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Best Class Choices For Every Main Character Companion In Divinity: Original Sin 2
Key Takeaways
Table of Contents
- Pre-Made Origins in
Divinity: Original Sin 2
offer six unique tales for diverse playthroughs. - Companions can be customized with different Classes to enhance gameplay experiences.
- Choosing the right Class for each Companion can impact encounters and overall gameplay.
Pre-Made Origins in Divinity: Original Sin 2 offer six memorable tales of life in the world Rivellon, giving players a chance to experience personal stories across six playthroughs. Moreover, outside their Player Character, players of the Larian Studios title can choose three Companions, three of which can come from mercenaries-for-hire or the cast of Pre-Made Origins.
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However, while these Pre-Made Origins have set personal narratives, players can still decide which Classes their Companions become. That said, just which Class works best for each of the six Companions?
Updated on October 29, 2024, by Rhenn Taguiam: With Hotfix #27 of Baldur’s Gate 3 revealing that there’s more to the critically-acclaimed RPG despite its successful 2023 run, fans of the hit title might consider exploring Larian Studios’ Divinity: Original Sin 2 to get a taste of the studio’s first world before ever gracing Faerun. Players who want to take full advantage of their main character Companions in Divinity: Original Sin 2 should not only carry their favorites with them throughout the story but also check how their favored Classes synergize with potential playstyles and gameplay strategies. Knowing possible Class options to stick with and how they impact overall gameplay can make each Companion more memorable to play.
6 Beast
Capitalize On Sneaking
Loud and proud, Beast has a thirst for adventure that can push players to go against the odds. He’s the only Pre-Made Origin to represent Dwarves and comes with the Sturdy (gains 5-percent Dodge and 10-percent maximum Vitality) and Dwarven Guile (+1 Sneaking) Talents.
Thanks to his Dwarven nature, Beast has the Petrifying Touch Geomancer skill, which deals Earth damage and temporarily petrifies a target. As Beast, he can summon Blinding Squall, which deals moderate Air damage and sets Blind for a turn.
Recommended Starting Class: Rogue
Beast will ask to become a Battlemage as his default Starting Class. However, players might find more use for him as a Rogue. This Class capitalizes on the Scoundrel Skill School, with Skills that bank on dealing critical damage via Backstab.
As a Rogue, Beast gets Scoundrel Skills that are for assassinations. Adrenaline gives him extra AP per turn, while Throwing Knife gives him ranged capabilities, and Backlash makes room for Backstab. Additionally, Beast’s Dwarven Guile incentivizes his Sneaking potential, perfect for the Class and its stealth nature.
Recommended Starting Class: Shadowblade
The Shadowblade begins with the Guerilla Talent, which boosts Sneak Attacks by a whopping 40%. Coupled by starting proficiencies via Scoundrel 1 and Polymorph 1, Shadowblade Beast will already have his hands on a formidable arsenal.
For instance, Chameleon Cloak (Polymorph 1) alone ensures the Shadowblade remains in stealth mode, whereas Backlash (Scoundrel 1) is a guaranteed Backstab that, in addition to dealing critical damage, also adds the 40% bonus. On top of that, Chicken Claw (Polymorph 1) can transform most enemies into chickens, rendering them powerless.
Recommended Starting Class: Battlemage
Players who want to remain true to their Companion’s theme may want to pick their requested Starting Class, making the Battlemage an ideal choice for Beast. This Starting Class takes advantage of Aerotheurge and Warfare Schools, focusing more on knocking down foes (Battering Ram, Warfare 1) at the start of battle while Blinding (Blinding Radiance, Aerotheurge 1) or Shocking (Shocking Touch, Aerotheurge 1) them.
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This immediate access to variety in melee-ranged Skills makes the Battlemage a useful Class for Beast’s starting stats. His additional Dodge and Vitality can make him sturdier in combat, and being able to summon the Blinding Squall can increase his overall survivability in encounters.
Recommended Starting Class: Metamorph
Beast introducing himself as a mysterious pirate can make him equally interesting if he begins as a Metamorph. The flexibility of this Class can benefit from Beast’s extra Vitality and Dodging (Sturdy, Talent) and even Sneaking (Dwarven Guile) potential. These melee-oriented bonuses work well with the Metamorph’s starting kit, courtesy of being able to hit enemies who try to get out of the player’s melee range (Opportunist, Talent), rushing enemies from afar (Bull Horns, Polymorph 1), and hitting foes with a heavy attack (Tentacle Lash, Polymorph 1). Beast can even transform enemies into chickens (Chicken Claw, Polymorph 1) should he break their armor, making bosses easy pickings with the right combos.
