Divinity Original Sin Reset Skills

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Check out skills and magic description in Divinity: Original Sin 2:

  1. Divinity Original Sin Reset Skills
  2. Divinity Original Sin Reset Points

Question: How to reset skills in Divinity: Original Sin 2? ♦ Answer: You can reset your skill points by standing in front of the magic mirror. This function is available from the beginning of the third chapter / 3rd act. The mirror is located on the lower deck of the ship, on which you sail from the fort 'Joy'.

Aerotheurge

Aerotheurge commands the element of Air, dealing damage in this domain. The abilities of this group are used to lock the opponent, support the team and destroy magical armor - additional points invested in this ability increase the damage dealt to enemy armor. Below you will find an overview of the capabilities in this group.

Blinding Radiance

Description

You have an aura for one turn. Every enemy that will come too close to its radius will receive air damage.

Special

100% chance to cast an aura for 1 turn

Cost

2 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

A very useful skill if we cast it on a character who engages in close combat. Additional damage generated for keeping close distance is very useful and the hero becomes immune to direct strikes for the rest of the turn. When using this ability, one should pay attention to the order in which the characters will move, and cast the spell right after your enemies get very close to the hero.

Shocking Touch

Description

Stuns nearby enemy and deals air damage

Special

100% chance to stun an enemy for 1 turn

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Blocked

Physical Armor

Comment

One of many ways to avoid danger in close combat. If the enemy is eager to get close to us, we can zap him and stun him at the same time. This will make it easier to keep the distance, or deliver a deadly blow. Check if your opponent has any physical armor, as it can block your spell. It is also useful when there is cooling time on our other skills, and we need to support our team. One should keep in mind casting the spell on wet ground can zap all the characters, including our own units.

Electric Discharge

Description

A beam of energy jumps from the target to the closest enemy and deals air damage to every hit target.

Special

100% to stun your targets for 1 turn

Cost

2 AP / 1 Memory Slot

Cooling Time

3 turns

Blocked

Magic Armor

Comment

Similar to Shocking Touch. The main difference is that the spell has medium distance and can affect more than one target. Thus, with a little luck and reducing magic armor to its minimum, we can stun our enemy and make it easier to kill him.

Favourable Wind

Description

An aura for you and your allies that boosts speed.

Special

100% chance to cast an aura for 3 turns.

Cost

1 AP/ 1 Memory Slot

Cooling Time

6 turns

Comment

Greater speed means being able to move further for less AP. The spell is especially effective against range units that move too fast. Furthermore, our allies will be able to get to their positions faster. This skill has a very long cooling time, so think carefully when casting the spell.

Teleportation

Description

Teleports an item or the hero by picking him/it up and putting down in a selected location.

Special

N/A

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Blocked

Physical Armor

Comment

Teleportation can give us advantage over the enemy in various ways. During the battle, we can move our range units far away from danger, and thus give them additional bonuses. One can also move a character to engage in close combat. Furthermore, you can throw your foes into flames or venomous areas. The skill is effective, rather cheap, and its cooling time is not too long.

Geomancer

Geomancer commands the powers of Earth and Poison. The abilities of this group are used to support the team (increasing and regenerating physical armor) and to inflict damage from Earth and Poison. Thanks to this ability, you can also pour oil on the ground that can be ignited later on. In addition, a large part of the ability allows applying negative effects on enemies - slowing down, petrifying or crippling.

Magical Poison Dart

Description

Deals poison damage and casts a status.

Special

100% chance to poison your enemy 2 turns

Cost

2 AP/ 1 Memory Slot

Cooling Time

4 turns

Blocked

Magic Armor

Comment

A simple and effective skill that can be very deadly for our opponents. It's a good choice for all range units, which can easily make the foe weaker. Just make sure to reduce magic armor before you actually cast the spell.

Contamination

Description

Deals poison damage and casts the status on all the enemies within its radius. Turns all liquid substances in its radius into poison.

