Hey guys! If you’re wondering about Skills in Divinity: Original Sin 2, look no further. I compiled a bit of info here, but I guess I’ll put THE most frequently asked question up top.
How often do I get skill slots (memory)? Every 2 levels starting from 2, you get a free skill slot. You also get a skill slot for each point in Memory you invest, and also the Mnemonic Talent (+3 Memory).
Scroll to: Skills List | Hybrid Skills List | Other Info
I’ll start this off with what most of you might be here for – a skills list!
Divinity: Original Sin Skills List
School | Required School Level | AP | SP | Cooldown | Description | Memory
FILTER AND SEARCH the table using the box on the upper-right!
School | Req | Skill | AP | SP | CD | Short description | MEM |
---|---|---|---|---|---|---|---|
Aerotheurge | 1 | Blinding Radiance | 2 | - | 4 | Deals air damage around you, and sets a blinding aura. | 1 |
Aerotheurge | 1 | Electric Discharge | 2 | - | 3 | Deals air damage and sets Shocked. | 1 |
Aerotheurge | 1 | Favourable Wind | 1 | - | 6 | Increase movespeed of allies near you for 3 turns. | 1 |
Aerotheurge | 1 | ShockingTouch | 2 | - | 3 | Deals air damage and sets Shocked. Melee range. | 1 |
Aerotheurge | 2 | Dazing Bolt | 3 | - | 4 | Deals air damage in a large targetted AoE and sets Shocked. | 1 |
Aerotheurge | 2 | Teleportation | 2 | - | 3 | Teleports a target (object or entity) to any location in range. | 1 |
Aerotheurge | 2 | Uncanny Evasion | 1 | - | 4 | Target gains 100% dodge and 20% movespeed for 1 turn. | 1 |
Aerotheurge | 2 | Nether Swap | 1 | - | 3 | Swaps the location of any two characters. | 1 |
Aerotheurge | 2 | Apportation | 1 | - | 3 | Puts all objects in range into your inventory. | 1 |
Aerotheurge | 2 | Pressure Spike | 1 | - | 3 | Removes clouds from an area and deals air damage. Removes fire. | 1 |
Aerotheurge | 3 | Superconductor | 3 | - | 3 | Shoots air damage bolts in all directions from you, and sets Shocked. | 1 |
Aerotheurge | 3 | Tornado | 3 | - | 10 | Moves randomly. Removes clouds, burning, slowed, and reveals. | 1 |
Aerotheurge | 3 | Chain Lightning | 3 | 1 | 5 | Deals air damage to a target that can fork up to 8 times and sets Shocked. | 2 |
Aerotheurge | 3 | Closed Circuit | 2 | 2 | 4 | Air damage to nearby enemies. Makes cursed Static Clouds on the AoE edge. | 2 |
Aerotheurge | 5 | Thunderstorm | 4 | 3 | 5 | Deals air damage to enemies in the area for 3 turns and set Shocked. | 3 |
Geomancer | 1 | Contamination | 1 | - | 3 | Deals Poison damage to all enemies nearby, and turns pools into poison. | 1 |
Geomancer | 1 | Fortify | 1 | - | 3 | Gives Physical Armour. Removes Poisoned, Burning, Bleeding, Decay. Fortified for 3 turns. | 1 |
Geomancer | 1 | Fossil Strike | 1 | - | 3 | Hurls a boulder which explodes into oil, deals Earth damage. | 1 |
Geomancer | 1 | Poison Dart | 1 | - | 4 | Fires a Poison damage dart which leaves a poison pool. | 1 |
Geomancer | 2 | Impalement | 2 | - | 4 | Cause an earth damage eruption which leaves oil. Cripples targets for 1 turn. | 1 |
Geomancer | 2 | Mend Metal | 1 | - | 3 | Regenerate Physical Armour for all alies around caster. | 1 |