Recommended Starting Class: Fighter
Starting as a Fighter gives Beast more focus on Warfare Skills, letting him punish foes at close-to-mid-range. A shield is a must-have for a long-range Bouncing Shield (Warfare 1) for a two-hit long-distance combo. For setups with allies, Beast can use Battle Stomp (Warfare 1) to knockdown allies in front of him – perfect for a Rogue’s easy pickings. Lastly, Fortify (Geomancer 1) provides Physical Armor regeneration for extra defenses. For extra utility, Beast begins with Blind-with-damage AOE (Blinding Squall, Special) and stun-on-melee (Petrifying Touch, Racial) Skills, allowing him to coordinate with allies.
5 Fane
Maximize Lifesteal
The scholarly (and skeletal) Fane will be quick to explain his nature as an Eternal, a member of a forgotten civilization with a history he’s planning to rediscover. He’s the only Pre-Made Origin to represent the Undead, coming with the Ingenious (gains +2 Initiative and 5-percent to Critical Hit) and Undead (immune to Bleeding, heals from Poison, damages from healing) Talents.
As an Undead, Fane can use the Play Dead Skill, forcing enemies to ignore them for three turns at the most. Fane’s unique Source skill is Time Warp, which gives an ally an additional turn in combat.
Recommended Starting Class: Inquisitor
While he asks to become a Wizard, players might find more use of Fane as an Inquisitor, which blends the Warfare and Necromancer Skill Schools. Inquisitors start with the Battering Ram (Warfare 1) Skill that lets them rush the enemy and knock them down. Meanwhile, Mosquito Swarm (Necromancer 1) is a mean AOE that grants lifesteal, and Blood Sucker (Necromancer 1) takes life from blood surfaces.
Thanks to his Undead nature, Fane is immune to Poison and Bleeding, which also makes him perfect to become a frontline tank. Moreover, the lifesteal nature of the Necromancer Skill School is a great solution to Fane’s weakness to recovery effects.
Recommended Starting Class: Wizard
Easily boasting some of the best damage-dealing Skills in the game, Wizard Fane is the epitome of combative spellcasting. This Class possesses the Far Out Man Talent, which increases effective Skill range by 2-meters, which is a big deal for glass cannons. They also come with boosts to Pyrokinetic and Geomancer, granting Wizard Fane a terrifying range of abilities early on.
Fossil Strike (Geomancer 1) is an easy way to guarantee oil puddles in any area. Meanwhile, Searing Daggers (Pyrokinetic 1) not only deals base fire damage but can ignite oil puddles into flames. On top of that, Ignition (Pyrokinetic 1) is a melee AOE that can fend off pesky rogues and warriors.
Recommended Starting Class: Witch
While the scholarly Fane requests to start as a Wizard, players of Original Sin 2 can use his rather decaying appearance as a backbone for the Witch. Boasting Skills on both Scoundrel and Necromancer, the Witch banks on lifesteal tactics while leaving openings for the team to strike the enemy while they are vulnerable.
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As a Witch, Fane has access to the Leech Talent that restores Vitality whenever he steps on blood. This works well for the rest of the Witch’s toolkit, as Necromancer Skills such as Mosquito Swarm (Necromancer 1) that already grant lifesteal can still leave blood surfaces. Starting Skills also include Chloroform (Scoundrel 1), which can set opponents as Sleeping, and Raise Bloated Corpse (Necromancer 1), which becomes an extra companion – or a walking flesh bomb.
Recommended Starting Class: Cleric
An interesting alternative to Fane’s spellcasting focus would be bringing him into a sub-tank/sub-support role, such as that of the Cleric. His initial bonuses towards Necromancer give him access to a natural healing method through Blood Sucker (Necromancer 1) while also having access to a neat melee damage option via Decaying Touch (Necromancer 1). Thanks to Fane’s Undead nature being able to heal him in the presence of blood and poisons, Restoration (Hydrosophist 1) becomes entirely a team support option.