Special

100% chance to poison your enemy 1 turn

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Blocked

Magic Armor

Comment

A powerful spell that affects the target for a short time, but can be used in almost every situation (even if not combined with other effects). Just make sure that your allies are not around, because once you transform a puddle into poison, there is no going back. Reduce magic armor states before you cast the spell.

Fossil Strike

Description

Deals earth damage to your opponents and leaves a puddle of oil.

Special

N/A

Cost

2 AP/ 1 Memory Slot

Cooling Time

2 turns

Comment

It's a perfect way to start a fight in open terrain. If your hero has at least one explosive bottle, he can deal tremendous damage during one turn. It all depends whether we strike a single opponent, or reach the entire group. Heroes using Fossil Strike should carry a lot of explosive bottles, or arrows that will lit the oil. Its short cooling time makes it a perfect spell to start or end the battle.

Fortify

Description

Increases maximal armor points and partially restores it. When the spell is active, your enemy cannot teleport your character.

Special

100% chance to strengthen your target 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

A cheap and effective spell that increases armor of our allies or opponents. When it comes to our allies, it is obvious that main benefits will focus on increasing stats of the armor, and receive additional bonuses if the armor is nearly destroyed. Furthermore, it will protect our allies from being moved against their will. Use the spell wisely, as it is easy to target a hostile character by mistake.

Impalement

Description

Spikes appear from underneath, cripple all enemies in its radius and cause earth damage. The location affected by the spell is covered in a puddle of oil.

Special

100% chance to cripple a target for 1 turn

Cost

2 AP/ 1 Memory Slot

Cooling Time

4 turns

Blocked

Physical Armor

Comment

Similar to Fossil Strike, but apart from dealing damage, we can also cripple our enemies. Once again, we can set the puddle of oil on fire to increase the spell's effectiveness. Don't hesitate to use it against range units that you are unable to reach in a different way. Just remember to use it wisely, as the cooling time is long. It can buy your mages a couple of turns to increase the distance.

Huntsman

Huntsman's abilities are only useful for archers. To utilize these abilities, you need a bow or a crossbow (you cannot utilize them with staffs); the abilities are focused on dealing physical damage and causing additional effects such as crippling.

Marksman's Fang

Description

Shoots an arrow that will pierce all the enemies on its way. The first target will receive damage that ignores armor.

Special

N/A

Cost

2 AP/ 1 Memory Slot (range weapon required)

Cooling Time

2 turns

Blocked

Physical Armor

Comment

A skill that may seem mediocre at first, but it is an essential addition for all range units. Don't use it at the beginning of the battle, but rather when one of your opponents gets through your first line of defense and becomes a major threat. Before you actually perform the attack, increase the distance and position yourself in front of as many opponents as possible. This will greatly increase the overall effectiveness of the skill and cause serious damage to your foes.

Ricochet

Description

Shoots an arrow that will bounce of the first target and will strike up to three more targets in its medium range.

Special

N/A

Cost

2 AP/ 1 Memory Slot (range weapon required)

Cooling Time

4 turns

Blocked

Physical Armor

Comment

If your enemies get too close to one another, you can reach them at the same time. You shouldn't use this spell at the beginning of the battle, but rather when a wave of opponents reaches your first line of defense. Just keep in mind the limited range of the spell and its long cooling time. Not an effective spell when fighting against range units.

First Aid

Description

Removes statuses: cripple, knockdown, blind, silent, bleeding, burn, poison. Heals 30% of hero's max health.

Special

100% chance to remove a status and heal

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

One of the most crucial abilities. Not only does it heal your team, but it also removes all negative effects. First Aid is cheap but its long cooling time makes it a spell that you have to use carefully. It's always useful when you want to support your front line of attack. As its effectiveness depends on the amount of HP, it's best to use it on your tanks.

Sin

Snipe

Description

A powerful blow that causes physical damage. The damage is doubled if it was a sneak attack.

Special

N/A

Cost

4 AP/ 1 Memory Slot (range weapon required)

Cooling Time

5 turns

Comment

Due to its cost and long Cooling Time, it's fair to say that this spell is especially useful outside the battlefield. If we are able to sneak near the enemy, it's highly possible that we will kill him with a single shot. The bonus only works if it's a sneak attack. During the battle, consider it as your last resort.