Geomancer | 2 | Worm Tremor | 3 | - | 5 | Earth eruption at target area, then separately, command worms to bind and poison those targets. | 1 |
Geomancer | 2 | Earthquake | 3 | - | 5 | Deals Earth damage and Knocks Down nearby enemies for 1 turn. Also leaves oil pools. | 1 |
Geomancer | 2 | Reactive Armour | 1 | - | 5 | Deals damage to ALL targets in the area (including yourself) scaling on your Physical Armour. | 1 |
Geomancer | 2 | Poison Wave | 2 | - | 4 | Poison damage to nearby enemies. Makes poison clouds. Earth & Poison Immunity for 1 turn. | 1 |
Geomancer | 3 | Siphon Poison | 1 | - | 5 | Absorb all nearby poison and adds scaled poison damage to weapon for 2 turns. | 1 |
Geomancer | 3 | Living Wall | 2 | - | 5 | Summons vines which block enemies and emits poison clouds. | 1 |
Geomancer | 3 | Summon Artillery Plant | 3 | 1 | 6 | Spawns a poisonous plant to assist you in battle for 5 turns. | 2 |
Geomancer | 3 | Acid Spores | 3 | 2 | 5 | Shoots spores of corrosive acid, dealing poison damage. | 2 |
Geomancer | 5 | Pyroclastic Eruption | 3 | 3 | 5 | Hurls boulders which erupt into oil at all enemies in the area, dealing Earth damage. | 3 |
Huntsman | 1 | Elemental Arrowheads | 1 | - | 4 | Gain a buff to your arrows depending on targetted surface. | 1 |
Huntsman | 1 | First Aid | 1 | - | 4 | Heals your target and removes Cripple, Knockdown, Blind, Silence, Bleed, Burning, Poison, Disease. | 1 |
Huntsman | 1 | Pin Down | 3 | - | 3 | Physical attack that Cripples. | 1 |
Huntsman | 1 | Ricochet | 2 | - | 4 | Physical attack that attempts to fork up to 2 times, each within 5m | 1 |
Huntsman | 2 | Barrage | 3 | - | 3 | Physical attack that fires at 3 targets of your choice. | 1 |
Huntsman | 2 | Sky Shot | 2 | - | 3 | Deal Physical Damage which always gains high ground bonus. | 1 |
Huntsman | 2 | Tactical Retreat | 1 | - | 4 | Teleport yourself to target location, then apply Haste. | 1 |
Huntsman | 2 | Ballistic Shot | 2 | - | 4 | Physical Damage which deals 5% more for each 1m distance from target. | 1 |
Huntsman | 2 | Marksman's Fang | 2 | - | 2 | Piercing Damage projectile which goes through all targets. | 1 |
Huntsman | 2 | Reactive Shot | 2 | - | 2 | Until your next turn, shoot all targets that move within the area. | 1 |
Huntsman | 3 | Assassinate | 3 | - | 5 | Heavy Physical Damage shot which is boosted by 50% from stealth. | 1 |
Huntsman | 3 | Glitter Dust | 1 | - | 3 | Target is marked, reducing its ability to dodge. Prevents target from going invisible. | 1 |
Huntsman | 3 | Arrow Spray | 3 | 1 | 5 | Fire 16 arrows in a 60 degree arc. Each arrow deals Physical Damage. | 2 |
Huntsman | 3 | Farsight | 1 | 1 | 3 | Increase the range of a targeted character's ranged attacks and skills by 3m | 2 |
Huntsman | 5 | Arrow Storm | 3 | 3 | 2 | 16 arrows fall from the sky in the target area, dealing 100% Physical Damage. | 3 |
Hydrosophist | 1 | Armour of Frost | 1 | - | 4 | Restores Magic Armour. Cures Burning, Poisoned, Stunned, Frozen, Suffocating and Petrified. | 1 |
Hydrosophist | 1 | Hail Strike | 3 | - | 3 | Ice damage in an area and applies chilled. Leaves ice where they fall. | 1 |
Hydrosophist | 1 | Rain | 1 | - | 6 | Create a spreading water surface which douses fires. Set Wet status on characters in the area. | 1 |
