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Divinity Original Sin 2 Guide by gamepressure.com

Divinity Original Sin 2 Guide

Table of Contents

Warfare 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 Warfare school. You'll learn what kind of skills the school offers, what abilities can you utilize and the resulting effect.

Warfare abilities are only of heroes fighting in direct combat with melee weapons (apart from daggers and staffs). These abilities are perfect for destroying enemies' armors and applying different negative effects on them - Knockdown, Crippled or even Burning.

Battering Ram - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Battering Ram

Description

Charge forward for medium distance and knock down all the enemies that stand in your way. Deals physical damage.

Special

100% chance to knockdown your opponent for 1 turn

Cost

1 AP/ 1 Memory Slot

Cooling Time

5 turns

Blocked

Physical Armor

Comment

The Battering Ram is one of main means of getting close to the enemy and neutralizing the entire first line of defense. The Cooling Time is long, so don't cast the spell right away. Wait for your team to get close enough to your foes and knock down enemies and reach hostile range units.

Battle Stomp - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Battle Stomp

Description

Strike the ground with your weapon to knockdown opponents within medium distance and cause physical damage. Removes any status that was applied to the ground.

Special

100% chance to knockdown your opponent for 1 turn

Cost

1 AP/ 1 Memory Slot (conventional weapon required)

Cooling Time

5 turns

Blocked

Physical Armor

Comment

One should think carefully before you choose your target. Although the most effective move would be to strike all the nearby enemies, it's often better to pave your way to a specific foe by removing effects of the surrounding ground.

If the enemy is out of your reach from the very start, and moving towards him will result in gaining negative effects, it's definitely better to destroy the obstacles and only then move closer to your target. If you can teleport, you can focus strictly on knocking down your opponents.

Crippling Blow - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Crippling Blow

Description

Cripples your target and nearby enemies, deals physical damage.

Special

100% chance to cripple targets for 2 turns

Cost

2 AP/ 1 Memory Slot (conventional weapon required)

Cooling Time

5 turns

Blocked

Physical Armor

Comment

Apart from dealing severe damage, this spell will cripple your target. It's especially effect when you want to protect your shooters from direct threat. Crippled units cannot move, so we will have enough time to move to a save position or finish off the target. Use the skill wisely.

Rage - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Rage

Description

Provides critical strikes and boost speed at the cost of being vulnerable to elements and reduced dodge.

Special

100% chance to cast a status for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

Your target should be an ally who uses two-handed weapons (greater multiplier), an assassin (large bonus to critical attacks), or an ally that can strike many times during one turn.

The Cooling Time requires you to use the skill carefully. If your hero is about to receive a bonus and an enemy is right next to you, the best course of action would be to save a couple of AP in the previous turn, and deal more damage after the bonus is granted.

Whirlwind - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Whirlwind

Description

Deal physical damage to enemies surrounding your hero

Special

N/A

Cost

1 AP/ 1 Memory Slot

Cooling Time

2 turns

Comment

A cheap and effective trick that is especially useful when there are too many enemies. If your hero is surrounded, it's best to perform an attack that will reach all the minions, even if it takes less damage. Due to its low cost, the move goes well with Battle Stomp or Crippling Blow.

Blitz Attack - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Blitz Attack

Description

Jump from one target to another (2 targets max) and deal physical damage. The second target is attacked randomly in medium distance from the first one.

Special

N/A

Cost

2 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

A fine alternative for heroes who engage in close combat. Depending on the location of your opponents, it can be used at the very beginning or end of the battle. One should pay attention to the cost of the spell and consider saving a couple of AP to perform a combo and finish off your opponents. Draw your attention to the fact that the other target is random, so check the spell's range and use it only if you are able that the other target will be reached.

Phoenix Dive - Warfare in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Phoenix Dive

Description

The hero is immune to fire and can teleport to the enemy, causing fire damage and burning the ground

Special

100% chance to be immune to fire for 1 turn

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

A very powerful skill if used correctly. It will allow you get close to your enemy, deal damage and add a negative status. It's best to combine it with a spell that will move you away from the burning area.

Always pay attention to your HP and remember that you will be immune to fire for only one turn. Add some puddles of oil to deal even more damage. Make sure that you are not too far away from characters which could heal you.

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