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Icon of Aerotheurge combat ability in Divinity: Original Sin II
Icon of Aerotheurge combat ability in Divinity: Original Sin II
Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause.
In game description


Geomancer is a combat ability, that utilises magic known as geomancy, and is essential for learning and casting Geomancer skills as well as crucial determining factor of the effectiveness of earth and poison based weapons and ammunition in Divinity: Original Sin II.

Description[]

Characteristics[]

Geomancer combat ability focuses on dealing earth damage and poison damage, which are resisted by Magic Armour and Earth Resistance and Poison Resistance. Magic Armour prevents negative status effects from affecting characters whereas Earth and Poison Resistances directly lowers earth and poison damage done respectively. The reduction is based on percentage, therefore character with + 10 % earth resistance will receive 10 % less earth damage.

Geomancer combat ability is by default used by 2 preset classes. The Wizard, which is a mage preset class, who uses Geomancer alongside Pyrokinetic combat ability and the Wayfarer, which is a survivor preset class, who uses Geomancer alongside Huntsman combat ability.

Geomancer on its own offers 3 support skills, 1 summon skill and 11 offensive skills. Craftable skills that include Geomancer offer 6 support (2 are incarnate infusions) and 4 offensive skills. Overall Geomancer offers 9 support skills, 15 offensive skills and 1 summon skill.

Geomancer ability on its own increases earth and poison damage from all sources by 5 % per each point invested. Note that in order to learn all Geomancer skills, the character needs 5 points in Geomancer (either by investment or by bonuses from items). Additionaly Geomancer increases all Physical Armour gained by 5 % per eeach point invested.

Earth and Poison Damage and Physical Armour Restoration bonus per point in Geomancer
Level Damage Boost (%) Level Damage Boost (%)
1 5 2 10
3 15 4 20
5 25 6 30
7 35 8 40
9 45 10 50

Damage of Geomancer Skills[]

Damage in Divinity: Original Sin II is calculated through this exact formula: Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses% [if attack]) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 + Misc Bonus% [if spell])

Due to skills under Geomancer ability being spells they all use the following formula for damage: (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus %) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 + Misc Bonus %). Additionaly they cannot be cast if caster is affected by Silenced and Enraged status effects.

Simply put for the earth and poison damage done by Geomancer skills the most crucial elements are: level of the caster, Geomancer ability, intelligence attribute, high ground bonus and critical hit bonus.

Geomancer skills DO NOT rely on the base damage done by weapons. However weapons affect damage done if they provide boost to any of the above mentioned elements that affect earth or poison damage done.

Therefore in order to boost damage done by Geomancer skills it is crucial to increase: Level, Geomancer, Intelligence, High Ground Bonus, Critical Hit Bonus. If possible it is wise to lower the earth or poison resistance of enemies. Note that bonus to damage provided by Intelligence is smaller than bonus provided by Geomancer ability.

Surfaces and Status Effects[]

Geomancer ability is focuses on mastering earth and poison. Therefore those who use it are most commonly capable of creating oil and poison surfaces as well as poison clouds and cursed poison surface. Note that these surfaces and clouds are flammable and explosive (the damaging aspect of these does not include their blessed counterparts). Also note that Undead will be healed by poison surfaces and clouds.

Geomancer skills are also capable of causing a variety of status effects. Below is a table listing all effects caused by Geomancer combat ability skills.

Table of status effects caused by Geomancer skills
Harmful Beneficial
Slowed Fortified
Poisoned Mend Metal
Acid Siphon Poison
Entangled Poison Infusion
Petrified Acid Infusion
Knocked Down Poisonous Skin
Blinded
Atrophy

Traders[]

Following table shows all NPCs who are guaranteed to sell Geomancer skillbooks, with their location and coordinates in the right column, from them. The location shown in the table (and the coordinates) are only for the initial location the NPC is in. Note that some of these may have other skillbooks and goods to sell. Out of these only Gareth and Almira may follow the Godwoken throughout the game on the Lady Vengeance, provided their demands are met.

Trader Location (x, y) Trader Location (x, y)

Maol
Fort Joy
(136, 111)

Gareth
Ruined Castle
(467, 269)

Almira
Paradise Downs
(707, 391)

Ovis
Driftwood Square
(353, 106)

Tovah
Elven camp
(509, 314)

Priestess of Duna
Temple of Tir-Cendelius
(259, 914)

Black Ring Alchemist
Black Ring encampment
(228, 771)

Friel
The Cathedral
(318, 363)

Geomancer Skills[]

Ability Based[]

Following tables and sub-sections show Geomancer skills that can be learnt by character if they have enough point in Geomancer ability. All of these skills can be crafted by combining corresponding scroll with blank earth skillbook or high tier blank earth skillbook. Note that not all skills have craftable scrolls. In base game (without cheats) skills from 9 level onward (Adept, Expert and Master tiers) can be gained only after escaping Reaper's Eye island.

