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	<title>Divinity: Original Sin 2 – Quick Class Introductions - Revision history</title>
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		<title>WilfredTyas055 at 22:31, 30 April 2026</title>
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:31, 30 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The go-to weapon for the rogues &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the dagger. The exceptional mobility provided by the class makes them uniquely suited &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maneuvering around enemies to get &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;big pop of extra &lt;/del&gt;damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from a backstab&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Simply move into the radius behind the chosen enemy (depicted &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a triangular field &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a dagger icon) and attack as typical&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It is important &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;note that not all abilities benefit from the backstab position - check &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make sure that the chosen attack makes use of the boost &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ensure that AP and recharge time &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not being wasted. Rogues can also be quite effective at a distance&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but many scoundrel skills rely on being up close&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so it can be wise to just keep a ranged weapon on hand for a tight situat&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Epidemic of Fire (3 Pyrokinetic): a flame jets between &lt;/del&gt;up &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to five targets &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;massive Fire &lt;/del&gt;damage, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creates Cursed Fire surfaces&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mainly reserve &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when Master &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sparks in on cooldown&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or you need &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ranged att&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thunder rune weapons have an increase in Air damage, based &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;initial weapon damage&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You can either deal lots of &lt;/del&gt;damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by putting it on an Air staff or spread it &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two different weapons&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A full set of Mystical Thunder runes seem &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;favor a dual dagger rogue who is very evasive and uses some Aerotheurge magic. Consider picking &lt;/del&gt;up &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stealthy skills like Cloak and Dagger, Chloroform, Favourable Wind, Uncanny Evasion, and Blessed Smoke Cl&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Frost weapons increase &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;direct damage of Water weapons like staves &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wands. Most Hydrosophist related skills don’t have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great impact on weapon damage, so stacking Water damage can be hard&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Mystical &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Power Frames seem to point towards a more supportive caster build that can move quickly&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boost ally performance&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and deals damage &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a mix of spells, wands, or maybe even a one-handed sword. Consider piling on helpful Hydrosophist spells like Armor of Frost, Rain, Winter Blast, and Global Cool&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since you have both weapon attacks and &lt;/del&gt;spells, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aim &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;raise Strength and Intelligence at &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3:1 ratio; adjust accordingly if you want to focus on one or the other&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Keep Constitution at a minimum&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;raising it only to meet shield requirements. Hydrosophist should be prioritized to improve healing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Magic armor &lt;/del&gt; [https://gamepriceradar.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gamepriceradar&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recovery, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;water damage. Warfare will grant a multiplicative damage increase &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your melee and Necromancer spells&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It would also be helpful &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point in Perseverance and Retribution, unless you already have them as equipment enchantme&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;First&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reallocate attributes for 3 Strength&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You will be getting up close &lt;/del&gt;to the enemy, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so aim &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wear heavy armor, and wield &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one-handed weapon and shield. With this setup you’ll have access &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shields Up skill to regain lost armor. Stack your Civil Ability point onto your natural racial bonus - Persuasion for Lizards&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Stealth for Dwarves, etc&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Restoration will be your primary skill&lt;/del&gt;, as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it heals vitality over a few turns&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the target is Undead&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will instead deal damage. Armor of Frost will be used &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;repair Magical armor. For the third skill go with either Mosquito Swarm or replace the Necromancer point with Warfare for Bouncing Shie&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Attributes &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat abilities are &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point system that receives a point every level&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;civil abilities &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;talents however are every few levels&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These things help &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player in &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;out of battle&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So which ones are worth investing in