you’ll get from combinations.
All Skill Book Combinations | Complete List
Skill Books can be combined to create a new Skill Book that utilizes both types of magic. You can only combine one Elemental Skill Book and one Non-Elemental Skill Book — elementals and non-elementals don’t mix with each other.
To use a combo Skill Book, you’ll need at least one point in both types of magic. Some powers may require two or more points, so keep that in mind when combining.
Fire Element Maplestory v62 hack ct free stuff.
- Fire + Necromancy = Corpse Explosion
- Effect: Explodes corpses to deal damage.
- Fire + Polymorph = Bleed Fire
- Effect: Enemies bleed fire, leaving fire when they take damage.
- Fire + Warfare = Sparking Swings
- Effect: Melee attacks generate chain lightning that hits nearby enemies.
- Fire + Hunter = Explosive Trap
- Effect: Sets an explosive trap that explodes when an enemy gets near.
- Fire + Scoundrel = Sabotage
- Effect: Causes any grenades or arrows in an enemy’s inventory to instantly explode.
- Fire + Summoning = Fire Infusion
- Effect: Your minion learns (and uses) fireball.
- Fire 2 + Necromancy 2 = Mass Corpse Explosion
- Fire 2 + Polymorph = Flaming Skin
- Fire 2 + Warfare 2 = Master of Sparks
- Fire 2 + Hunter 2 = Mass Exploding Traps
- Fire 2 + Scoundrel 2 = Mass Sabotage
- Fire 2 + Summoning 2 = Necrofire Infusion
Air Element
- Air + Necromancy = Vacuum Touch
- Effect: Causes damage, MP silence and suffocation.
- Air + Polymorph = Vaporise
- Effect: Create clouds that cure frozen and petrification status.
- Air + Warfare = Breathing Bubble (Immunity to clouds and suffocate)
- Effect: Gives your immunity to suffocate and cloud effects.
- Air + Hunter = Erratic Wisp
- Effect: Enemies will teleport randomly when attacked.
- Air + Scoundrel = Smoke Cover
- Effect: Generates a cloud effect from the targeted character.
- Air + Summoning = Electric Infusion
- Effect: Your minion learns electric discharge and switches to electricity element.
- Air 2 + Necromancy 2 = Mass Vacuum Aura
- Air 2 + Polymorph 2 = Jellyfish Skin
- Air 2 + Warfare 2 = Mass Breathing Bubbles
- Air 2 + Hunter 2 = Evasive Aura
- Air 2 + Scoundrel 2 = Blessed Smoke Cloud
- Air 2 + Summoning 2 = Cursed Electric Infusion
Water Element
Divinity Original Sin 2 Mods
- Water + Necromancy = Blood Rain
- Effect: Generates bloody rain that causes enemies to bleed and puts out fires.
- Water + Polymorph = Healing Tears
- Effect: Generates tears that heal party members within the area-of-effect.
- Water + Warfare = Cleanse Wounds
- Effect: Powerful healing that also removes the burn / disabled / poison / bleed and decay effects.
- Water + Hunter = Cyrotherapy
- Effect: Frozen floor tiles now provide magic armor.
- Water + Scoundrel = Vampiric Hunger
- Effect: Provides +50% Life Steal for two turns.
- Water + Summoning = Water Infusion
- Effect: Minion gains regeneration and switches to water element.
- Water 2 + Necromancy 2 = Blood Storm
- Water 2 + Polymorph 2 = Icy Skin
- Water 2 + Warfare 2 = Mass Cleanse Wounds
- Water 2 + Hunter 2 = Mass Cryotherapy
- Water 2 + Scoundrel 2 = Vampiric Hunger Aura
- Water 2 + Summoning 2 = Ice Infusion
Divinity Original Sin 2 Spell List Of Words
Earth Element
- Earth + Necromancy = Corrosive Touch
- Effect: Causes acid and atrophy damage.
- Earth + Polymorph = Turn to Oil
- Effect: Turns Water and Blood into Oil. Oil removes the Shock or Stuck effects.
- Earth + Warfare = Oily Carapace
- Effect: Consume Oil for bonus physical armor.
- Earth + Hunter = Throw Dust
- Effect: Throws a burst of dust that damages and blinds enemies. It also removes elemental floors or clouds.
- Earth + Scoundrel = Venom Coating
- Effect: For two turns, adds Poison element damage to all attacks.
- Earth + Summoning = Poison Infusion
- Effect: Minions switches to Poison element and uses the Poison Dart attack.
- Earth 2 + Necromancy 2 = Corrosive Spray
- Earth 2 + Polymorph 2 = Poisonous Skin
- Earth 2 + Warfare 2 = Mass Oily Carapace
- Earth 2 + Hunter 2 = Dust Blast
- Earth 2 + Scoundrel 2 = Venomous Aura
- Earth 2 + Summoning 2 = Acid Infusion
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