Recommended Starting Class: Rogue
Eventually revealed as an Eternal scholar, players might want to start Fane as a Rogue to reflect his recent days, camouflaging himself from prying eyes. As a Rogue, Fane has a nifty long-ranged Backstab attack (Throwing Knife, Scoundrel 1) and a powerful out-of-sneak Backstab (Backlash, Scoundrel 1), with the option to gain more Actions (Adrenaline, Scoundrel 1).
Moreover, Fane can use another extra turn (Time Warp, Special) to dish out additional damage and a fake death (Play Dead, Racial) for an instant Disengage even in the fiercest of battles – giving him a way of escaping conflict. Players with a Rogue Fane can branch out to their preferred Skill School dips for a more dynamic playstyle without losing out on the tactical edge of Sneaking.
4 Ifan Ben-Mezd
Add Lethality To Distance
Ifan has retired from the notorious Lone Wolves, but his fame as a mercenary follows him to this day. This time around, Ifan returns from retirement to finish one last mission. As a Human, Ifan bears the Talents unique to them. He’s Thrifty (+1 Bartering) and Ingenious (gains +2 Initiative and +5% to Critical Hit).
Being Human, Ifan has Encourage, which can give him and his allies a boost to Strength, Finesse, Constitution, and Intelligence. Moreover, his spiritual nature enables him to Summon his Soul Wolf, a wolf that will help Ifan and his team for a limited duration.
Recommended Starting Class: Ranger
While Ifan will request to start as a Wayfarer, players might find it more practical to play him as a Ranger. Despite small differences between these Classes, the Ranger’s Huntsman and Pyrokinetic focuses make them more offensive combatants. Rangers start with Elemental Arrowheads (Huntsman 1), enabling them to tinker with the battlefield with various surface-changing arrows. Meanwhile, Peace of Mind (Pyrokinetic 1) is a great buff. Ricochet (Huntsman 1) is a helpful starting attack at long range.
Thanks to Ifan’s Soul Wolf, his Ranger will have a handy melee companion to defend him from various threats. Additionally, with Ingenious increasing Critical Hit and Initiative, Ifan as a Ranger can capitalize on the early-turn advantage to deal as much damage as possible.
Recommended Starting Class: Wayfarer
Unlike the ranged-focus Ranger, Wayfarer Ifan has more flexibility with regard to battlefield control. His Huntsman and Geomancer specializations enable him to manipulate the battle in order to favor his ranged arsenal. The Pet Pal Talent gives him the ability to speak with animals, opening a wide array of side quests and entertaining conversations along the way.
In terms of combat, Pin Down (Huntsman 1) is an easy way to stun targets, with Fossil Strike (Geomancer 1) giving Wayfarer Ifan guaranteed oil puddles. Combined with Elemental Arrowheads, Wayfarer Ifan will be able to customize his attacks to tailor an enemy’s elemental weakness.
Recommended Starting Class: Rogue
Ifan’s status as a retired mercenary who returns for one last mission fits his requested Class as a Wayfarer, although being a Rogue also reflects his expertise in hunting down his enemies in Original Sin 2 combat. Choosing this Starting Class gives him access to Scoundrel, Sneaking, and Dual Wielding, incentivizing attack-heavy plays. Moreover, his access to Ingenious (+2 Initiative, +5% to Crit) and Encourage (to boost Finesse) can further boost his damage potential.
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Having access to the Pawn Talent gives him +1 AP of free movement, letting him position himself more effectively. However, where Rogue Ifan shines is his access to deadly Skills at the onset. Adrenaline (Scoundrel 1) gives him +2 AP at the cost of -2 AP next turn, leaving him a lot of openings to make multiple attacks. Throwing Knife (Scoundrel 1) is a long-ranged emergency attack, while Backlash (Scoundrel 1) can be abused during the early game for high DPS.
Recommended Starting Class: Metamorph
While Ifan’s past as a mercenary makes him more fit for direct combat roles, being a Metamorph spices up his background with a more versatile kit. He can reliably attack foes up close with Tentacle Lash (Polymorph 1) and rush foes from afar with Bull Horns (Polymorph 1).
Likewise, he can turn enemies into helpless poultry with Chicken Claw (Polymorph 1) given enough of their armor is destroyed. As a kicker, access to Opportunist (Talent) lets Ifan punish foes for even getting near him, while his own Soul Wolf (Skill) can help delay other foes by posing as a more direct threat.
Recommended Starting Class: Knight
While introduced as a former mercenary of the Lone Wolves, Ifan was a member of the Divine Order – with likely training as a Knight. This makes for an interesting starting Class, as Ifan transforms into a traditional tank.