for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inquisi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Other Warfare &lt;/del&gt;abilities are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great depending on what weapon combination that &lt;/del&gt;the player &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is using&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but these &lt;/del&gt;abilities will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work for any player unless specified otherwise. This can be customized &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fit just about any play style&lt;/del&gt;. If the player &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is more interested &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing a stealth&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based necromancer they should look into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;witch class or if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player is more interested in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;supporting necromancer, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cleric is a great opt&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As with every class choice in Original Sin 2 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is no one correct option &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character race, but some are slightly more beneficial than others&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dwarf characters work very well - &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inherent racial boost of +1 &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sneaking saves point commitments later for an ability &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is nearly necessary for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;positioning-heavy rogue playstyle&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Elves are also quite effective; though &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Loremaster bump is something &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a write-off, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Flesh sacrifice &lt;/del&gt;skill &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is incredibly useful and pairs &lt;/del&gt;well with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Rogue&#039;s Adrenaline skill to either take the edge off the subsequent AP drop or to set up an action-heavy round. While certainly still playable&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Human&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lizard&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Undead Rogues do not offer directly beneficial perks for pure rogues&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be helpful for those wishing &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;branch out into more direct combat-oriented builds&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with humans especially being quite versatile in &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capabilit&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With this in mind&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only other skills that may work well with these are Summoning&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Geomancy, or possibly Hydrosophist if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player wants this character to fill &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;role of healer too. Summoning &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Geomancy can deal both physical and magical damage depending on the skill. Hydrosophist can only really be used &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;healing and magical damage. Here are &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best options in these skill lines for an Inquisi&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This class &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very similar &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inquisitor, in that it uses all physical &lt;/ins&gt;damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the necromancer skill line&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, it is very different &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is based on stealth &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the scoundrel skill line&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Due &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this, two alternative skill lines would work well &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be added &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this base. These &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the polymorph &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;huntsman&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and summoning skill lin&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some characters just attract enemies much faster, such as long-ranged Rangers and Wizards, or close-enough melee targets like tanks. Unfortunately, this sets them &lt;/ins&gt;up for damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much easier&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they might even die faster. Thanks to the Necromancy skill Death Wish, the damage characters receive can be put to good use&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill is activated, Death Wish gives characters a damage bonus equal to the percentage &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Vitality they lost. For instance, if they have 40% Vitality&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they get &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;50% damage incre&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This class specifically is focused &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;necromancer and scoundrel skill lines&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These lines are based on intelligence and finesse, and focus on dealing physical &lt;/ins&gt;damage to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their enemies&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Due to this, players wanting &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pick this class for their main character should focus on these details when building &lt;/ins&gt;up &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their charac&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inquisitors blend &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fighter &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Witch as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;close combat mage&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They initially start with Critical Blow &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battering Ram&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which ensures their melee potential. However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their specialization in the Necromancy area enables them to debilitate enemies &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;status effects as w&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like other CRPGs, Original Sin 2 boasts a wealth of Skills, &lt;/ins&gt;spells, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and battle options. Unique &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it, however, is its inclusion of &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more