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In Divinity: Original Sin 2, classes 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.

Warrior Classes

Fighter

Fighters are the front line combatants in any battle. Focusing on Single Handed combat and shield defence, fighters intially begin with Bouncing Shield and Fortify, allowing 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.

Knight

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.

Mage classes

Conjurer

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. Although not quick to fray due to the bulk of their initial abilities revolving around summoning incarnates and defensive totems, they 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.

Enchanter

Enchanters are support combatants, focused intially in the Aerotheurge and Hydrosophist arenas of magic. Initially beginning with Restoration, they 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 Man, which extends the range of skills.

As with the conjurer, enchanters are also capable of identifying equipment.

Witch

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.

Wizard

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.

As with the enchanter, wizards start out with the Far Out Man talent, enabling them to fight from further afield.

Survivor classes


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