Sample Builds
Welcome to the comprehensive Sample Builds section for Divinity: Original Sin! This guide provides detailed blueprints for various character archetypes, designed to help you navigate the challenging world of Rivellon. Each build includes recommended starting abilities, attribute and skill progression, key talents, and essential gear considerations to ensure your party is optimized for success. Whether you prefer direct combat, elemental mastery, stealthy assassinations, or supporting your allies, you'll find a robust strategy here.
1. The Unstoppable Juggernaut (Two-Handed Warrior)
This build focuses on raw physical damage, crowd control, and survivability, turning your warrior into an unyielding frontline force. Ideal for players who enjoy direct combat and disrupting enemy formations.
- Core Concept: Maximize Strength for damage, Two-Handed for weapon mastery, and Man-at-Arms for powerful combat skills and armor.
- Playstyle: Charge into battle, deal massive cleave damage, knock down enemies, and absorb punishment.
Starting & Early Game (Levels 1-5):
- Attributes: Start with Strength (5). Prioritize Strength every level-up. After reaching 10-12 Strength, start investing in Constitution (5-7) for survivability, then back to Strength.
- Abilities:
- Two-Handed (1): Essential for damage with two-handed weapons.
- Man-at-Arms (1): Grants access to crucial early skills.
- Talents:
- Opportunist: Grants Attacks of Opportunity, punishing enemies for moving near you. Pick at Level 1.
- Comeback Kid: A lifesaver, allowing you to survive a lethal blow once per combat. Pick at Level 3.
- Key Skills to Acquire:
- Battering Ram (Man-at-Arms 1): Excellent opener for knocking down multiple enemies.
- Whirlwind (Man-at-Arms 1): Area-of-effect damage, great for clearing groups.
- Crushing Fist (Man-at-Arms 1): Single-target knockdown.
- Flurry (Man-at-Arms 2): High single-target damage.
- Early Gear: Focus on the highest damage two-handed weapon you can find (axes, swords, maces). Prioritize armor with Strength bonuses and physical resistance.
Mid to Late Game (Levels 6+):
- Attributes: Continue prioritizing Strength until it caps (15), then invest heavily in Constitution (up to 10-12) and some points into Speed (for more AP) or Perception (for initiative/crit).
- Abilities:
- Two-Handed (5): Max this out for maximum damage.
- Man-at-Arms (5): Max this out for access to all warrior skills.
- Bodybuilding (5): Crucial for resisting crowd control.
- Optional: Expert Marksman (1) for Ricochet (if you find a bow for utility) or Scoundrel (1) for Walk in Shadows (for positioning).
- Talents:
- All Skilled Up: Gain 2 ability points.
- Know-It-All: Gain 1 Intelligence (useful for meeting skill requirements if dipping into other schools).
- Picture of Health: Boosts maximum health based on Man-at-Arms ability.
- Leech: Heals you when standing in blood surfaces.
- Key Skills to Acquire:
- Challenge (Man-at-Arms 3): Taunts enemies, forcing them to attack you.
- Invulnerability (Man-at-Arms 5): Temporary immunity to damage.
- Rage (Man-at-Arms 3): Increases critical chance and damage.
- Phoenix Dive (Man-at-Arms 3): Teleport and create a fire surface, great for initiation or escape.
- Gear Considerations: Look for unique two-handed weapons like The Troll King's Club or Arhu's Sparkmaster 5000. Prioritize armor with high physical resistance, Strength, Constitution, and resistances to elemental damage. Enchantments for +AP, +Crit Chance, or +Movement are excellent.
2. The Elemental Archmage (Pyromancer/Geomancer)
This build specializes in devastating area-of-effect elemental damage, battlefield control, and setting up powerful elemental reactions. Perfect for players who enjoy strategic positioning and explosive spellcasting.
- Core Concept: Maximize Intelligence for spell damage, Pyromancy for fire spells, and Geomancy for earth spells and physical armor.
- Playstyle: Control the battlefield with fire and poison, create hazardous surfaces, and unleash high-damage elemental attacks from a safe distance.