tactical flavor&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In Original Sin 2 , players have interactive elements&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;teleportation and telekinesis&lt;/ins&gt;,  [https://gamepriceradar.com/ &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gamepriceradar&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Com&lt;/ins&gt;] and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the ability &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blow up almost everything&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The PC encapsulates this breadth of options with pristine graphics, all working well &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;immerse players into the world of Rivellon like &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tactical command&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Witches specialize in debilitating enemies over time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thanks to their mastery of Necromancy and Geomancy&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Their Geomancy tree gives them starting skills such as Poison Dart and Contaminate &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poison opponents and works in tandem with Necromancy&#039;s Blood Rain. Both of these skill trees specialize in eliminating Magic Armor and HP from &lt;/ins&gt;the enemy, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it&#039;s going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;h&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While it&#039;s true that &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of ports made their way &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Switch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not all these games are accessible&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sometimes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphics or gameplay takes a toll &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;devs try their hardest to &quot;stay true&quot; to their original experience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As such&lt;/ins&gt;, it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s reasonable for players to worry about how these PC games can &quot;transition&quot; properly &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consoles without ruining player enjoym&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mass Cleanse Wounds - Heal the player character &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allies within &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;radius, creating puddles of water beneath them. Also removes Necrofire, Burning, Diseased, Decaying Touch, Poisoned, Bleeding, Suffocation&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Acid status effe&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Tactical RPG fans love Larian Studios &#039; Divinity: Original Sin 2 not just for its compelling storyline, but its diverse range of character skills&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Similar to Divinity: Original Sin , &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequel makes full use not just of character Talents, but also various environmental elements &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;better skill offerings&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moreover, thanks to the game&#039;s robust customization system, players might feel overwhelmed with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number of skills their characters le&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat &lt;/ins&gt;abilities are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;broken down into all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill lines a &lt;/ins&gt;player &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can get, weapons a player might use&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and defensive &lt;/ins&gt;abilities&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Players &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;put a good portion of these points into the skill lines they have chosen as this will boost their damage and healing percentages&lt;/ins&gt;. If the player &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chooses the huntsman investing points into bow, if not they should invest &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dual&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wielding. Of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defensive choices, leadership is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best for a roguish type as it offers a boost to dodging and resistances percentages of all within &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distance of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pla&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This skill also creates an oil puddle after casting. However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it impales all characters and items &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;100% Earth damage while also debuffing them with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crippled status&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This advantage forces enemies to stay inside &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;oil puddle, hopefully giving players enough time &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;set up &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;devastating explos&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Specializing in Aerotheurgy will give access to Electric Infusion, Cursed Electric Infusion in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Summoning skill line&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aerotheurgy uses &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;air and storms to build up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player. This &lt;/ins&gt;skill &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;line works &lt;/ins&gt;well &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for a stealthy supporting role. To the best effect &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Summoning, abilities like Favorable Winds, Blinding Radiance, Erratic Wisp, Blessed Smoke Cloud, Teleportation&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nether Swap&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Apportation&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chain Lightn&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Shadowblades enjoy their Polymorph specialization&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enabling them to use Chameleon Cloak to turn invisible or Chicken Claw to transform opponents. These two abilities &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make them a very annoying class &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deal with. Unlike Rogues&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadowblades enjoy their magic usage to turn battles to &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fa&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Who hates a good life steal skill? Thanks to Forced Exchange&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players can easily turn &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tide of battle against a hard-hitting opponent or boss. When used&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forced Exchange will exchange &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vitality percentages of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;caster &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a target, making it ideal &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;flipping &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;table&quot; against a remarkably strong oppon&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>WilfredTyas055</name></author>
