The Inquisitor is one of several pre-made classes in Divinity: Original Sin II, but what works best with this build, and how should it be played? Inquisitors are a class that would best be qualified as a necromancer that uses warrior traits. This makes the build special as it is more of a battle mage type that focuses on dealing physical damage.
Inquisitors start with one point in the warfare and necromancy skill respectfully. Because they are based as more of a warrior than a mage the pre-made class will start with the Executioner talents that will give them two free extra AP after a killing blow. However, the Inquisitor will start with two necromancy skills are only one warfare skill. These can all be modified if the player wishes.
Skill Lines and Skills to Invest in with the Inquisitor in Divinity: Original Sin II
Due to this class being entirely based around dealing physical damage, the player will likely want to stick to that type of damage base when looking at new skills. This is because when a player deals magically based damage instead they are attacking a different shield. Usually, the best choice to go up against enemies in Act I and II is to keep all the character’s damage of the same type to all fight the same shield base. Only later on will the players need to diversify their damage.
With this in mind, the only other skills that may work well with these are Summoning, Geomancy, or possibly Hydrosophist if the player wants this character to fill the role of healer too. Summoning and Geomancy can deal both physical and magical damage depending on the skill. Hydrosophist can only really be used for healing and magical damage. Here are the best options in these skill lines for an Inquisitor.
- Conjure Incarnate – Summons a small creature based on the floor status.
- Elemental Totem – Summons a totem based on the floor status.
- Rallying Cry – AOE heals and distributes magical armor in.
- Cannibalize – Destroys a summons to gain their health and armor.
- Ethereal Storm – Summons a storm that deals random elemental damage to enemies and heals allies.
- Soul Mate – Matches two character’s healing and armor boosts to one another.
- Dominate Mind – Charms an enemy for two turns.
- Summon Inner Demon – Summons a demon with an equal intellect that can attack and terrify enemies.
- Summon Cat Familiar – Acquired by saving the cat, Nine Lives, from Fort Joy.
- Summon Condor – Acquired by charming the condor at the graveyard in Act II.
- Summon Dragonling – Acquired by interacting with Sadha’s egg using the Red Prince, another lizard character, or shapeshifting.
- Fortify – Gives the player an extra 170% physical armor.
- Impalement – Pulls an AOE of spikes out of the ground dealing earth damage and crippling enemies without physical armor.
- Mend Metal – AOE of physical armor regeneration.
- Earthquake – AOE knockdown with earth damage and oil spillage.
- Reactive Armor – AOE of damage based on the player’s level of armor.
- Worm Tremor – AOE of poisonous worms jump out of the ground dealing poison and earth damage as well as entangles enemies.
- Corrosive Touch – Requires both geomancy and necromancy. Sets acid on a targeted character dealing poison damage and destroying physical armor.
- Corrosive Spray – Requires both geomancy and necromancy. Sets acid in an AOE dealing poison damage and destroying physical armor.
- Dust Blast – AOE that throws up dust blinding enemies and dealing earth damage.
- Armor of Frost – Gives a targeted character magical armor for three rounds and cures burning, poisoned, stunned, frozen, suffocating, and petrified.
- Healing Ritual – AOE of seven points of vitality.
- Restoration – Heals targeted character and cures poisoned and bleeding.
- Soothing Cold – AOE magical armor regeneration.
- Cryogenic Stasis – Regeneratively heals and incapacitates the targeted character for two rounds and removes shackles of pain.
- Arcane Stitch – Fully restores magical armor and cures frozen, stunned, petrified, plague, suffocation, poisoned, burning, necrofire, terrified, silenced, taunted, and mad.
- Cryotherapy – Consumes the frozen surfaces around the target adding that to their magical armor and cures burning and necrofire.
- Healing Tears – Heals three targets in a circle around the player.
- Cleanse Wounds – Heals target, creating a puddle beneath them. Also cures necrofire, burning, diseased, decaying touch, poisoned, and bleeding.
All in all, geomancy is likely the best option out of these but depending on the character’s playstyle summoning or hydrosophist are good alternatives if a player is looking to invest in other skill lines. Now that these are out of the way, let’s look at skills players should snag in their base skill lines.
- Battle Stomp – Knocks down enemies, dealing 60% damage and clearing ground statuses in a line.