Hydrosophist | 1 | Restoration | 1 | - | 4 | Restore Vitality of a target character. Cures Poisoned and Bleeding. | 1 |
Hydrosophist | 2 | Ice Fan | 3 | - | 4 | Target 3 areas (can overlap) to deal water damage, setting Chilled. | 1 |
Hydrosophist | 2 | Soothing Cold | 1 | - | 3 | Regenerate Magic Armour for all alies around caster for 3 turns. | 1 |
Hydrosophist | 2 | Winter Blast | 2 | - | 3 | Deals water damage in an area, chills targets, and freezes liquid surfaces. | 1 |
Hydrosophist | 2 | Cryogenic Stasis | 2 | - | 4 | Target ally becomes immune to all damage, and heals over time. | 1 |
Hydrosophist | 2 | Global Cooling | 1 | - | 3 | Chill all enemies around you and deal water damage. Freeze surfaces. | 1 |
Hydrosophist | 2 | Healing Ritual | 2 | - | 5 | Shoot a bolt of healing energy that will jump to nearby allies. | 1 |
Hydrosophist | 3 | Deep Freeze | 4 | - | 6 | Frozen targets under 10% die instantly - otherwise deal damage and Freeze them. | 1 |
Hydrosophist | 3 | Ice Breaker | 1 | - | 3 | Cause frozen areas to explode dealing water damage, leaving water pools. Sets Chilled. | 1 |
Hydrosophist | 3 | Arcane Stitch | 3 | 1 | 4 | Fully restore target character's Magic Armour | 2 |
Hydrosophist | 3 | Steam Lance | 2 | 2 | 3 | Heal all characters in the area of effect. | 2 |
Hydrosophist | 5 | Hail Storm | 4 | 3 | 4 | Deals massive water damage multiple times in a large area of effect. | 3 |
Necromancer | 1 | Blood Sucker | 1 | - | 3 | Consume all blood near the target to heal it. More blood gives more healing. | 1 |
Necromancer | 1 | Decaying Touch | 2 | - | 3 | Deal Physical Damage and set Decay on the target. Heals do piercing damage to decayed units. | 1 |
Necromancer | 1 | Mosquito Swarm | 2 | - | 4 | Deal Physical Damage to target and heal yourself. | 1 |
Necromancer | 1 | Raise Bloated Corpse | 1 | - | 3 | Target a corpse to raise a blob which deals Physical Damage, and can explode on command. | 1 |
Necromancer | 2 | Death Wish | 2 | - | 5 | Target get's a damage boost inverse to their lost vitality. (30% vitality gives 70% damage boost). | 1 |
Necromancer | 2 | Infect | 3 | - | 5 | Physical Damage which Infects a target. Infect spreads, and reduces Constitution and Damage. | 1 |
Necromancer | 2 | Shackles of Pain | 1 | - | 5 | Mark a target so that it will receive all of the damage you receive. | 1 |
Necromancer | 2 | Bone Cage | 1 | - | 5 | Gain Physical Armour, and more for each corpse nearby. | 1 |
Necromancer | 2 | Living on the Edge | 3 | - | 5 | For 2 turns, your target cannot die. If it's a summon its duration is also extended. | 1 |
Necromancer | 2 | Raise Bone Widow | 3 | - | 5 | Summons a minion which can consume corpses to heal, and get a stacking damage buff. | 1 |
Necromancer | 3 | Last Rites | 3 | - | - | Deals piercing damage to you, and resurrects your target with maximum | 1 |
Necromancer | 3 | Silencing Stare | 2 | - | 5 | Silence enemies in a cone in front of you. | 1 |
Necromancer | 3 | Black Shroud | 2 | 1 | 5 | Create a cloud of cursed smoke in an area, Suffocates and Blinds all characters within | 2 |