Starting & Early Game (Levels 1-5):
- Attributes: Start with Intelligence (5). Prioritize Intelligence every level-up. After reaching 10-12 Intelligence, invest in Speed (5-7) for more AP, then back to Intelligence.
- Abilities:
- Pyromancy (1): Access to early fire spells.
- Geomancy (1): Access to early earth/poison spells.
- Talents:
- Elemental Affinity: Reduces AP cost of spells cast on a surface matching your element. Crucial for this build. Pick at Level 1.
- Know-It-All: Grants +1 Intelligence, boosting spell damage. Pick at Level 3.
- Key Skills to Acquire:
- Flare (Pyromancy 1): Basic fire damage.
- Burning Touch (Pyromancy 1): Sets enemies on fire.
- Fortify (Geomancy 1): Adds physical armor, useful for protecting allies or yourself.
- Poison Dart (Geomancy 1): Deals poison damage and creates a poison surface.
- Fireball (Pyromancy 2): Excellent area-of-effect fire damage.
- Boulder Bash (Geomancy 2): Deals earth damage and can knock down.
- Early Gear: Focus on staves or wands with Intelligence bonuses. Prioritize armor with Intelligence, elemental resistances, and +AP.
Mid to Late Game (Levels 6+):
- Attributes: Continue prioritizing Intelligence until it caps (15), then invest heavily in Speed (up to 10-12) and some points into Perception (for initiative/crit) or Constitution (for survivability).
- Abilities:
- Pyromancy (5): Max this out for maximum fire damage.
- Geomancy (5): Max this out for maximum earth/poison damage and physical armor.
- Willpower (5): Crucial for resisting crowd control.
- Optional: Aerotheurge (1) for Teleportation or Hydrosophist (1) for healing/wet status.
- Talents:
- Far Out Man: Increases spell casting range.
- Glass Cannon: Grants maximum AP each turn but makes you vulnerable to crowd control (use with caution and strong Willpower).
- Savage Sortilege: Allows spells to crit, essential for late-game damage.
- Pet Pal: Useful for quests and lore, not combat-focused but a common choice.
- Key Skills to Acquire:
- Meteor Shower (Pyromancy 5): Devastating ultimate fire spell.
- Earthquake (Geomancy 5): Massive area-of-effect earth damage and knockdown.
- Summon Spider (Geomancy 3): Provides a tanky summon.
- Burning Blaze (Pyromancy 3): Creates a large fire surface.
- Contamination (Geomancy 3): Turns water/blood into poison.
- Gear Considerations: Seek out unique staves like Staff of the Magi or wands with high elemental damage. Prioritize armor with high Intelligence, elemental resistances, +AP, and +Crit Chance. Enchantments for +AP, +Crit Chance, or +Movement are excellent.
3. The Shadow Assassin (Rogue/Scoundrel)
This build excels at high single-target damage, stealth, and exploiting enemy weaknesses from the shadows. Ideal for players who enjoy precision strikes and tactical positioning.
- Core Concept: Maximize Dexterity for damage, Scoundrel for rogue skills, and Dual Wielding for off-hand damage.
- Playstyle: Initiate combat from stealth, backstab high-priority targets, and use mobility skills to reposition or escape.
Starting & Early Game (Levels 1-5):
- Attributes: Start with Dexterity (5). Prioritize Dexterity every level-up. After reaching 10-12 Dexterity, invest in Speed (5-7) for more AP, then back to Dexterity.
- Abilities:
- Scoundrel (1): Access to early rogue skills.
- Dual Wielding (1): Improves damage with two weapons.
- Talents:
- Backstabber: Allows daggers to backstab, dealing critical damage. Essential. Pick at Level 1.
- Guerrilla: Increases damage from stealth attacks. Pick at Level 3.
- Key Skills to Acquire:
- Fast Track (Scoundrel 1): Increases AP for the next turn.
- Walk in Shadows (Scoundrel 1): Grants stealth.
- Backlash (Scoundrel 1): Teleports behind an enemy for a guaranteed backstab.