Each skill belongs to a tier that is determined through characters level that determines whether it can be found and purchased and requires certain level in Geomancer ability in order to memorise the skill. Higher Tier skills may require more memory in order to use them in combat, this especially applies to skills that require Source in order to cast them.

Table of all base Geomancer Skills
Tier Skill Effect Cost Geomancer
Starter
(Level 1)

Contamination
Deals poison damage and sets poisoned to enemies within a 12.0m radius around you for 1 turn.
Turns water, blood surfaces, and clouds into poison..
1 AP 1

Fortify
Increases character's Physical Armour for 3 turns.
Fortified Characters cannot be forcefully teleported.
1 AP

Fossil Strike
Throw a giant rock filled with sticky oil that deals earth damage and creates an oil surface within a 2 meter radius. 2 AP

Poison Dart
Shoot poison at an enemy which will deal poison damage and create poison surface beneath them. 2 AP
Novice
(Level 4)

Impalement
Rock spikes strike all character within a 4.0m radius area crippling them and dealing earth damage.
Creates an oil surface.
2 AP 2

Mend Metal
Allies near to the caster slowly regenerate Physical Armour. 1 AP

Worm Tremor
Deals earth damage to each character in the area.
Affected characters cannot move tor teleport, and they receive poison damage each turn if they dont have Magic armour.
3 AP
Adept
(Level 9)

Earthquake
Deals earth damage and knocks down enemy characters and items around the caster. Creates eight oil surfaces within the area. 3 AP 2

Poison Wave
Poison erupts from the caster in a circular wave, dealing poison damage and forming poison clouds.
Gives immunity to poison and earth damage for one turn.
2 AP

Reactive Armour
Deals physical damage based on the casters current Physical Armour, in a wave of metal spikes to everyone in the area (including yourself). 1 AP

Summon Hungry Flower
Summons a mobile plant having Acid Spore, Poison Wave and All In skills. 3 AP
1 SP
3
Expert
(Level 13)

Acid Spores
Shoot spores of corrosive acid that deal poison damage.
Creates a cursed poison surface of 3.0m radius.
2 AP
2 SP
3
Master
(Level 16)

Living Wall
Vines sprout from the ground to block the path in a target area, emitting poison clouds around them. 2 AP 3

Siphon Poison
Removes poison surfaces and clouds. Gain poison damage bonus to weapon attacks and weapon-based skills depending on size of the cleared area. 1 AP

Pyroclastic Eruption
Oil-filled rocks erupt from the caster at all enemies in the area. On impact, they create oil surfaces and deal earth damage. 4 AP
3 SP
5

Craftable[]

Following skillbooks are classified as craftable for they can be obtained only by crafting them. They cannot be bought from any trader in the game. However it is possible to get them as quest reward or find them as random loot.

Base skillbooks are obtained whenever non-source Geomancer skillbook is combined with another non-source skillbook. Resulting skillbook will be a mix of both skillbooks and will require investment in both combat abilities under which the skillbooks belong. Example: In order to learn and cast Turn to Oil, character needs 1 point in both Geomancer and Polymorph combat abilities.

Source skillbooks are obtained whenever non-source Geomancer skillbook is combined with source skillbook and vice versa. One way or another there has to be source skillbook involved in crafting otherwise the resulting book will be non-source skillbook. Like base craftable skillbooks these also cannot be bought from traders in game.

Table of all craftable Geomancer Skills
Type Skill Effect Cost Secondary Ability
Base
(Geomancer 1)

Oily Carapace
This skill absorbs any oil surfaces around the caster and converts it to Physical Armour. 1 AP Warfare 1

Throw Dust
Throw dust at a character, blinding them and dealing earth damage.
Clears surfaces and clouds in the area.
2 AP Huntsman 1

Turn to Oil
Turns water and blood surfaces into oil.
Removes Stun and Shocked from characters.
1 AP Polymorph 1

Corrosive Touch
Corrosive Touch deals physical armour damage and sets Acid on target. 1 AP Necromancer 1

Venom Coating
Applies poison damage on equipped weapons and skills. 1 AP Scoundrel 1

Poison Infusion
Infuse your Incarnate with poison. 1 AP Summoning 1
Source
(Geomancer 2)

Corrosive Spray
Corrosive spray deals physical armour damage and sets Acid and Atrophy on targets in a cone. 2 AP
1 SP
Necromancer 2

Acid Infusion
Changes Incarnate's element to acid, unlocking Poison Dart and Acid Spores. 1 AP
2 SP
Summoning 2

Poisonous Skin
You get immunity to poison and earth, but lowered resistance to air. You bleed poison. 1 AP
1 SP
Polymorph 2