Necromancer | 3 | Grasp of the Starved | 2 | 2 | 5 | Deal Physical Damage and cripples targets standing on blood surfaces and clouds. | 2 |
Necromancer | 5 | Totems of the Necromancer | 3 | 3 | 5 | Spawns a bone totem on every corpse in range. They deal Physical Damage. | 3 |
Polymorph | 1 | Bull Horns | - | - | 6 | Unlocks the Bull Rush skill for 2 turns - Charge at enemies for piercing damage. | 1 |
Polymorph | 1 | Chameleon Cloak | 1 | - | 6 | Turn Invisible for 2 turns. | 1 |
Polymorph | 1 | Chicken Claw | 2 | - | 6 | Turn the target into a chicken. Chickens cannot do actions and only run away. | 1 |
Polymorph | 1 | Tentacle Lash | 2 | - | 3 | Deals Physical Damage and sets Atrophy. | 1 |
Polymorph | 2 | Heart of Steel | 2 | - | 5 | Regenerate Physical Armour each turn. | 1 |
Polymorph | 2 | Medusa Head | 2 | - | 5 | Gives you a Petrifying Aura. Unlocks Petrifying Gaze, AoE Earth Damage which Petrifies. | 1 |
Polymorph | 2 | Spider Legs | 1 | - | 5 | Gain the ability to create web surfaces. | 1 |
Polymorph | 2 | Spread Your Wings | 1 | - | 6 | Sprout temporary wings to fly when you move, allowing you to ignore ground surfaces. Incompatible with Spider Legs. | 1 |
Polymorph | 2 | Summon Oily Blob | 2 | - | 6 | Fling an Oil Blob which deals Earth Damage on Impact, and Attack. Leaves an oil puddle on death. | 1 |
Polymorph | 2 | Terrain Transmutation | 1 | - | 2 | Target two circular areas. Swap surfaces and clouds. | 1 |
Polymorph | 3 | Equalise | 3 | - | 5 | Vitality and Armour percentages are equally redistributed to all targets. | 1 |
Polymorph | 3 | Flay Skin | 3 | - | 5 | Destroy some Magic Armour on a target and halves their resistances. | 1 |
Polymorph | 3 | Skin Graft | 2 | 1 | - | Reset all cooldowns. Removes Burning, Necrofire, Poisoned and Bleeding. | 2 |
Polymorph | 3 | Forced Exchange | 1 | 2 | 1 | Exchange Vitality percentages with target character. | 2 |
Polymorph | 5 | Apotheosis | 2 | 3 | - | The cost of all Source skills is reduced by -3 Source Points. | 3 |
Pyrokinetic | 1 | Haste | 1 | - | 3 | Gives an ally Haste, which grants +1 AP per turn, and increased movespeed for 2 turns. | 1 |
Pyrokinetic | 1 | Ignition | 1 | - | 2 | Deals Fire damage to all enemies around you. Sets burning on them and ignites surfaces. | 1 |
Pyrokinetic | 1 | Peace of Mind | 1 | - | 3 | Gives an ally Clear Mind, which grants +2 Strength, Finesse, Intelligence, and +4 Wits for 3 turns. | 1 |
Pyrokinetic | 1 | Searing Daggers | 2 | - | 3 | Deal Fire Damage to 3 targets, and creates Fire surfaces. | 1 |
Pyrokinetic | 2 | Fireball | 2 | - | 4 | Hurls a fireball which deals Fire Damage in an AoE, and leaves Fire surfaces. | 1 |
Pyrokinetic | 2 | Spontaneous Combustion | 2 | - | 3 | Deals Fire damage to targets, and removes burning. Bonus damage for each stack of Burning. | 1 |
Pyrokinetic | 2 | Supernova | 3 | - | 6 | Explode, creating fire surfaces and dealing Fire Damage in a large area in your line of sight. | 1 |
Pyrokinetic | 2 | Fire Whip | 3 | - | 3 | Long-range attack that deals Fire Damage to a single target, leaving them blind and burning. | 1 |
Pyrokinetic | 2 | Flaming Tongues | 1 | - | 5 | Flaming tongues protect you, immediately attacking approaching enemies. | 1 |
