Battlemage Class in Divinity Original Sin 2 Divinity Original Sin 2 Guide, walkthrough
Last update: 09 March 2020
This page of the Divinity Original Sin 2 guide contains a detailed description of Battlemage. You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages.
Battlemage has a specific style, because you can develop him in one of the fields in which he specializes. Depending on the decisions that you have made, you can play as a character that specializes in melee and sometimes uses magic, for good measure, or the other way around. This class should be considered from the perspective of his race and needs of the party.
Below, you can view starting parameters for this class.
- Attributes
- Abilities and Talent
- Starting abilities
- Battlemage and Races
- Which abilities are worth choosing?
Attributes
In the case of Battlemage, there are three attributes that have been strengthened by default.
Attribute's name | Value | Significance |
Strenght | +1 | Since this lass can also fight at short range, an additional point of strength can increase his effectiveness with conventional weapons. Additional strength also raises physical armor. |
Intelligence | +1 | Battlemage uses melee weapons and magic to an equal extent, and therefore an additional point can that will allow him to maintain proficiency in both of these is a must. . Additional intelligence also slightly increases magic armor. |
Constitution | +1 | Regardless of whether you fight at long or short range, several constitution points will always come in handy. |
Abilities and Talent
In case of the Battlemage, three abilities were improved:
Name | Value | Notes |
Warfare | 1 | More melee damage. This one creates a happy combination with increased strength. |
Aerotheurge | 1 | Magical armor piercing allows you to weaken the enemy right before hitting him with melee weapons. |
Persuasion | 1 | Better dialogue skills are also useful. |
Talent
Comeback Kid - The character cannot be killed, for as long as he has 1 remaining HP.
Starting abilities
Icon | Name | Commentary |
Battering Ram | This ability allows you to cut the distance between you and the target. Additionally, everyone in the path of the charge is knocked down and takes damage. | |
Blinding Radiance | All nearby enemies receive Air damage and if they don't have magic armor then this ability inflicts Blind on them which lasts 1 turn. | |
Shocking Touch | Allows you to stun the opponent within immediate distance of you. The stun effect deals damage from air. |
Battlemage and Races
Rasa | Predispositions | Commentary |
Elf | None | Completely different predispositions. No connection between the innate dexterity and any of the class's attributes. |
Human | None | Just like in the case of Elf. You can try it, but any other race of better predispositions will be much better for this class. |
Dwarf | Moderate | Thanks to the passive bonus to strength, Dwarf can be a very good Battlemage. Of course, the balance in using abilities will be slightly distorted here. |
Lizard | High | In this case, this class will not be used to its full potential, but Lizard's innate abilities allow you a chance of obtaining desired results. |
Which abilities are worth choosing?
A Battlemage has access to two schools (Aerotheurge and Warfare) which means that they can select from 8 starting abilities. However, a character with this class starts with the best available abilities so there is no point in changing anything. This will only lower this character's effectiveness in battles. Because of that you should use Shocking Touch, Battering Ram and Blinding Radiance abilities.