Adrenaline

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Adrenaline

Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.

Strength
Finesse
Intelligence
Constitution
Memory
Wits
Vitality
Warfare
Huntsman
Scoundrel
Pyrokinetic
Hydrosophist
Aerotheurge
Geomancer
Single-Handed
Polymorph
Necromancer
Summoning
% Fire Resistance
% Water Resistance
% Earth Resistance
% Air Resistance
% Poison Resistance
% Physical Resistance
% Piercing Resistance
Initiative
Movement
Dual Wielding
Ranged
Two-Handed
Leadership
Perseverance
Retribution
Sneaking
Telekinesis
Bartering
Thievery
Lucky Charm
Persuasion
Loremaster
% Dodge
% VitalityPercentage
% Accuracy
% Life Steal
% Movement Speed
% Critical Chance
Maximum AP
AP Cost
Physical Armour
Magic Armour
Source Points
% Dodging
ADRENALINE,100,-1,,2,2
% Cleave Damage
1 Memory Slot(s)
Requires Scoundrel 1
Requires Combat
Cooldown 4 turn(s)

UID: Shout_Adrenaline

Adrenaline is a Scoundrel Skill in Divinity Original Sin 2.

Spell Book Location

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  • Hilde - Fort Joy (300 Gold)
  • Sold by Exter in Amadia's Sanctuary (Southeast of Fort Joy after you escape)
  • Sold by Papa Thrash in Driftwood
  • Sold by Black Ring Quartermaster south of The Temple of Rhalic

Requirements

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  • Scoundrel 1
  • 1 Memory slot

Notes and Tips

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  • Eating Finn's body part in the first ship area, The Hull, will grant you the Adrenaline Skill. You have to have points in Scoundrel to use it, however.
  • Consider using the Haste ability to minimize the AP reduction on the turn following the use of this ability.
  • With Glass Cannon, the turn after using adrenaline will have 4 AP, regardless of hasted and/or unused APs of the turn before; so no, you can't use adrenaline to get APs you would lose with Glass Cannon (like using Tactical Retreat and Adrenaline and expecting to have 5 AP next turn, you'll still have 4)