Pyrokinetic | 2 | Laser Ray | 3 | - | 3 | Line of intense heat that deals Fire Damage to characters and leaves fire clouds behind. | 1 |
Pyrokinetic | 3 | Flaming Crescendo | 2 | - | 5 | Curse the target to explode in 3 turns or on death. | 1 |
Pyrokinetic | 3 | Firebrand | 1 | - | 3 | Enchant your weapon to deal bonus Fire Damage. | |
Pyrokinetic | 3 | Summon Fire Slug | 1 | 1 | 6 | Summon a Fire Slug. Your Fire Slug can create fire surfaces and launch linear fire attacks | 2 |
Pyrokinetic | 3 | Epidemic of Fire | 3 | 2 | 6 | Deal Fire Damage that forks up to 5 times, and leaves fire surfaces. | 3 |
Pyrokinetic | 5 | Meteor Shower | 4 | 3 | 4 | 25 Fireballs rain down into the area, dealing fire damage each within a 3m range of impact. | 3 |
Scoundrel | 1 | Adrenaline | - | - | 4 | Gain 2 Action Points immediately, but lose 2 Action Points next turn. Cannot go over max AP. | 1 |
Scoundrel | 1 | Backlash | 1 | - | 3 | DAGGER. Teleport behind the target, and backstab for Physical Damage. | 1 |
Scoundrel | 1 | Chloroform | 1 | - | 3 | Destroys Magic Armour and then tries to set Sleeping. | 1 |
Scoundrel | 1 | Throwing Knife | 2 | - | 1 | Ranged attack dealing Physical Damage. Can backstab. | 1 |
Scoundrel | 2 | Cloak and Dagger | 1 | - | 4 | Teleport without breaking sneaking. | 1 |
Scoundrel | 2 | Rupture Tendons | 2 | - | 5 | DAGGER. Deal Physical Damage to target. They take Piercing Damage when they move. | 1 |
Scoundrel | 2 | Sawtooth Knife | 2 | - | 3 | DAGGER. Bypass Physical Armour and deals Piercing Damage. Causes Bleeding. | 1 |
Scoundrel | 2 | Corrupted Blade | 3 | - | 4 | DAGGER. Deals Physical Damage and sets Decay and Diseased. | 1 |
Scoundrel | 2 | Gag Order | 3 | - | 4 | Destroy Magic Armour on target character and Silence. | 1 |
Scoundrel | 2 | Sleeping Arms | 2 | - | 3 | Deal [X] Physical Damage and set Atrophy. | 1 |
Scoundrel | 3 | Terrifying Cruelty | 3 | - | 4 | DAGGER, Deals [X] Physical Damage and sets Bleeding and Fear. | 1 |
Scoundrel | 3 | Wind-up Toy | 2 | - | 6 | Summon a mechanical bomber.It can explode, dealing fire damage and leaves a fire surface. | 1 |
Scoundrel | 3 | Fan of Knives | 3 | 1 | 2 | DAGGER. Deals Physical Damage to every enemy around you. Can backstab. | 2 |
Scoundrel | 3 | Daggers Drawn | 4 | 2 | 6 | Whirl into a barrage of 5 stabs, each dealing Physical Damage. | 2 |
Scoundrel | 5 | Mortal Blow | 2 | 3 | - | DAGGER. Physical Damage. Doubled if sneaking or invisible. Instant kill if targat has <20% Vitality. | 3 |
Summoning | 1 | Conjure Incarnate | 2 | - | 5 | Conjure a personal elemental that matches the ground surface it's summoned onto. Your incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons! | 1 |
Summoning | 1 | Dimensional Bolt | 2 | - | 1 | Shoot a volatile bolt that deals [X] of a random type, and then creates a corresponding surface | 1 |
Summoning | 1 | Elemental Totem | 2 | - | 1 | Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight. | 1 |
Summoning | 1 | Farsight Infusion | 1 | - | 3 | Unlock a ranged attack for your Incarnate. Provides [X] Magic Armour (amount depends on your level) | 1 |
Summoning | 2 | Power Infusion | 1 | - | 3 | Unlock Whirlwind and Rush for your Incarnate. Provides [X] Physical Armour (amount depends on your level). | 1 |