Tactical Retreat

Description

Teleport yourself to a medium distance.

Special

100% chance to teleport

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

Similar to teleportation, this spell can be used in different situations. First of all, you don't need any help from your allies to get to a safe spot. Furthermore, the spell is cheap, so after using it, we will still have enough points to perform other actions. Pay attention to your range as you may not be able to strike your opponents even with Tactical Retreat.

Mark

Description

A marked target will have a reduced chance to dodge attacks, and will have its benefit, concerning getting a better position, removed.

Special

100% chance to mark a target for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

A must have for all range units. Regardless of the Huntsman level, your enemies will often occupy better positions. Use Mark to remove all bonuses that he would normally receive, and thus make him useless. Pay attention to the fact that the spell works for limited time and strike quickly. This spell is also useful for heroes who engage in close combat, as reducing your enemies chance to dodge will increase the amount of damage that he receives.

Hydrosophist

Hydrosophist commands the powers of water. The available abilities make this a supporting class - they allow replenishing magical armors, increasing movement speed and healing allies' wounds, as well as decrease the enemy's efficiency. Some effects can also deal damage of water, which also applies two effects - first - Chilled, which slows enemies down, and then Frozen, which completely locks enemy's movements for a full turn.

Rain

Description

Creates a puddle of water, puts out the fire and all the characters receive Humidity status.

Special

100% chance to cast a status for 1 turn

Cost

1 AP/ 1 Memory Slot

Cooling Time

6 turns

Comment

It's hard to define its usefulness. It can serve as a starter for other spells that profit from wet ground, or it can be used to remove negative effects from an ally and make him temporarily immune to fire. It all depends on the situation on the battlefield, so watch your opponents, learn their weaknesses, and only then use your spell. Take into consideration a very long cooling time.

Restoration

Description

Restores HP of your allies. Heals poison and bleeding.

Special

100% chance to heal for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

Similar to First Aid, but does not deal with negative effects as effectively. Use the spell to heal injured allies, or remove poison or bleeding. TheCooling Time is rather long, so use the spell wisely and don't spend it on characters that receive minor injuries.

Hail Strike

Description

Projectiles made of ice fall from the sky. They freeze your opponents and deal water damage. The surrounding area turns into ice.

Special

100% chance to freeze your enemy for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Blocked

Magic Armor

Comment

One of the most essential spells that one can use from the very beginning if only picks the right class. Due to its specific range and requirements, it works well when your opponent is located in such a way that neither close distance or range warriors cannot reach him. It's best to strike characters with no magic abilities. Even if we do not succeed in freezing the opponent, the ground will be affected. Thus it is highly possible that he will fall over when he tries to move. It's such a powerful spell that its cost and cooling time ought to be modified.

Armour of Frost

Description

Creates an ice barrier around a target and boosts its Magic Armor. Heals stun, petrification, curse and weakness.

Special

100% chance to create a magic shield for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

5 turns

Comment

Another spell based on water that can remove unwanted effects from our ally. One should draw his/her attention to it, as increased Magic Armor will greatly reduce or even make the hero immune to other effects for as long as the aura is active. Although it is cheap, the cooling time is long. It's best for characters engaging in close combat, who want to reduce distance to opponents who fight with magic.

Healing Ritual

Description

Shoot a water projectile that heals the target and jump on other allies to heal them as well.

Special

100% chance to heal

Cost

2 AP/ 1 Memory Slot

Cooling Time

5 turns

Comment

It's a must have for every hero who specializes in hydrosophist magic. Just remember to mark the casting hero if you want to be the target of the spell. Otherwise, all the nearby allies and team members will be healed, but not the casting character.

Global Cooling

Description

Turns the surrounding area into ice. Adds frost effect to hostile characters and deals water damage.

Special

100% chance to cast a status for 3 turns.

