Enchanter 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 Enchanter. You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages.
Enchanter is another hybrid character class which mostly focuses on the spell effectiveness and at the same time is able to deal damage with conventional weapons. The spells types make this class mostly a supportive one that can heal party members. This class can deal small damage with spells, but it places opponents under various effects that make eliminating them easier. Due to the importance of intelligence in case of this class, you should select Lizard for it.
Below you can find the starting parameters for this class.
- Attributes
- Abilities and Talent
- Starting abilities
- Enchanter and Races
- Which abilities are worth choosing?
Attributes
The Enchanter's attributes:
Name | Value | Notes |
Intelligence | +2 | Here's another support class. Intelligence will reinforce spells, which is crucial for the Enchanter. |
Constitution | +1 | More HP is always useful. |
Abilities and Talent
The Enchanter's skills.
Name | Value | Notes |
Hydrosophist | 1 | Since the Enchanter's skills are based on this element, it will be most useful to get a bonus for those kinds of spells, allowing the hero to stay alive longer. |
Aerotheurge | 1 | A bonus to magic penetration will help to increase damage, even of regular attacks. |
Loremaster | 1 | More knowledge of enemies and their items can be only helpful. |
Talent
Far Out Man - Increased range of spells and the usage of scrolls.
Starting abilities
Icon | Name | Commentary |
Electric Discharge | The level of damage dealt doesn't have to be the most important factor for the Enchanter. The possibility to immobilize the opponent is much more important. What's important, thanks to the greater knowledge of enemies the enchanter can be much more effective. | |
Rain | An ability that summons heavy rain on a battlefield which extinguishes flames and inflicts Wet status. Works perfectly with abilities that inflict Shocked and Ice status effects - it is easier to stun or freeze a wet character. | |
Hail Strike | Another ability which in addition to dealing damage allows giving negative effects to the opponent. You should learn about the spell in order to obtain the greatest profits. |
Enchanter and Races
Race | Predispositions | Commentary |
Elf | None | In this case there is a strong discrepancy between the race advantages and base attributes of the class. |
Human | Moderate | Thanks to the racial bonus to joking, a human can have much better effects when playing this class than other races. Thanks to the higher initiative he can put the enemies under various effects, thus neutralizing them in combat. |
Dwarf | Moderate | Similarly as in case of the Elf, the Dwarf doesn't have any race predispositions for this class, but thanks to his race ability he can be an effective support character. |
Lizard | High | As in other cases, Lizards have high predispositions to all classes based on intelligence. High level of that attribute will increase spell effectiveness, allowing the player to keep the team alive. |
Which abilities are worth choosing?
Enchanter has access to two schools (Aerotheurge and Hydrosophist) which means that they can choose from 8 starting abilities. You should make small changes and select the abilities that are presented in the table below.
Icon | Name | Notes |
Electric Discharge | A default ability - there is no point in changing it. | |
Restoration | Rain should be switched with Restoration - healing is useful from the beginning of the game when your team lacks in healing abilities and potions. Rain scrolls are easy to obtain. | |
Hail Strike | Another ability that should be left as it is because it is useful from the very beginning of the game. |