Mass Oily Carapace
Convert all oil surfaces around caster and their allies into Physical Armour. 2 AP
1 SP
Warfare 2

Dust Blast
Throw dust at all enemies in range, blinding them and dealing earth damage. 3 AP
1 SP
Huntsman 2

Venomous Aura
Allies in range receive Venom Coating, which adds poison damage to weapon skills and attacks. 2 AP
1 SP
Scoundrel 2

Other Skills[]

Outside of player accesible and craftable skills, there are skills exclusive to NPCs that are also clasiffied as Geomancer. Some of these are also accessible in Game Master Mode. Following table also includes skills exclusive to Gift Bag features such as Pet Power which allows player character to cast Infusions unto any summoned creature. These infusions sometimes grant unique skills unseen in the base game.

Additionaly besides the skills classified as Geomancer skills, there are skills from other ability categories which are also affected by Geomancer.

Table of all Geomancer Skills
Type Skill Effect Cost
Polymorph
Medusa Head
Snakes grow out of your head, giving you a Petrifiying aura and the Petrifying Visage skill. Incompatible with Bull Horns. 2 AP
Special (Racial)
Petrifying Touch
Turn a nearby target to stone, incapacitating it. Deal earth damage. Removes Bleeding, Burning, Poisoned, and Crippled. 2 AP
Game Master Mode
Midnight Oil
Create an oil surface. 2 AP
Summon Exclusive
Acid Spore
Shoot spores of corrosive acid, dealing poison damage. 2 AP
Gift Bag: Pet Power
Oil Infusion
Summon becomes immune to earth damage and gains an additional Geomancer skill (depending on summon). 1 AP
Gift Bag: Pet Power
Cursed Oil Infusion
Summon becomes immune to earth damage and gains an additional Geomancer skill (depending on summon). 1 AP
Gift Bag: Pet Power
Swamp Golem
Swamp Golem protects you, immediately attacking approaching enemies. 1 AP
Gift Bag: Pet Power (Huntsman)
Acid Sparks
Fire up to two projectiles that deal poison damage and then fork off to the next target up to two times wthin 5m. 2 AP

Items[]

Outside of skills, the Geomancer combat ability affects also all manner of items which can deal earth damage and poison damage. Likewise the Geomancer ability can be boosted through items that provide bonus to it. Most notably this includes all arrows, grenades, traps, equipment and lastly runes.

Ammunition[]

Following arrows and grenades are magical items that can be used both in and outside of combat to cause earth damage or poison damage and potentially create corresponding surfaces and clouds. All of the following arrows and grenades are empowered by Geomancer combat ability. Note that in order to use arrows, character must have bow or crossbow equipped.

Table of all Munition affected by Geomancer
Item Effect Item Effect

Poison Arrow
Special arrow which deals Poison Damage and inflicts Poisoned Status for 3 turns. Creates poison surface.
Poisoncloud Arrow
Special arrow which deals Poison Damage and inflicts Poisoned Status for 2 turns. Creates poison cloud at the place of impact (2 meters).

Chemical Warfare Grenade
Throwable grenade that deals Poison Damage and inflicts Diseased Status for 4 turns.
Cursed Poison Flask
Throwable grenade that deals Poison Damage and inflicts Poisoned Status for 2 turns in 2 meter radius where it will also leave a cursed poison surface.

Poison Flask
Throwable grenade that deals Poison Damage and inflicts Poisoned Status for 2 turns in 2 meter radius where it will also leave a poison surface.
Poison Cloud Grenade
Throwable grenade that deals Poison Damage and inflicts Poisoned Status for 2 turns in 2 meter radius where it will also leave a poison cloud.

Tremor Grenade
Throwable grenade that deals earth damage and inflicts Knocked Down Status for 1 turn.
Gift Bag Exclusive

Following items are exclusive to Gift Bag features, most notably Crafter's Kit, and as such cannot be obtained, made or otherwise seen in the base game unless the feature has been manually activated.

Table of all Munition affected by Geomancer
Item Effect Item Effect

Oil Dazzler Grenade
Throwable grenade that deals no damage on its own but inflicts Blinded Status for 2 turns in 4 meter radius. Leaves oil surface in 2 meter radius.
Oily Nailbomb
Throwable grenade that deals physical damage and inflicts Bleeding Status for 3 turns in 4 meter radius. Leaves oil surface in 2 meter radius.

Poison Dazzler Grenade
Throwable grenade that deals no damage on its own but inflicts Blinded Status for 2 turns in 4 meter radius. Leaves poison surface in 2 meter radius.
Poison Nailbomb
Throwable grenade that deals physical damage and inflicts Bleeding Status for 3 turns in 4 meter radius. Leaves poison surface in 2 meter radius.