Now, Ifan can knockdown enemies to start combos with other DPS units (Battle Stomp, Warfare 1), use a knockdown gap-closer (Battering Ram, Warfare 1), or deal AOE damage with a chance of Cripple (Crippling Blow). For utility, Ifan can conjure his Soul Wolf (Summon Ifan’s Soul Wolf, Special) for backup and give allies a much-needed combat buff (Encourage, Racial).
3 Lohse
Manipulate The Battlefield
Unfortunately for Lohse, she’s thrust into the troubling world of Divinity as dark entities inside her head threaten to take over. Being a Human, Lohse shares the Talents common to the race. She’s Thrifty (+1 Bartering) and Ingenious (gains +2 Initiative and 5% to Critical Hit).
As a Human, Lohse has Encourage, a Skill that increases most of the base Attributes of herself and nearby allies. Given her nature, her innate Source skill is Maddening Song, which inflicts Mad on targets, thus forcing them to attack the nearest creature — be it ally or foe.
Recommended Starting Class: Enchanter
Lohse will ask to start as an Enchanter, which is also the most ideal Class for her as a Spellcaster. The Class starts with a good pairing of Hydrosophist and Aerotheurge, which easily gives way to devastating AOE attacks. The combination of Rain (Hydrosophist) and Electric Discharge (Aerotheurge) can make a mean AOE, while Hail Strike (Hydrosophist) can Freeze unsuspecting enemies. When leveled up, the Skill School pairing can give Lohse access to strong healing, buffs, and debuffs.
Thanks to Lohse’s Ingenious, her early-turn advantage can allow her to position herself properly to gain the upper hand. More importantly, Maddening Song lets her sow chaos among her enemies, potentially removing the need for the party to fight enemies at all.
Recommended Starting Class: Witch
Witch Lohse embraces her innate darkness. Boasting Necromancer 1 and Scoundrel 1 early on, Lohse can easily tap into otherworldly forces to do her bidding. This class’s Leech Talent gives her a nifty self-heal by absorbing blood surfaces.
In terms of Skills, Lohse can become as crafty as ever. Chloroform (Scoundrel 1) is an easy way to stun targets, while Mosquito Swarm (Necromancer 1) is a convenient way for lifesteal. And when enemies die from her pestering, Raise Bloated Corpse (Necromancer 1) is an easy way to create an ally to fight for her — and the summon can explode on command.
Recommended Starting Class: Conjurer
Throughout a player’s experience in Original Sin 2, Lohse is always hinted at having a darker side. This makes the Conjurer quite an ideal thematic choice, as Lohse’s capabilities of tapping into darker forces may reflect in her summoning capacity. As a Conjurer, she gains access to the Pet Pal Talent that lets her talk to animals.
However, where Lohse shines as a Conjurer is her access to various summonable trinkets that can greatly aid the party. Elemental Totem (Summoning 1) can create stationary turrets that provide additional firepower to opponents, while Conjure Incarnate (Summoning 1) is an elemental minion that can tank for Lohse. Likewise, Dimensional Bolt (Summoning 1) makes for a nifty long-ranged spell in case of emergencies.
Recommended Starting Class: Wizard
Despite Lohse’s dark nature, players can still opt to transform her into a traditional spellcaster via the Wizard class. This alone gives her access to Far Out Man (Talent), which allows her to cast Skills and Scrolls much further, giving her the edge in range. She also has access to a standard firestarter combo, courtesy of oil puddles with Fossil Strike (Geomancer 1) that she can light on fire with Searing Daggers (Pyromancer 1).
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She can also punish enemies nearby with Ignition (Pyromancer 1). Thanks to Ingenious (Talent), Lohse enjoys +5% Critical Chance and +10% extra Critical Multiplier, potentially making her attacks more powerful.
Recommended Starting Class: Shadowblade
As the bard Lohse has made it apparent that another “presence” is inside of her, players can reflect on this “darker” nature not only through spellcasting Classes but one centered around magical offense – like the Shadowblade. Compared to the conventional Metamorph, the Shadowblade uses Polymorph in conjunction with stealthy Scoundrel trickery, with a traditional close-range Backlash (Scoundrel 1) pairing easily with Invisibility-setting Chameleon Cloak (Polymorph 1) and transforming Chicken Claw (Polymorph).