Summoning | 2 | Rallying Cry | 2 | - | 3 | Target character regenerates Vitality and Magic Armour according to the number of allied characters and totems in their vicinity. | 1 |
Summoning | 2 | Supercharger | 1 | - | 3 | Target summon deals 50% more base damage during its next turn, but then it dies. | 1 |
Summoning | 2 | Soul Mate | 1 | - | 3 | Target character receives half of the healing and Armour restoration that you receive. Clears Frozen, Stunned, Knocked Down and Petrified | 1 |
Summoning | 2 | Warp Infusion | 1 | - | 3 | Incarnate learns a teleport skill, and a skill to swap places with its master. | 1 |
Summoning | 2 | Shadow Infusion | 1 | - | 3 | Incarnate learns how to go invisible and strike foes with a corrosive slash | 1 |
Summoning | 3 | Cannibalise | 1 | - | 1 | Eat your summon to gain half its Vitality, Physical, and Magical Armour. | 1 |
Summoning | 3 | Dominate Mind | 3 | - | 5 | Charm target non-allied character, causing them to join your side in combat for the duration of the status | 1 |
Summoning | 3 | Planar Gateway | 2 | 1 | 6 | Conjure two linked gateways that allow any character to instantly travel between them | 2 |
Summoning | 3 | Door to Eternity | 3 | 2 | 3 | Give all summons around you a status that prevents them from dying to damage or disappearing when their life runs out | 2 |
Summoning | 5 | Ethereal Storm | 4 | 3 | 5 | Unpredictable projectiles from distant planes strike target area, dealing random elemental damage to enemies or healing allies. | 3 |
Summoning | 0 | Summon Cat Familiar | 2 | 5 | NOT FROM SKILLBOOK | 1 | |
Summoning | 0 | Summon Condor | 2 | 6 | NOT FROM SKILLBOOK | 1 | |
Summoning | 0 | Summon Dragonling | 2 | 6 | NOT FROM SKILLBOOK | 2 | |
Summoning | 0 | Summon Inner Demon | 1 | 6 | NOT FROM SKILLBOOK | 2 | |
Warfare | 1 | Battering Ram | 2 | - | 5 | Rush forward dealing physical damage and Knocks Down targets. | 1 |
Warfare | 1 | Battle Stomp | 2 | - | 4 | Deal Physical Damage in a cone and Knocks Down targets. | 1 |
Warfare | 1 | Bouncing Shield | 2 | - | 2 | Ranged Physical Damage which scales from your shields Physical Damage. Bounces once. | 1 |
Warfare | 1 | Cripping Blow | 2 | - | 3 | Deals Physical Damage to your target and enemies near it. Cripples. | 1 |
Warfare | 2 | Enrage | 2 | - | 5 | Target character is guaranteed to crit on all attacks for 1 turn, but is Muted. Clears various status. | 1 |
Warfare | 2 | Provoke | 1 | - | 4 | Taunt enemies around you, forcing them to attack you. | 1 |
Warfare | 2 | Whirlwind | 2 | - | 3 | Deals Physical Damage in an AoE around you. | 1 |
Warfare | 2 | Blitz Attack | 2 | - | 3 | Deal Physical Damage to 2 random targets within 10m of each other. Land on the last enemy hit. | 1 |
Warfare | 2 | Deflective Barrier | 2 | - | 5 | Reflect projectiles back at the attacker, and gives some Physical Armour. Doesn't prevent effects. | 1 |
Warfare | 2 | Phoenix Dive | 1 | - | 4 | Leap through the air to a target position, creating a fire surface upon landing | 1 |
Warfare | 3 | Guardian Angel | 2 | - | 6 | Allies in melee range redirect 50% of received damage to you | 1 |