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Blocked

Magic Armor

Comment

This spell is especially effective when combined with other effects or when you want to slow down your foes who want to engage in close combat. Just keep in mind that the entire area will be frozen and if you try to move, you may fall as well. It's best to use it as a last resort or to combine it with teleport, to move your allies away from the affected area.

Winter Blast

Description

An ice projectile that deals water damage and freezes surrounding enemies.

Special

100% chance to cast a status for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

2 turns

Blocked

Magic Armor

Comment

A powerful spell that is only limited by its range. Freezing your foes can be the key to cast other spells or eliminate your opponents when they are unable to defend themselves. Its low cost and Cooling Time make it a perfect spell to start or end a battle.

Necromancer

Necromancer uses magical abilities that are not based in any element. They allow him to deal physical damage, apply numerous effects (such as Decaying Touch, which makes all healing effects damage the target) as well as conjure powerful beasts that aid the team. Some spells are based on blood, which allows causing enemies to bleed, or heal your own units.

Rain Of Blood

Description

Covers the area with blood and causes bleeding to your enemies.

Special

100% chance to cast a status for 1 turn

Cost

2 AP/ 1 Memory Slot

Cooling Time

5 turns

Blocked

Physical Armor

Comment

The most important aspect of this spell is that is strikes the Physical Armor directly. Thus, you shouldn't use it until it comes to direct combat. If your hero is using Contamination, the blood under your opponent will turn into poison. Keep in mind that some enemies can use Leech, which will allow them to regenerate health with the created blood.

Decaying Touch

Description

Curses a target that will lose health if it tries to restore its HP.

Special

100% chance to cast a status for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

6 turns

Blocked

Magic Armor

Comment

It's a smart way to finish off your foe when his health bar is low. Use Decaying Touch and he or his allies won't be able to restore HP. When it comes to this spell, pay attention to your companions as AI will not use healing potions for the curse remaining time. So if you don't want to doom your team, make sure that your opponent didn't cast the curse on one of your allies.

Mosquito Swarm

Description

A mosquito swarm that sucks on your enemies' blood. By causing physical damage it heals your hero.

Special

100% chance to cause bleeding for 2 turns

Cost

2 AP/ 1 Memory Slot

Cooling Time

4 turns

Blocked

Physical Armor

Comment

Although this is not the strongest available spell, it can help you keep your mage alive for a little longer if used after a couple of turns. If you combine that will developed Leech skill, it can be very effective. The spell is rather expensive but it allows you to cast bleeding if your opponent has no Physical Armor.

Blood Sucker

Description

Sucks on blood surrounding the hero and restores your HP. The more blood is around, the more HP you will regain.

Special

N/A

Cost

1 AP/ 1 Memory Slot

Cooling Time

2 turns

Comment

Another spell that becomes useful after a couple of turns. Draw your attention to the fact that it doesn't matter if blood comes from you or your opponent. Your hero will absorb all of it and restore his HP. The spell may be cheap and the cooling time is short, but its effectiveness fully depends on the amount of blood.

Shackles of Pain

Description

From now on, the marked target will receive the same damage as your hero does.

Special

100% chance to cast a status for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

5 turns

Blocked

Magic Armor

Comment

One needs to draw attention to the fact that receive the same damage, and not all the strikes that will be aimed at your hero. It's best to use this spell on foes who are weak and can be finished off easily. Furthermore, keep in mind that your hero should have greater resistance than your opponent if you don't want him to fall too quickly. Always be ready to heal your allies if needed.

Pyrokinetic

Pyrokinetic commands the element of Fire. These spells are mainly used to deal fire damage and conflagrate enemies (and to ignite oil spills, which can be generated by Geomancers), as well as to strengthening allies; increasing movement speed or boosting other attributes.

Searing Daggers

Description

Shoots three burning daggers in a row. Each will cause heat effect and deal fire damage.

Special

100% chance to cast a status for 1 turn

Cost

2 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

It's a good starting spell, especially if our hero is located in a place that will prevent fire attack. Casting heat will only increase the increase the damage. Although the effect doesn't remain for too long, its short cooling time will let you use this skill often.