Stunning Poison Grenade
Throwable grenade that deals air damage and inflicts Shocked Status for 2 turns in 4 meter radius. Leaves poison surface at area of impact.
Poison Gas Trap
Throwable trap that deals poison damage and inflicts Poisoned Status for 1 turn in 3 meter radius. Additionaly creates poison cloud in 2 meter radius.

Equipment[]

Geomancer combat ability is best paired with weapons that cause earth damage or poison damage (most commonly staves and wands) and equipment that increases Geomancer and Intelligence.

List of Weapons
Table of all Weapons associated with Geomancer
Item Description Item Description

Dumora Lam
Wand

82-95 Earth damage
Creates poison surface (impact 1 m)
Siphon Poison
+ 3 Intelligence
+ 1 Dual Wielding
+ 2 Geomancer
1 empty rune slot

Wand of the Elder
Wand

30-35 Earth damage
Reactive Armour
+ 3 Intelligence
+ 2 Constitution
+ 1 Geomancer
1 empty rune slot

Glaoch Girt
One-Handed Mace

89-94 Physical damage
18-19 Earth
+ 25% Cleave Damage
Set Crippled for 2 turns (25 % chance)
Set Slowed for 2 turns (25 % chance)
Terrain Transmutation
+ 3 Strength
+ 2 Intelligence
+ 1 Single-Handed
+ 2 Warfare
1 empty rune slot

Spear of Braccus Rex
Spear

9-11 Physical damage
3-4 Earth damage
Set Petrified (10 % chance)
+ 1 Finesse

Spear of Horrorsleep
Spear

156-164 Physical damage
32-33 Earth damage
Set Sleeping for 1 turn (50 % chance)
Set Slowed for 2 turns (20 % chance)
Dust Blast (4 uses)
+ 3 Finesse
+ 3 Wits
1 empty rune slot

Rancour
Dagger

86-90 Poison damage
+ 25 % Critical Chance
Set Charmed for 1 turns (50 % chance)
+ 3 Finesse
+ 3 Wits
1 empty rune slot

Venombite
Dagger

16-18 Physical damage
Set Poisoned for 2 turns (20 % chance)
+ 1 Summoning
1 empty rune slot

Turtle's Claw
Wand

4-6 Poison damage
Table of all Armour and Jewellery associated with Geomancer
Item Description Item Description

Sallow Chainmail
Chest Armour

214 Physical armour
125 Magic armour
Poisonous Skin
Reflect 20% of melee damage as poison damage
+ 3 Finesse
+ 2 Intelligence
+ 1 Geomancer
+ 10 % Poison resistance
1 empty rune slot

Boots of the Faithful
Boots

36 Physical armour
256 Magic armour
+ 1 Geomancer
+ 2 Constitution
+ 0.4 Movement
+ 10 % Air resistance

The Destroyer's Gloves
Gloves

236 Physical armour
33 Magic armour
Set Reactive Armour
+ 3 Strength
+ 10 % Earth Resistance
+ 10 % Fire Resistance

Falone Girt
Necklace

227 Magic armour
Living Wall
+ 5 Intelligence
+ 1 Geomancer
+ 1 Pyrokinetic
+ 20 % Earth Resistance
+ 20 % Fire Resistance

Talisman of the Faithful
Necklace

362 Magic armour
+ 2 Intelligence
+ 2 Constitution
+ 1 Retribution
+ 1 Aerotheurge
+ 1 Geomancer
+ 351 Health
+ 0.1 Movement
+ 20 % Air Resistance
+ 20 % Water Resistance

Runes[]

All equipment that has rune slots can be inserted with runes that will grant them additional properties. Most important rune for all who rely on Geomancer ability (in terms of damage and resistances bonuses provided) is the Rock Rune and the Venom Rune.

The Rock Rune increases earth damage when inserted into weapon. However it will increase Earth Resistance if inserted into armour instead. Lastly, if inserted into necklace or ring, it will increase Vitality by set amount. Mystical Rock Rune of any size provides 1 point bonus to either Warfare (if inserted into armour), Two-Handed (Original Sin 2) (if inserted into weapon) and Geomancer (if inserted into any necklace or ring) alongside its base effect. Rock Rune of Power of any size will always provide bonus to Strength (depending on its size) whenever inserted into any equipment.

Venom Rune increases poison damage when inserted into weapon. Similarly to Rock Rune it will increase Poison Resistance if inserted into armour. And lastly, if inserted into necklace or ring, it will increase Accuracy. Mystical Venom Rune of any size provides 1 point bonus to either Summoning (if inserted into armour), Perseverance (if inserted into weapon) and Necromancer (if inserted into any necklace or ring) alongside its base effect. Venom Rune of Power of any size will always provide bonus to Finesse (depending on its size) whenever inserted into any equipment.