	</entry>
	<entry>
		<id>http://freakapedia.com/index.php?title=Divinity:_Original_Sin_2_%E2%80%93_Quick_Class_Introductions&amp;diff=12441&amp;oldid=prev</id>
		<title>JoshHawks959827: Created page with &quot;&lt;br&gt;The go-to weapon for the rogues is the dagger. The exceptional mobility provided by the class makes them uniquely suited to maneuvering around enemies to get the big pop of extra damage from a backstab. Simply move into the radius behind the chosen enemy (depicted as a triangular field with a dagger icon) and attack as typical. It is important to note that not all abilities benefit from the backstab position - check to make sure that the chosen attack makes use of th...&quot;</title>
		<link rel="alternate" type="text/html" href="http://freakapedia.com/index.php?title=Divinity:_Original_Sin_2_%E2%80%93_Quick_Class_Introductions&amp;diff=12441&amp;oldid=prev"/>
		<updated>2026-04-30T21:16:52Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;br&amp;gt;The go-to weapon for the rogues is the dagger. The exceptional mobility provided by the class makes them uniquely suited to maneuvering around enemies to get the big pop of extra damage from a backstab. Simply move into the radius behind the chosen enemy (depicted as a triangular field with a dagger icon) and attack as typical. It is important to note that not all abilities benefit from the backstab position - check to make sure that the chosen attack makes use of th...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;The go-to weapon for the rogues is the dagger. The exceptional mobility provided by the class makes them uniquely suited to maneuvering around enemies to get the big pop of extra damage from a backstab. Simply move into the radius behind the chosen enemy (depicted as a triangular field with a dagger icon) and attack as typical. It is important to note that not all abilities benefit from the backstab position - check to make sure that the chosen attack makes use of the boost to ensure that AP and recharge time are not being wasted. Rogues can also be quite effective at a distance, but many scoundrel skills rely on being up close, so it can be wise to just keep a ranged weapon on hand for a tight situat&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Epidemic of Fire (3 Pyrokinetic): a flame jets between up to five targets for massive Fire damage, and creates Cursed Fire surfaces. Mainly reserve this when Master of Sparks in on cooldown, or you need a ranged att&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Thunder rune weapons have an increase in Air damage, based on the initial weapon damage. You can either deal lots of damage by putting it on an Air staff or spread it to two different weapons. A full set of Mystical Thunder runes seem to favor a dual dagger rogue who is very evasive and uses some Aerotheurge magic. Consider picking up stealthy skills like Cloak and Dagger, Chloroform, Favourable Wind, Uncanny Evasion, and Blessed Smoke Cl&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Frost weapons increase the direct damage of Water weapons like staves and wands. Most Hydrosophist related skills don’t have a great impact on weapon damage, so stacking Water damage can be hard. The Mystical and Power Frames seem to point towards a more supportive caster build that can move quickly, boost ally performance, and deals damage with a mix of spells, wands, or maybe even a one-handed sword. Consider piling on helpful Hydrosophist spells like Armor of Frost, Rain, Winter Blast, and Global Cool&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Since you have both weapon attacks and spells, aim to raise Strength and Intelligence at a 3:1 ratio; adjust accordingly if you want to focus on one or the other. Keep Constitution at a minimum, raising it only to meet shield requirements. Hydrosophist should be prioritized to improve healing, Magic armor  [https://gamepriceradar.com/ Gamepriceradar.com] recovery, and water damage. Warfare will grant a multiplicative damage increase to your melee and Necromancer spells. It would also be helpful to have a point in Perseverance and Retribution, unless you already have them as equipment enchantme&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;First, reallocate attributes for 3 Strength. You will be getting up close to the enemy, so aim to wear heavy armor, and wield a one-handed weapon and shield. With this setup you’ll have access to the Shields Up skill to regain lost armor. Stack your Civil Ability point onto your natural racial bonus - Persuasion for Lizards, Stealth for Dwarves, etc. Restoration will be your primary skill, as it heals vitality over a few turns. If the target is Undead, it will instead deal damage. Armor of Frost will be used to repair Magical armor. For the third skill go with either Mosquito Swarm or replace the Necromancer point with Warfare for Bouncing Shie&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Attributes and combat abilities are a point system that receives a point every level, civil abilities and talents however are every few levels. These things help the player in and out of battle. So which ones are worth investing in for the Inquisi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Other Warfare abilities are great depending on what weapon combination that the player is using, but these abilities will work for any player unless specified otherwise. This can be customized to fit just about any play style. If the player is more interested in playing a stealth-based necromancer they should look into the witch class or if the player is more interested in a supporting necromancer, the cleric is a great opt&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As with every class choice in Original Sin 2 , there is no one correct option for the character race, but some are slightly more beneficial than others. Dwarf characters work very well - the inherent racial boost of +1 to sneaking saves point commitments later for an ability that is nearly necessary for the positioning-heavy rogue playstyle. Elves are also quite effective; though the Loremaster bump is something of a write-off, the Flesh sacrifice skill is incredibly useful and pairs well with the Rogue&amp;#039;s Adrenaline skill to either take the edge off the subsequent AP drop or to set up an action-heavy round. While certainly still playable, Human, Lizard, and Undead Rogues do not offer directly beneficial perks for pure rogues, but can be helpful for those wishing to branch out into more direct combat-oriented builds, with humans especially being quite versatile in their capabilit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With this in mind, the only other skills that may work well with these are Summoning, Geomancy, or possibly Hydrosophist if the player wants this character to fill the role of healer too. Summoning and Geomancy can deal both physical and magical damage depending on the skill. Hydrosophist can only really be used for healing and magical damage. Here are the best options in these skill lines for an Inquisi&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoshHawks959827</name></author>
	</entry>
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