- Adrenaline (Scoundrel 2): Grants extra AP for the current turn at the cost of AP next turn.
- Daggers Drawn (Scoundrel 2): High damage cone attack.
- Early Gear: Focus on two daggers with high damage. Prioritize light armor with Dexterity bonuses and initiative.
Mid to Late Game (Levels 6+):
- Attributes: Continue prioritizing Dexterity until it caps (15), then invest heavily in Speed (up to 10-12) and some points into Perception (for initiative/crit) or Constitution (for survivability).
- Abilities:
- Scoundrel (5): Max this out for maximum rogue skill damage and access to all skills.
- Dual Wielding (5): Max this out for maximum damage with two daggers.
- Sneaking (5): Improves stealth capabilities.
- Optional: Expert Marksman (1) for Tactical Retreat (teleport) or Aerotheurge (1) for Teleportation.
- Talents:
- Glass Cannon: Grants maximum AP each turn but makes you vulnerable to crowd control (use with caution).
- All Skilled Up: Gain 2 ability points.
- Lone Wolf: If playing with a smaller party, this talent is incredibly powerful, boosting attributes and abilities.
- Pinpoint: Increases critical chance.
- Key Skills to Acquire:
- Cloak and Dagger (Scoundrel 3): Teleports to a target location and grants stealth.
- Rupture Tendons (Scoundrel 3): Deals damage over time and causes bleeding.
- Trip (Scoundrel 5): Knocks down an enemy.
- Mortal Blow (Scoundrel 5): High single-target damage, especially effective against low health targets.
- Gear Considerations: Look for unique daggers like The Blade of the Enchanter or The Shadow Blade. Prioritize light armor with high Dexterity, Speed, initiative, and +Crit Chance. Enchantments for +AP, +Crit Chance, or +Movement are excellent.
4. The Ranged Marksman (Ranger)
This build focuses on precise ranged damage, battlefield control with special arrows, and maintaining distance from enemies. Ideal for players who prefer to pick off foes from afar.
- Core Concept: Maximize Dexterity for damage, Expert Marksman for bow skills, and Bow for weapon mastery.
- Playstyle: Position strategically, unleash volleys of arrows, apply status effects, and use movement skills to stay out of harm's way.
Starting & Early Game (Levels 1-5):
- Attributes: Start with Dexterity (5). Prioritize Dexterity every level-up. After reaching 10-12 Dexterity, invest in Speed (5-7) for more AP, then back to Dexterity.
- Abilities:
- Expert Marksman (1): Access to early bow skills.
- Bow (1): Essential for damage with bows.
- Talents:
- Arrow Recovery: 20% chance to recover special arrows. Very useful early on. Pick at Level 1.
- Far Out Man: Increases ranged attack and spell range. Pick at Level 3.
- Key Skills to Acquire:
- Ricochet (Expert Marksman 1): Bounces between enemies, great for groups.
- Farseer (Expert Marksman 1): Increases range and accuracy.
- First Aid (Expert Marksman 1): Heals and removes status effects.
- Rain of Arrows (Expert Marksman 2): Area-of-effect arrow attack.
- Tactical Retreat (Expert Marksman 2): Teleports to a target location.
- Early Gear: Focus on the highest damage bow you can find. Prioritize light armor with Dexterity bonuses, initiative, and +Perception. Craft or buy special arrows (poison, fire, stun, charm).
Mid to Late Game (Levels 6+):
- Attributes: Continue prioritizing Dexterity until it caps (15), then invest heavily in Speed (up to 10-12) and some points into Perception (for initiative/crit) or Constitution (for survivability).
- Abilities:
- Expert Marksman (5): Max this out for maximum bow skill damage and access to all skills.
- Bow (5): Max this out for maximum bow damage.
- Perception (5): Crucial for initiative, critical chance, and finding hidden objects.
- Optional: Aerotheurge (1) for Teleportation or Scoundrel (1) for Adrenaline.
- Talents:
- Pinpoint: Increases critical chance.
- Glass Cannon: Grants maximum AP each turn but makes you vulnerable to crowd control (use with caution).
