Scoundrel 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 the Scoundrel school. You'll learn what kind of skills the school offers, what abilities can you utilize and their effects.
Scoundrel abilities are for assassins only. These allow the character to improve it's movement on the battlefield, increase its speed and the number of available AP points, as well as to deal gigantic physical damage with back stabs. There are also a handful of abilities that can neutralize enemies - put them to sleep or otherwise decrease their powers.
Throwing Knife | |
Description | Throw a dagger that ignores Physical Armor. If you are facing your target's back, you will cause additional damage (you do not lose the weapon that you are holding in your hand). |
Special | Can cause additional damage for strikes in the back. |
Cost | 2 AP/ 1 Memory Slot (dagger required) |
Cooling Time | 3 turns |
Comment
Taking into consideration the fact that every rogue depends on luck (as a critical strike is not always possible) and stats of daggers are rather poor, this is a perfect skill to make your assassin more deadly.
In this case you can go for a distance attack, which will be even more effective if you strike your opponent's back. Furthermore, the hero keeps his weapon and the attack ignores Physical Armor of your target.
Adrenaline | |
Description | Gives your hero two additional AP, but reduces AP in your next turn by one. |
Special | Does not stop being invisible or sneaking. |
Cost | 0 AP / 1 Memory Slot |
Cooling Time | 4 turns |
Comment
This skill requires a lot of experience to fully use its potential, but a smart player will be able to use it in a way that will grant him/her enough AP to perform all the needed moves each turn. Keep in mind that you can't save more than 6 AP for your next turn, so pay attention to the basic AP of your hero.
Sawtooth Knife | |
Description | A strike that pierces through armor and deals physical damage. If your enemy has no armor, it causes bleeding. |
Special | 100% chance to cause bleeding for 1 turn |
Cost | 2 AP/ 1 Memory Slot (dagger required) |
Cooling Time | 4 turns |
Blocked | Physical Armor |
Comment
It's another skill that will grant our rogues with additional options. Use it when you want to make your foe weaker or just finish him off. The bleeding will last for only one turn, so pay attention to your opponent's health. Although Sawtooth Knife is very useful, you should use it wisely due to its long Cooling Time.
Chloroform | |
Description | Reduces Magic Armor and depending on the effectiveness of the attack puts the target to sleep. |
Special | 100% chance to make the target fall asleep for 1 turn |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Blocked | Magic Armor |
Comment
A skill that one should use quite often. It reduces Magic Armor, so it is possible that even if the attack is block during your first attempt, the second one can end up in putting your opponent to sleep. Don't use the spell right away, but rather wait for your allies to work on the Magic Armor. A sleeping foe can be easily affected by various negative effects or executed.
Vault | |
Description | The hero jumps over an enemy and lands behind its back. The jump ends with a physical back attack. |
Special | 100% chance for back strike |
Cost | 1 AP/ 1 Memory Slot (dagger required) |
Cooling Time | 3 turns |
Comment
Another skill that will benefit your rogues. Moving among enemies and striking their weak spots is very useful, especially when it costs only 1 AP and the Cooling Time isn't too long. It's best to wait for your opponent to get close enough and combine Vault with other skills that will deal even more damage.