Blood Rain Divinity 2

Blood Rain Divinity 2

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This page of the Divinity Original Sin 2 guide contains a detailed description of Inquisitor. You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages.

Divinity: Original Sin 2 doesn't include 'classes,' per se. A point in Hydrosophist and Necromancer will let you learn Raining Blood—roughly the same as rain, but with blood. All Skill Book Combinations Complete List. Skill Books can be combined to create a new Skill Book that utilizes both types of magic. You can only combine one Elemental Skill Book and one Non.

Inquisitor is a hybrid class, which on the one hand has special magic abilities, but on the other hand doesn't avoid melee combat on middle distances. Using telekinesis, Inquisitor can use various weaponry that deal ranged elemental damage.

You should invest in passive endurance, as his health regeneration is closely related to the course of the battle, and as long as you are victorious, you have a chance to get out unscathed. On the other hand, when the situation complicates itself, you'll have to spend a lot of action points to remain alive.

He is especially productive with any character that can apply bleeding on a target, or call a blood rain. If you managed to acquire the book with the mentioned ability, make sure that the hero learns it.

You can find base parameters for this class below.

Attributes

In the case of the Inquisitor, three attributes were improved:

Attribute name

Value

Note

Strength

+1

Additional Strength is useful to this character because it can deal more damage when is using weapons. An increased load capacity is another good point.

Intelligence

+1

Since Inquisitor's main strength are magic attacks, high Intelligence will allow them to fight more effectively and deal more damage.

Constitution

+1

An Inquisitor doesn't have any class-based defense abilities which can allow them to regenerate health points passively or heal effectively. Because of that you should remember to spend points on increasing their health, especially since an Inquisitor fights at mid-range.

Abilities and Talent

The Inquisitor:

Name

Value

Notes

Warfare

1

The main combat skills are actually based on this school. Each single point of development increases the damage dealt using skills, so it's worth investing several points.

Necromancer

1

Support for the two main starting skills will not be detrimental, and the modest ability to restore vitality with capacity development can effectively transform into hero's self-sufficiency.

Telekinesis

1

With the development of his ability, he will manage moving objects effectively, allowing him to move them further away and by the way, he will be able to use heavy objects against his enemies.

Rain

Talent

Executioner - If a hit dealt by a hero was deadly then this character receives 2 additional AP during the same turn. This effect can be activated once per a single turn.

Starting abilities

Icon

Name

Notes

Mosquito Swarm

One of the basic skills with which the Inquisitor can initiate a fight. Reducing the physical enemy's armor for witchcraft that he can cure is something that will certainly not pass unnoticed.

Battering Ram

The ability to shorten the distance between the hero and the most desirable target. In addition, anyone who stands on the road is knocked-down and gets injured.

Crippling Blow

The skill inflicts considerable area damage, which goes hand in hand with the injuries that two-handed weapons offer. Additional mutilating effects will prevent enemies from getting out of the field of basic attacks.

Inquisitor and Races

Race

Predispositions

Notes

Elf

None

No predispositions, as elves have low predispositions towards magic.

Human

Average

A large initiative factor can be useful in controlling the course of battle. Everything depends on the distance our hero can hold during combat, and if he'll be able to walk in the first line.

Dwarf

None

A dwarf will handle well any activity based on strength or endurance. Sadly, in this case there is not a close connection between these attributes.

Lizard

High

The racial intelligence bonus is in this case a serious advantage. With appropriate character progression on earlier levels, a lizard can be very effective on the battlefield.

Which abilities are worth choosing?

An Inquisitor has access to two schools (Warfare and Necromancer) which means that they can choose from 8 starting abilities. The default abilities are the best ones that you can choose from - they greatly compliment Inquisitor's play style who fights at a close distance and needs both a way of healing their wounds and damaging enemies. Because of that you shouldn't change anything and focus on using Battering Ram, Blood Sucker and Mosquito Swarm.


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  • 2Surface
    • 2.1Water
    • 2.6Blood
  • 3Cloud
    • 3.2Steam
  • 4Atmosphere

Overview[editedit source]

Environmental effects

All surface and cloud effects can be removed with Tornado.

Surface[editedit source]

Water[editedit source]

Water can be created by breaking water barrels or spells such as Rain.

Electrified water[editedit source]

If hit with an electric effect, water will become electrified. Electrified water causes creatures to be .

Ice[editedit source]

If hit with a cold effect, water will freeze. Ice is slippery and can cause creatures to be . If hit by a fire effect, it melts into water.

Ooze[editedit source]

Ooze can be created by breaking ooze barrels, poison effects (mostly from Geomancer spells), or by hitting zombies with piercing or slashing damage.

Ooze s creatures walking on it, which hurts living creatures and heals zombies. Ooze is flammable and will explode and become fire ground if hit by a fire effect or if a Burning object comes in contact with it. Sufficiently large explosions will create smoke clouds. Ooze can be washed away with water.

Fire[editedit source]

Fire ground is created by fire effects.

Fire ground causes to objects in contact with it. If doused with water, it will disappear into a steam cloud.

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Oil[editedit source]

Oil can be created by breaking oil barrels or the Midnight Oil spell.

Oil causes creatures to be . It is also flammable and will explode and become fire ground if hit by a fire effect or if a Burning object comes in contact with it.

Lava[editedit source]

Lava is distinct from fire ground. It cannot be doused and instantly destroys all non-fire-immune objects and creatures that come into contact with it. Lava can be created using a Lava Core scroll.

Blood[editedit source]

Blood is created when living creatures are attacked with Piercing or Slashing damage. The status effect also generates blood near the creature. Bleeding can be caused by Bleeding arrows, Voodoo Dolls, or by certain skills:

Blood can be washed away with water or consumed for health with the Leech talent.

Frozen blood[editedit source]

Similar to water, blood can be frozen.

Electrified blood[editedit source]

Similar to water, blood can be electrified.

Cloud[editedit source]

Blood Rain Divinity 2

Poison[editedit source]

Like ooze, poison clouds creatures passing through it. Likewise, poison clouds are flammable and will explode and become fire ground if hit by a fire effect or if a Burning object comes in contact with it. Sufficiently large explosions will create smoke clouds.

Steam[editedit source]

When water is applied to a fire surface or fire to a water surface, the surface is destroyed and a steam cloud is created. Steam blocks line-of-sight but not movement.

Static[editedit source]

If a steam cloud is hit by an electric effect, it becomes a static cloud. Static clouds cause creatures to be .

Smoke[editedit source]

Explosions caused by igniting oil, ooze, or poison clouds leave behind smoke. Smoke blocks line-of-sight but not movement. Smoke can be removed by Rain.

Atmosphere[editedit source]

Rain[editedit source]

Rain can be ambient or created with the Rain spell. Rain causes all creatures in the area to be .

Storm[editedit source]

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Blood Rain Divinity 2
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