Despite the penchant for shadowy workings, Lohse can provide stat bonuses through Encourage (Racial) and force targets to attack others closest to them (Maddening Song).
2 The Red Prince
Play With Tactics
Exiled from the Lizard Empire, The Red Prince seeks to retake his rightful place at the throne. As the only representative of Lizards among the Pre-Made Origins, the Red Prince has Talents unique to his race. He’s Sophisticated (gains 10% Fire and Poison Resistance) and has Spellsong (+1 Persuasion). He can even dig holes without using shovels, like all Lizards.
Given his nature as a Lizard, he has Dragon’s Blaze, a lizard breath attack that deals Fire damage. Unique to the Red Prince is the Source skill Demonic Stare, letting him steal Magical Armor.
Recommended Starting Class: Metamorph
While the Red Prince asks to become a Fighter, his skillset might fit the archetype of the Metamorph. Its specialization in the Polymorph Skill School expands on the Warfare focus of the Knight and Fighter. The Metamorph begins with the long-range Skill Tentacle Lash (Polymorph) and a rush Skill via the Bull Horns (Polymorph). Additionally, Chicken Claw (Polymorph) will allow the Red Prince to transform any opponent (yes, even bosses) into a chicken — a move that will break a ton of battles.
As the Red Prince, his Dragon’s Blaze and Demonic Stare easily play into the Metamorph’s shapeshifting focus. Additionally, his added resistances mentioned above allow the Red Prince to maximize the Metamorph’s melee capabilities.
Recommended Starting Class: Fighter
Albeit more mundane, the Red Prince can certainly play into his default Fighter class to maximize his potential as a frontline defense in the battlefield. Fighters begin with Warfare 1 and Geomancer 1, giving the Red Prince a wide array of Skills that hit hard. This class’ Opportunist Talent ensures that he gets to strike anyone trying to leave his presence. And before they do, the available Skills ensure they get a pounding.
Fortify (Geomancer 1) gives the Red Prince a significant defensive boost, while Battle Stomp (Warfare 1) is a nifty knockdown move to interrupt enemies. Bouncing Shield (Warfare 1) provides a convenient ranged attack to reach pesky ranged combatants.
Recommended Starting Class: Ranger
The charismatic Red Prince makes for quite an interesting Companion in a player’s Original Sin 2 playthrough, with the Ranger serving as a decent Starting Class fitting his expertise in battle. Compared to his requested melee Fighter Class, the Ranger is a sniper capable of eliminating enemies from distances. He begins with the Arrow Recovery Talent that grants him 33% chance of recovering special arrows.
In the interest of decent builds, the Red Prince’s perks do mesh well with the Ranger’s starting abilities. The Red Prince’s natural resistances (Sophisticated) allow him to generate elemental arrows based on nearby surfaces (Elemental Arrowheads, Huntsman 1). Moreover, his access to Peace of Mind (Pyrokinetic 1) assures buffs to Finesse, which is the Attribute associated with long-ranged damage from Skills such as Ricochet (Huntsman 1).
Recommended Starting Class: Wayfarer
While the Red Prince’s charms and penchant for unique attacks make him ideal at close range, these traits can be emergency abilities when approaching up close as a Wayfarer. This take on a starting Class gives the Red Prince access to a better array of combat options. For instance, he can now Cripple targets from afar (Pin Down, Huntsman 1) and use surfaces to imbue attacks with special qualities (Elemental Arrowheads, Huntsman 1).
A nifty combo here would be using Fossil Strike (Geomancer 1) to create an oil puddle and the Red Prince’s Dragon’s Blaze (Skill) or a fire arrow to cause targeted destruction. As a bonus, Pet Pal (Talent) lets him talk to animals for some witty banter.
Recommended Starting Class: Conjurer
The imagery of the charismatic Red Prince wielding a sword shouldn’t confine him to martial roles, especially when part of the reason why he was exiled in the first place was his cavorting with demons. This can be reflected should players use the Red Prince as a Conjurer, giving their party a thematic summoner to turn the tide of battle with a surface-creating energy bolt (Dimensional Bolt), different kinds of elemental trolls (Conjure Incarnate, Summoning), and a stationary totem (Elemental Totem, Summoning).
As the Red Prince, he can leech an enemy’s Magic Armor (Demonic Stare, Special) and unleash a Burning cone of fire (Dragon’s Blaze, Racial).