Burn My Eyes

Description

Boosts the target and increases its attributes. Removes blind status.

Special

100% chance to cast a status for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

Similar to Encourage which boosts your primary attributes. Although it can be used often, it will affect certain units once, and thus cannot be used to boost a specific skill in the long run. This spell is especially useful if one of your heroes is blind.

Comment

Similar to Encourage which boosts your primary attributes. Although it can be used often, it will affect certain units once, and thus cannot be used to boost a specific skill in the long run. This spell is especially useful if one of your heroes is blind.

Haste

Description

Grants heat and speed to an ally and increases speed of movement by 1 AP each turn.

Special

100% chance to cast a status for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

One needs to use this skill carefully. Casting heat on one of your heroes can backfire if your opponents boost their attacks with fire. It's best to wait at least one turn before you actually cast the spell. Apart from that, the spell is very useful for heroes who depend on bonuses and prefer close combat. Although the spell is cheap, its Cooling Time is long. Thus it's highly possible that you won't be able to use it more than once per battle.

Ignition

Description

Causes heat to all the surrounding enemies and deals fire damage. It ignites all flammable substances (e.g. oil).

Special

100% chance to cast a status for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

Very similar to Global Cooling. You ought to check the range of your spell outside the battlefield, and keep in mind that it is possible that once you use the spell, your hero won't be able to change his position.

Use the spell whenever foes want to get closer to you. It will add a negative effect that will let you eliminate them before they can become a serious threat. Draw your attention to the fact that damage will be multiplied if your opponents standing in oil (or you are able to summon some).

Spontaneous Combustion

Description

Deals fire damage to all the enemies surrounding your hero. If enemies already have a fire status, the damage is increased for each turn of the status left.

Special

N/A

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Comment

A cheap and effective spell with a short Cooldown Time. It's best to combine it with other fire based spells to increase the overall damage. Its biggest advantage is that it is an area spell and can affect multiple opponents at once.

Scoundrel

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.

Divinity Original Sin Reset Skills

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.

Warfare

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

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. TheCooling 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

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

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

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

Divinity Original Sin Reset Points

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

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

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

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.

Summoning

Abilities from Summoning school allow you to summon various creatures on a battlefield. What is more, additional points invested in this ability increase effectiveness (damage, health, armor) of all summoning spells (you can find them in Pyrokinetic, Necromancer, Polymorph and Geomancer schools). Because of that this ability is useful to most of the characters.

Warning - if you have problems with finding traders that offer a particular skill book, you can check the chapter with maps of Fort Joy, Reaper's Coast, Nameless Isle and Arx where you can find locations of all traders in the game.

Icon

Name + Description

Cost

Comment

Acid Infusion - enchants a summoned Incarnate with Acid element, unlocks Poison Dart and Corrosive Spray abilities.

2 Memory

1 AP

2 SP

3 turns cooldown

This ability is useful during fights against enemies that are vulnerable to Poison. The ability is more effective than Poison Infusion because it gives you access to an additional skill.

Conjure Incarnate - summon a creature that is later controlled by the player.

Creature's stats depend on Summoning level of the caster.

At level 10 of Summoning you can summon an Incarnate Champion, a more powerful version of this monster.

1 Memory

2 AP

5 turns cooldown

This ability is very useful, especially in the beginning of the game - a summoned creature is able to match most of the enemies.

A creature receives traits of an element on which it was summoned - if a familiar was summoned on Fire it gets Fireball spell and is invulnerable to this element.

Cursed Electric Infusion - enchants a summoned Incarnate with Cursed Electricity element, unlocks Electric Discharge and Closed Circuit abilities.

2 Memory

1 AP

2 SP

3 turns cooldown

One of the best abilities from this school mainly because of the additional ability - Closed Circuit - which deals tremendous amount of damage.

Dimensional Bolt - shoots a projectile that deals random elemental damage and creates that element under target's feet.