Warfare | 3 | Challenge | 2 | - | 5 | Mark a target. If it dies, you gain Vitality and Armour. Otherwise it's healed, and you take damage. | 1 |
Warfare | 3 | Thick of the Fight | 2 | 1 | 4 | Gain a damage boost for every nearby character, allied and enemy. | 2 |
Warfare | 3 | Onslaught | 4 | 2 | 6 | Deal Physical Damage 5 times. | 2 |
Warfare | 5 | Overpower | 2 | 3 | 3 | Deal Physical Damage and if your Physical Armour is larger than your target, erase theirs. | 3 |
Scroll to: Skills List | Hybrid Skills List | Other Info
Divinity: Original Sin 2 Hybrid Skills List
School | Req | School | Req | Skill | AP | SP | CD | Mem | Short description |
---|---|---|---|---|---|---|---|---|---|
Aerotheurge | 1 | Huntsman | 1 | Erratic Wisp | 1 | - | 5 | 1 | A buff which causes you to teleport randomly when hit. Increases Air Resistance by 40% |
Aerotheurge | 2 | Huntsman | 2 | Evasive Aura | 2 | 1 | 5 | 2 | Dodging is increased by 90% and your Movement Speed is increased by 1m. |
Aerotheurge | 1 | Necromancer | 1 | Vacuum Touch | 1 | - | 5 | 1 | Deal Air Damage. Set Suffocation and Silence on target |
Aerotheurge | 2 | Necromancer | 2 | Vacuum Aura | 2 | 1 | 5 | 2 | Deal Air Damage to enemies in the area. Caster receives an aura that sets Silence and Suffocating on enemies |
Aerotheurge | 1 | Polymorph | 1 | Vaporize | 1 | - | 4 | 1 | Remove Petrified and Frozen from target character. Vaporise ground surfaces into clouds. Does not work on Oil, Ice or Lava surfaces |
Aerotheurge | 2 | Polymorph | 2 | Jellyfish Skin | 1 | 1 | 5 | 2 | Bleed electrified water. You get immunity to electricity, but lowered resistance to poison and earth damage. |
Aerotheurge | 1 | Scoundrel | 1 | Smoke Cover | 2 | - | 5 | 1 | Create a smoke cloud around you, hiding from sight |
Aerotheurge | 2 | Scoundrel | 2 | Blessed Smoke Cloud | 1 | 2 | 5 | 2 | Conjure a cloud of thick blessed smoke that makes characters invisible |
Aerotheurge | 1 | Summoning | 1 | Electric Infusion | 1 | - | 3 | 1 | Change Incarnate's element to electricity, unlocking Electric Discharge. |
Aerotheurge | 2 | Summoning | 2 | Cursed Electric Infusion | 1 | 2 | 3 | 2 | Change Incarnate's element to cursed electricity, unlocking Electric Discharge and Closed Circuit. |
Aerotheurge | 1 | Warfare | 1 | Breathing Bubble | 1 | 1 | 5 | 1 | Creates a bubble of clean air around your head, allowing you to ignore effects of cloud surfaces. Immune to suffocation. |
Aerotheurge | 2 | Warfare | 2 | Mass Breathing Bubble | 1 | 1 | 5 | 2 | Set Breathing Bubbles on allies around you, allowing them to ignore effects of cloud surfaces and making them immune to suffocation. |
Geomancer | 1 | Huntsman | 1 | Throw Dust | 2 | - | 5 | 1 | Throw dust at a character, blinding them and dealing [X] Earth Damage. Clears surfaces and clouds in the area |
Geomancer | 2 | Huntsman | 2 | Dust Blast | 3 | 1 | 3 | 2 | Throw dust at all enemies in range, blinding them and dealing [X] Earth Damage. |
Geomancer | 1 | Necromancer | 1 | Corrosive Touch | 1 | - | 5 | 1 | Destroy [X] Physical Armour on target character, and set Acid status. |
Geomancer | 2 | Necromancer | 2 | Corrosive Spray | 2 | 1 | 5 | 2 | Destroy [X] Physical Armour on targets in a cone, and set Acid and Atrophy. |