1 Sebille
Expand Stealth Tactics
A former slave now free from her bonds, Sebille seeks vengeance against her Master, the very person who trained her to become an assassin. As the only representative of Elves among the Pre-Made Origins, Sebille has traits unique to them. She has the Ancestral Knowledge (+1 Loremaster) talent, as well as Corpse Eater, which allows her to gain information and/or abilities from eating body parts.
Being an Elf, she has the Flesh Sacrifice Skill, which enables her to sacrifice Vitality to gain 1AP and a damage buff. Unique to Sebille is the Source skill Break the Shackles, essentially an instant debuff.
Recommended Starting Class: Shadowblade
While Sebille wants to become a Rogue, she might become more efficient as a Shadowblade. Unlike the Rogue’s purely Scoundrel-focused skillset, the Shadowblade expands its offerings by adding Polymorph into the mix.
The Shadowblade begins with the Scoundrel’s Backlash staple. Additionally, they have Chameleon Cloak (Polymorph) that grants invisibility and the game-breaking Chicken Claw (Polymorph). This capitalizes on the Shadowblade’s sneak attack potential. Alongside these skills, Sebille’s extra AP via Flesh Sacrifice and debuffs via Break the Shackles can let her navigate the battlefield easily.
Recommended Starting Class: Rogue
Sometimes, the most straightforward path provides the most flexibility — and Rogue Sebille gives her plenty of room to shine. Beginning with Scoundrel 1, Rogue Sebille puts other stat bonuses towards Dual Wielding and Sneaking. In turn, Rogue Sebille begins as perhaps the best scout or assassin in the game. The Pawn Talent grants her +1AP worth of movement, which is handy for chases and escapes.
Meanwhile, this class’ Adrenaline (Scoundrel 1) lets Sebille gain AP when necessary. Her Throwing Knife (Scoundrel 1) is a convenient, long-ranged move, whereas Backlash (Scoundrel 1) is a powerful Backstab that guarantees critical hits — fatal when used properly.
Recommended Starting Class: Enchanter
When players don’t choose Sebille as one of their main Companions, they end up encountering her among her Elven brethren later on in their Original Sin 2 playthrough. With this theme in mind, Sebille can make quite the deadly Enchanter. Her access to Flesh Sacrifice for the extra AP can serve her well as the spellcasting class, as the Enchanter’s access to the Far Out Man Talent ensures Sebille’s long-ranged spells reach much further than regular attacks.
Moreover, Sebille as an Enchanter gives her access to some of the best interactive Skills in the game. Rain (Hydrosophist 1) allows her to create water that can remove dangerous Burning surfaces and douse creatures in them as Wet. She can then use Hail Strike (Hydrosophist 1) to either Chill those targets or Shock them via Electric Discharge (Aerotheurge 1).
Recommended Starting Class: Witch
Having Sebille in the party has her demonstrate a unique trait among Elves: Corpse Eater (Talent), which essentially lets her eat body parts to gain insights or even unique Skills. Not only that, but her Flesh Sacrifice (Ability, Elf) can give her +1AP in exchange for a temporary HP decrease. While having less Health can make Sebille susceptible to being taken down faster, the self-healing potential of the Witch can make it a decent preset Class for her.
Sebille’s access to Raise Bloated Corpse (Necromancer 1) ensures that she can use a corpse she just ate as a Companion in combat. At the same time, Leech (Talent) heals her when she steps on blood, while Mosquito Swarm (Necromancer 1) damages foes while restoring her health. Chloroform (Scoundrel 1) as a Sleeping debuff can make it easier for Sebille’s other Companions to eliminate enemies as well.
Recommended Starting Class: Ranger
Players who want to play into the fantasy archetype of Sebille as an elf could transition her away from the Rogue and towards the Ranger. As a straightforward long-ranged specialist, players can focus more on Sebille’s story while guaranteeing that she’s a reliable member of the party.
Sebille can shoot arrows that hit different nearby foes (Ricochet, Huntsman 1) with different attack types (Elemental Arrowheads, Huntsman 1), while at the same time boosting Accuracy and other stats (Peace of Mind, Pyrokinetic 1). As Sebille, she can remove debuffs from herself (Break the Shackles, Special) and give herself an extra Action Point and more Damage at the cost of Constitution (Flesh Sacrifice, Racial).
- Released
- September 14, 2017
- OpenCritic Rating
- Mighty
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