1 Memory

2 AP

1 turn cooldown

A rather unreliable skill - a target may receive elemental damage to which it is invulnerable. Because of that you shouldn't use this ability.

Dominate Mind - dominate a target by inflicting Charmed on them.

1 Memory

3 AP

5 turns cooldwon

This is, hands down, the best ability from this school. It allows you to control a target for 2 rounds, provided that they don't have magic armor.

It is also great for countering that effect if it was used on one of your characters - you can simply cast it on that character and make it rejoin your side.

Door to Eternity - grants immortality to all nearby familiars and doesn't allow them to die for 2 turns.

2 Memory

3 AP

2 SP

5 turns cooldown

This ability is useful when there are a few familiars near a caster. Works great with Supercharger ability - you can strengthen a summoned creature and then make it immortal for 2 turns.

Electric Infusion - enchants a summoned Incarnate with Electricity element and unlocks Electric Discharge ability.

1 Memory

1 AP

3 turns cooldown

This ability is useful when you fight with enemies that are vulnerable to Electricity.

Elemental Totem - summon a totem that attacks nearby targets for 3 turns.

Totem's stats depend on Summoning level of the caster.

1 Memory

2 AP

1 turn cooldown

Just like Conjure Incarnate, a totem receives traits of an element on which it was summoned - this means that it can deal any of the types of damage.

This ability is useful throughout the entire game - even if a totem doesn't deal a lot of damage, it can still focus enemy's attention for 1-2 attacks.

Ethereal Storm - summon multiple projectiles that can either heal allies or hurt enemies with a random element.

3 Memory

4 AP

3 SP

5 turns cooldown

The weakest spell out of all 'the most powerful' ones in the game. Just like Dimensional Bolt, you can't rely on it - you can deal a lot of damage when you roll an element to which your targets are vulnerable but it can also heal them if they are invulnerable to that effect.

Farsight Infusion - enchants a summoned Incarnate and increases its magic armor.

1 Memory

1 AP

3 turns cooldown

This ability isn't worth your time - a bonus to magic armor is very small.

Fire Infusion - enchants a summoned Incarnate with Fire element and unlocks Fireball ability.

1 Memory

1 AP

3 turns cooldown

This ability is useful when you fight with enemies that are vulnerable to Fire.

Ice Infusion - enchants a summoned Incarnate with Ice element, unlocks Restoration and Healing Ritual abilities.

2 Memory

1 AP

2 SP

3 turns cooldown

This ability is useful when your party lacks a healer or when you want to deal additional damage to Undead.

Necrofire Infusion - enchants a summoned Incarnate, gives him Necrofire element, unlocks Fireball and Epidemic of Fire abilities.

2 Memory

1 AP

2 SP

3 turns cooldown

Same as Cursed Electric Infusion, this ability is powerful because of the additional ability, Epidemic of Fire, which can deal a lot of damage to multiple targets.

Planar Gateway - crates two portals between which you can travel.

2 Memory

3 AP

1 SP

6 turns cooldown

A very useful ability but only for fights during which your enemies are scattered around an entire battlefield and they are hard to reach. You can also use it to move your mages and archers on hills to give them height advantage.

Poison Infusion - enchants a summoned Incarnate with Poison element and unlocks Poison Dart ability.

1 Memory

1 AP

3 turns cooldown

This ability is useful when you fight with enemies that are vulnerable to Poison.

Power Infusion - enchants a summoned Incarnate by increasing a creature's physical armor, unlocks Whirlwind and Rush abilities.

1 Memory

1 AP

3 turns cooldown

A completely useless ability, don't waste your space on it.

Rallying Cry - regenerate target's Vitality and magic armor. Number of regenerated points increases with a number of allies and totems that are near a target.

1 Memory

2 AP

3 turns cooldown

An interesting ability that can be useful when your enemy deals a lot of magic damage and your party summons totems a lot. The cooldown is short and the ability takes only 1 slot. You should keep it, just in case.

Shadow Infusion - enchants a summoned Incarnate and allows him to disappear and deal additional damage.