- Lone Wolf: If playing with a smaller party, this talent is incredibly powerful.
- Slingshot: Increases damage with bows and crossbows.
- Key Skills to Acquire:
- Barrage (Expert Marksman 3): Fires multiple arrows at a single target.
- Hail Storm (Expert Marksman 3): Area-of-effect ice damage.
- Arrow Spray (Expert Marksman 5): Devastating ultimate cone attack.
- Stun Arrow (Expert Marksman 3): Stuns an enemy.
- Gear Considerations: Seek out unique bows like The Bow of the Winter King or The Bow of the Phoenix. Prioritize light armor with high Dexterity, Perception, Speed, and +Crit Chance. Enchantments for +AP, +Crit Chance, or +Movement are excellent. Always keep a stock of various special arrows.
5. The Divine Healer (Hydrosophist/Aerotheurge Support)
This build focuses on healing, crowd control, and providing crucial support to the party, ensuring their survival and enhancing their effectiveness. Ideal for players who enjoy a more strategic, supportive role.
- Core Concept: Maximize Intelligence for spell effectiveness, Hydrosophist for healing and water spells, and Aerotheurge for utility and air spells.
- Playstyle: Keep allies healthy, remove debilitating status effects, freeze/stun enemies, and control the battlefield with elemental surfaces.
Starting & Early Game (Levels 1-5):
- Attributes: Start with Intelligence (5). Prioritize Intelligence every level-up. After reaching 10-12 Intelligence, invest in Speed (5-7) for more AP, then back to Intelligence.
- Abilities:
- Hydrosophist (1): Access to early healing and water spells.
- Aerotheurge (1): Access to early utility and air spells.
- Talents:
- Elemental Affinity: Reduces AP cost of spells cast on a surface matching your element. Pick at Level 1.
- Far Out Man: Increases spell casting range. Pick at Level 3.
- Key Skills to Acquire:
- Minor Heal (Hydrosophist 1): Essential single-target heal.
- Rain (Hydrosophist 1): Creates wet surfaces, useful for setting up freezes or dousing fires.
- Teleportation (Aerotheurge 1): Incredibly versatile for repositioning enemies or allies.
- Shocking Touch (Aerotheurge 1): Deals air damage and can stun.
- Freezing Touch (Hydrosophist 2): Deals water damage and can freeze.
- Bless (Hydrosophist 2): Removes curses and provides a buff.
- Early Gear: Focus on staves or wands with Intelligence bonuses. Prioritize armor with Intelligence, elemental resistances, and +AP.
Mid to Late Game (Levels 6+):
- Attributes: Continue prioritizing Intelligence until it caps (15), then invest heavily in Speed (up to 10-12) and some points into Constitution (for survivability) or Perception (for initiative).
- Abilities:
- Hydrosophist (5): Max this out for maximum healing and water spell effectiveness.
- Aerotheurge (5): Max this out for maximum utility and air spell effectiveness.
- Willpower (5): Crucial for resisting crowd control.
- Leadership (5): Provides significant bonuses to allies' accuracy, dodge, and critical chance.
- Talents:
- Comeback Kid: A lifesaver for any character.
- Know-It-All: Grants +1 Intelligence.
- Glass Cannon: Grants maximum AP each turn but makes you vulnerable to crowd control (use with caution and strong Willpower).
- Pet Pal: Useful for quests and lore.
- Key Skills to Acquire:
- Mass Healing (Hydrosophist 3): Heals multiple allies.
- Ice Wall (Hydrosophist 3): Creates a barrier, blocking movement.
- Chain Lightning (Aerotheurge 3): Deals high air damage to multiple targets.
- Storm (Aerotheurge 5): Devastating ultimate air spell.
- Clear Mind (Hydrosophist 3): Removes many negative status effects.
- Gear Considerations: Seek out unique staves or wands with high Intelligence and utility bonuses. Prioritize armor with high Intelligence, elemental resistances, +AP, and +Leadership. Enchantments for +AP, +Movement, or +Initiative are excellent.