Enchanter
More actions
The Enchanter is a mage class in Divinity: Original Sin 2.
“Prefers to turn the tide of battle from afar, manipulating foes with powerful magic.„
Overview
editThe Enchanter is a ranged spellcaster preset that pairs Aerotheurge with Hydrosophist magic. Aerotheurge spells deal air damage and apply crowd control such as shocking and stunning, while Hydrosophist spells restore vitality and magic armour, or freeze enemies. The combination of Rain with Electric Discharge can stun entire groups of wet targets. The preset favours Intelligence and Constitution, and starts with a two-handed staff.
Like all classes in Divinity: Original Sin 2, the Enchanter is a starting preset rather than a permanent choice. Attribute and ability points can be allocated freely on each level-up, and full respecification is available from Act Two onward via the magic mirror aboard the Lady Vengeance. Enabling the Fort Joy Magic Mirror gift bag feature also makes a mirror available in Act One.
Of all origin characters, Lohse uses this preset by default.
Starting loadout
edit| Category | Details |
|---|---|
| Primary attributes | Intelligence 12, Constitution 11 |
| Secondary attributes | Strength 10, Finesse 10, Memory 10, Wits 10 |
| Combat abilities | Aerotheurge 1, Hydrosophist 1 |
| Civil ability | Loremaster 1 |
| Starting skills | Electric Discharge, Hail Strike, Rain |
| Talent | Far Out Man |
| Equipment | Improvised Staff (air damage), Minor Healing Potion, Resurrection Scroll |
Starting skills
edit- Electric Discharge (Aerotheurge)
- Fires an electrical jolt at a target within 13 metres, dealing air damage and electrifying water and blood surfaces. Targets without magic armour are shocked; already shocked or wet targets are stunned instead.
- Hail Strike (Hydrosophist)
- Rains three icicles in a small area, dealing water damage and creating ice surfaces. Targets without magic armour are chilled, or frozen if already wet or chilled.
- Rain (Hydrosophist)
- Summons rain in a large radius, creating water surfaces on the ground, extinguishing flames, and applying the Wet status to all characters in the area.
The Far Out Man talent increases the range of all spells by 2 metres.
Skill progression
editAs the Enchanter invests points in Aerotheurge and Hydrosophist, additional skills become available. The table below lists every skill in these two schools, grouped by unlock tier.
| Tier | Aerotheurge | Hydrosophist |
|---|---|---|
| Starter (level 1) | ||
| Novice (level 4) | ||
| Adept (level 9) | ||
| Expert (level 13) | ||
| Master (level 16) |
Recommended traders
edit- Gawin – Aerotheurge skills
- Gratiana – Aerotheurge skills
- Rezik – Hydrosophist skills
- Simone – Hydrosophist skills
- Trader Ovis – Aerotheurge skills
- Almira – Aerotheurge and Hydrosophist skills
- Elf Stormchanter – Aerotheurge skills
- Elf Stormchanter – Hydrosophist skills
- Trayde the Merchant – Aerotheurge and Hydrosophist skills
- Lizard Dreamer – Aerotheurge and Hydrosophist skills
- Trader Friel – Aerotheurge and Hydrosophist skills
- Trader Aravae – Aerotheurge and Hydrosophist skills
Mercenary
editThe Enchanter mercenary is Aurnia, an undead dwarven mage available for hire from Sergeant Zrilla.