1 Memory

1 AP

3 turns cooldown

On a paper, this ability looks promising but in reality, it isn't effective - you should use other infusion spells.

Soul Mate - a target receives a half of magic armor and health that was restored by a caster.

1 Memory

1 AP

3 turns cooldown

A very situational spell - it is usable only in very specific situations so you shouldn't use it.

Supercharger - increases damage dealt by a summoned creature by 50% but that familiar will die in its next turn.

1 Memory

1 AP

3 turns cooldown

This ability is useful when you use a lot of powerful familiars (such as Bone Widow from Necromancer school) - you should use it when a summon has 1 turn left before it dies.

Warp Infusion - enchants a summoned Incarnate and allows him to use Teleportation and Nether Swap abilities.

1 Memory

1 AP

3 turns cooldown

Another very situational ability - if you need Teleportation then you can invest in this skill. Otherwise, you should use this Memory slot for something different.

Water Infusion - enchants a summoned Incarnate with Water and unlocks Restoration ability.

1 Memory

1 AP

3 turns cooldown

This ability is useful when you need an additional healer.

Polymorph

Polymorph abilities allow you to inflict many negative statuses on enemies but also strengthen your character by increasing physical armor or giving an ability to fly on a battlefield. It is great for melee-oriented classes, especially those that rely on Strength such as Fighter or Paladin. In addition to that, each point invested in it gives that character 1 extra Attribute point.

Warning - if you have problems with finding traders that offer a particular skill book, you can check the chapter with maps of Fort Joy, Reaper's Coast, Nameless Isle and Arx where you can find locations of all traders in the game.

Icon

Name + Description

Cost

Comment

Apotheosis - lowers Source Points cost of all abilities by 3 for 3 turns.

2 Memory

3 AP

6 turns cooldown

If used well, this ability is one of the most effective in the entire game - it allows you to use the most powerful abilities without any problems because they will cost 0 SP for 2 turns.

Bull Horns - gives 1 point to Retribution and allows to use Bull Rush ability.

Incompatible with Medusa Head ability.

1 Memory

0 AP

6 turns cooldown

An interesting ability that costs no AP - however, Bull Rush requires 1 point. Bull Rush itself is one of the most unique abilities in the game - you can charge at an enemy and deal Pure Damage that breaks through both armors.

You should use this ability until you unlock Spread Your Wings.

Chameleon Cloak - casts Invisibility effect on a character.

1 Memory

1 AP

6 turns cooldown

A powerful ability that is especially useful to archers and assassins. Thanks to it they can easily (and at a small cost!) disappear from enemies' sight.

Chicken Claw - casts Chicken Form status that lasts 2 turns.

1 Memory

2 AP

6 turns cooldown

A powerful ability, provided that a target has no physical armor - it turns a target into a chicken that runs around aimlessly.

Equalise - Vitality, magic and physical armor are added together and distributed evenly between all targets.

2 Memory

1 AP

2 SP

1 turn cooldown

Another situational ability - it can heal your mortally wounded allies but you won't use it in most of your battles.

Flaming Skin - a target becomes invulnerable to Fire but Water resistance is lowered. A character bleeds fire.

2 Memory

1 AP

1 SP

5 turns cooldown

This ability is useful when you must fight with an enemy that deals a lot of Fire damage.

You bleed fire - damage dealt to Vitality creates a pool of fire under that character's feet.

Flay Skin - destroys a part of magic armor and lowers all of target's elemental resistance by a half, provided that it is not protected by magic armor.

1 Memory

3 AP

5 turns cooldown

If used right, it can greatly weaken a target - however, your target should lose all magic armor after using this ability.

Forced Exchange - exchanges Vitality percentage values of a caster and a target.

2 Memory

1 AP

2 SP

1 turn cooldown

A very situational ability, however, if you use it right, you can turn an extremely difficult fight into an easy battle. If your enemy has no physical armor then their Vitality percentage value will be swapped with a caster. For example - if a caster has 10% of health and your target has 90% then, after using the spell, your target has 10% and you get 90%. Thanks to this ability you can make your enemies lose thousands of health points.