- Enrage – AOE encourages allied characters around the player giving them all critical hits while muted. Also clears taunted, terrified, charmed, mad, and grants them clear-minded.
- Whirlwind – Small AOE attack dealing 100% damage.
- Blitz Attack – Attack on a target that can hit the target and an adjacent enemy, teleporting the player.
- Phoenix Dive – A fiery teleport that deals damage if the player teleports near an enemy and clears ground statuses.
- Thick of the Fight – Gives the player a damage boost based on how many characters are surrounding them.
- Guardian Angel – Allies within melee range of the player will have 50% of the damage dealt to them, dealt to the player instead.
- Provoke – AOE taunting enemies.
- Onslaught – An attack that lets the player hit their target five times dealing 60% damage for each hit.
- Challenge – Marks a targeted an enemy, if they die within the next two rounds, the player will heal and receive damage and armor bonuses.
- Decaying Touch – Deals physical damage and sets decay on an enemy who doesn’t have any physical armor.
- Mosquito Swarm – Deals bleeding damage and heals the player.
- Shackles of Pain – Links damage that the player takes to an enemy.
- Infect – Deals 155% physical damage and sets diseased to the enemy who doesn’t have physical armor. The diseased status will spread to any surrounding characters who do not have physical armor.
- Silencing Stare – Silences and destroys magical armor in a cone.
- Totems of the Necromancer – Summons bone totems that deal physical damage.
- Grasp of the Starved – AOE that causes surfaces and clouds to turn to blood, summons undead hands from the ground that deal 250% physical damage, and can set crippled to those who don’t have physical armor.
- Bone Cage – Gains physical armor based on the number of bodies around the player.
- Death Wish – The player deals an extra percentage of damage based on the percentage of health they are missing.
- Raise Bone Widow – Summons a skeletal spider beast that can burrow and eat corpses, as well as deal physical damage.
- Blood Storm – Requires Necromancer and Hydrosophist. AOE of blood dealing 100% physical damage and sets disease and decay on characters within the storm.
- Living on the Edge – Makes the target immune to death for the next two rounds.
Other Warfare abilities are great depending on what weapon combination that the player is using, but these abilities will work for any player unless specified otherwise. This can be customized to fit just about any play style. If the player is more interested in playing a stealth-based necromancer they should look into the witch class or if the player is more interested in a supporting necromancer, the cleric is a great option.
Attributes, Combat Abilities, Civil Abilities and Talents Worth Investing in for an Inquisitor in Divinity: Original Sin II
Attributes and combat abilities are a point system that receives a point every level, civil abilities and talents however are every few levels. These things help the player in and out of battle. So which ones are worth investing in for the Inquisitor?
Attributes are broken down into strength, finesse, intelligence, constitution, memory, and wits. For an Inquisitor, strength, intelligence, and constitution are going to be the most useful. Strength adds to the percentage of damage melee and strength-based skill attacks do. Intelligence adds to the percentage of damage magic attacks and skills deal. Constitution adds to the player’s vitality pool. Remember that some of these can fight each other depending on what the player invests in. Other good options to dump a few points into our wits for critical chance and initiative, and memory for more skills.
Combat abilities are broken down into all the skill lines a player can get, weapons a player might use, and defensive abilities. Players will want to put a good portion of these points into the skill lines they have chosen as this will boost their damage and healing percentages. Outside of that putting points into the player’s weapon of choice is another great option. All of the defensive options are useful too, but retribution is the best one for the Inquisitor as it will reflect a percentage of the damage they have taken.
Civil abilities are the least used options out of the bunch and most effected by wearable items. These are broken into three categories, craftsmanship, nasty deeds, and personality. If the Inquisitor is the main character they should invest in persuasion as it is the most useful all around. If not, lucky charm is great for collecting large sums of money or better items.
- Leech – Absorb any blood on the ground to heal.
- Bigger and Better – Grants two extra AP.
- Comeback Kid – Grants the player, once per encounter, to bounce back to 20% health if killed by a hit.
- Opportunist – Grants player attacks of opportunity.
- Picture of Health – Gives the player and extra three percent vitality for every point they have in warfare.
- Torturer – Certain statuses will ignore the enemy’s armor.
- What a Rush – Grants the player an extra point of AP when below 50% vitality.
Divinity Original Sin II is available on PC, PlayStation 4, Xbox One, and Nintendo Switch.
content: ‘/ ‘;