Wizard 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 Wizard. You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages.
Wizard is a class that combines HP regeneration with spells with combination of abilities into combos. The best race, in this case, is Lizard, due to his innate predisposition towards this type of classes. It should also be noted that the class talent increases the distance of spells, which may be important even in the case of ranged opponents.
Below, you can view starting parameters for this class.
Attributes
In the case of Wizard, there are two attributes that have been buffed by default.
Attribute's name | Value | Significance |
Intelligence | +2 | This is another character that can use magic and Intelligence provides you with a bonus to this attribute. Additional intelligence increases slightly the magical armor. |
Constitution | +1 | Thanks to the increased HP, the character is not as likely to die in the initial stage of a fight. |
Abilities and talent
In the case of Wizards, three abilities were improved.
Name | Value | Notes |
Pyrokinetic | 1 | Increased fire spells damage and general fire damage |
Geomancer | 1 | More damage from poison (skills and weapons). It also increases physical armor, which can be replenished with skills such as Fortify. |
Loremaster | 1 | This allows the hero to identify items and get info on enemies such as their resistance for particular elements, the number of initiative points or allocated skills. |
Talent
Far Out Man - zwieksza zasieg zaklec i zwojów.
Starting abilities
Icon | Name | Notes |
Searing Daggers | Shoot three fire daggers that deal damage and can ignite enemies. You can damage three different enemies, even far from each other. | |
Ignition | Damage all enemies around the character, dealing fire damage with chance of burning. Also ignites all flammable substances (e.g. oil). This one has a significant advantage - costs only 1 AP. | |
Fossil Strike | Works great combined with a bonus to fire damage. You can generate a patch of spilled oil and then ignite it with one of the above skills. |
Wizard and Races
Rasa | Predispositions | Commentary |
Elf | None | There are few things that you can use here. OF course, if you want to, you can create an Elf wizard, but it will be difficult to obtain any tangible effects. |
Human | Moderate | Just like above. The only difference here is that thanks to higher initiative, human can gain advantage. |
Dwarf | None | Nothing to work with here. |
Lizard | High | The doubled bonus to Intelligence considerably increases chances of dealing severe damage. Additionally, Lizard can use his racial ability thanks to which you can, e.g. set a pool of oil on fire. |
Which abilities are worth choosing?
A Wizard has access to two schools (Pyrokinetic and Geomancer) which means that this class 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 |
Searing Daggers | A default ability that is great at the beginning of the game. | |
Poison Dart | An ability that should be selected instead of Ignition. Allows you to deal poison damage, poison your target and create a poison spot under target's feet which can be later set on fire by using Searing Daggers (or any other Fire ability). | |
Fossil Strike | A default ability. |