Heart of Steel- regenerates physical armor each turn, the effect lasts 4 turns.

1 Memory

2 AP

5 turns cooldown

A very useful ability, especially for those characters that focus enemies' attacks on them (tank) - they can regenerate lost armor.

Icy Skin - a target becomes invulnerable to Water but Fire resistance is lowered. A character bleeds ice.

2 Memory

1 AP

1 SP

5 turns cooldown.

This ability is useful when you must fight with an enemy that deals a lot of Water damage.

You bleed ice - damage dealt to Vitality covers surface under that character in ice.

Jellyfish Skin- a target becomes invulnerable to Air but Poison and Earth resistance is lowered. A character bleeds electrified water.

2 Memory

1 AP

1 SP

5 turns cooldown

This ability is useful when you must fight with an enemy that deals a lot of Air damage.

You bleed electrified water - damage dealt to Vitality creates a pool of electrified water under that character's feet.

Medusa Head - snakes come out from character's head and all enemies around them are Petrified if they are not protected by magic armor.

Unlocks Petrifying Visage ability.

Incompatible with Bull Horns ability.

1 Memory

2 AP

5 turns cooldown

Another situational ability that can alter a course of an entire battle. If a character is surrounded by enemies that don't have magic armor, they will become Petrified.

This ability also unlocks a spell, Petrifying Visage - it deals tremendous damage on a wide area and turns enemies into stone if they don't have magic armor.

Poisonous Skin - a target becomes invulnerable to Poison but Air resistance is lowered. A character bleeds poison.

2 Memory

1 AP

1 SP

5 turns cooldown

This ability is useful when you must fight with an enemy that deals a lot of Poison damage.

You bleed poison - damage dealt to Vitality creates a poisonous cloud under that character's feet.

Skin Graft - resets cooldowns of all abilities.

Removes Burning, Necrofire, Poisoned and Bleeding effects.

2 Memory

2 AP

1 SP

5 turns cooldown

A powerful ability that allows you to reset cooldowns of all abilities which means that some abilities (like Tornado which has 10 turns cooldown) can be used again in the same fight.

Spider Legs - a character grows spider legs and gets Web ability.

Web creates a spider web on a surface which immobilizes everyone who steps on it.

Incompatible with Spread Your Wings ability.

1 Memory

1 AP

5 turns cooldown

A powerful ability that allows you to inflict one of the most useful control restriction effects with ease - Enweb. This effect can't be blocked - none of the armors can protect from it and when enemy walks on it, they lose all of their AP.

A character that used Spider Legs is invulnerable to Enweb status effect.

Spread Your Wings - wings grow out of a character's back, that character becomes invulnerable to surface effects and can use Fly ability.

Fly allows characters to reach areas that are unavailable on foot.

Incompatible with Spider Legs ability.

1 Memory

1 AP

6 turns cooldown

One of the best abilities in the entire game. Your character can fly each turn and becomes invulnerable to surface effects - they can't trip on ice, oil won't slow them down and fire won't damage them.

This ability is useful to all characters.

Summon Oily Blob - summon a creature that deals Earth-based damage and leaves Oil everywhere.

1 Memory

2 AP

6 turns cooldown

This spell is useful when you need Oil - this creature can create a lot of it. Otherwise, there is no point in using it.

Tentacle Lash - deals damage at a medium distance and inflicts Atrophy on a target.

Enemies with Antrophy status effect can't use their weapons and abilities that are connected to them.

1 Memory

2 AP

3 turns cooldown

One of the best abilities from this school, especially when it is used by a character that has a lot of Strength - it can deal a lot of damage.

Atrophy excludes most of enemies from a fight for 1 turn.

Terrain Transmutation - swap places of two different surfaces.

1 Memory

1 AP

2 turns cooldown

A very situational but also a very effective spell. You can swap places of two surfaces - remove Necrofire that is under your character's feet (swap it with a 'clean surface') and cast it right under your enemies. Low cost and short cooldown are this ability's strong points.