Geomancer | 1 | Scoundrel | 1 | Venom Coating | 1 | - | 5 | 1 | Coat your weapon with poison, adding [X] Poison Damage to your weapon skills and attacks. |
Geomancer | 2 | Scoundrel | 2 | Venomous Aura | 2 | 1 | 5 | 2 | Allies in range receive Venom Coating, which adds [X] Poison Damage to weapon skills and attacks. |
Geomancer | 1 | Warfare | 1 | Oily Carapace | 1 | - | 5 | 1 | Consume oil surfaces around you and convert them to Physical Armour. |
Geomancer | 2 | Warfare | 2 | Mass Oily Carapace | 2 | 1 | 5 | 2 | Each ally consumes oil surfaces around them, converting the oil surfaces to Physical Armour. |
Geomancer | 1 | Polymorph | 1 | Turn to Oil | 1 | - | 4 | 1 | Turn water and blood surfaces into oil. Remove Stun and Shocked from characters. |
Geomancer | 2 | Polymorph | 2 | Poisonous Skin | 1 | 1 | 5 | 2 | You get immunity to poison and earth, but lowered resistance to air. You bleed poison. |
Geomancer | 1 | Summoning | 1 | Poison Infusion | 1 | - | 3 | 1 | Change Incarnate's element to poison, unlocking Poison Dart. |
Geomancer | 2 | Summoning | 2 | Acid Infusion | 1 | 2 | 3 | 2 | Change Incarnate's element to acid, unlocking Poison Dart and Corrosive Spray. |
Huntsman | 1 | Hydrosophist | 1 | Cryotherapy | 1 | - | 3 | 1 | Consume Frozen surfaces around you and convert them to Magic Armour. |
Huntsman | 2 | Hydrosophist | 2 | Mass Cryotherapy | 2 | 1 | 5 | 2 | Each ally consumes Frozen surfaces around them, converting the frozen surfaces to Magic Armour. |
Huntsman | 1 | Pyrokinetic | 1 | Throw Explosive Trap | 1 | - | 3 | 1 | Throw an explosive trap at target locations. Trap takes a turn to activate. Trap will explode when a character approaches it. |
Huntsman | 2 | Pyrokinetic | 2 | Deploy Mass Traps | 1 | - | 3 | 1 | Throw 4 explosive traps at target locations. Each trap takes a turn to activate. Trap will explode when a character approaches it. |
Hydrosophist | 1 | Necromancer | 1 | Raining Blood | 2 | - | 4 | 1 | Create blood surfaces. Set bleeding on enemies. Douse fire surfaces. |
Hydrosophist | 2 | Necromancer | 2 | Blood Storm | 4 | 3 | 5 | 3 | Setting Disease and Decaying Touch in a large AoE. Turns all water in the area into blood. |
Hydrosophist | 1 | Scoundrel | 1 | Vampiric Hunger | 1 | - | 5 | 1 | Set Vampiric Hunger on target character, adding 50% Life Steal for 2 turns. |
Hydrosophist | 2 | Scoundrel | 2 | Vampiric Hunger Aura | 1 | 1 | 5 | 2 | Set Vampiric Hunger Aura on every ally around you, adding 50% Life Steal for 2 turns. |
Hydrosophist | 1 | Polymorph | 1 | Healing Tears | 1 | - | 5 | 1 | Three healing tears circle around you. Everytime an ally walks into melee range near you, a healing tear bathes them. |
Hydrosophist | 2 | Polymorph | 2 | Icy Skin | 2 | 1 | 5 | 2 | You get immunity to water, but lowered resistance to fire. You bleed ice |
Hydrosophist | 1 | Summoning | 1 | Water Infusion | 1 | - | 3 | 1 | Change Incarnate's element to water, unlocking Restoration. |
Hydrosophist | 2 | Summoning | 2 | Ice Infusion | 1 | 2 | 3 | 2 | Change Incarnate's element to blessed ice, unlocking Restoration and Healing Ritual. |
Hydrosophist | 1 | Warfare | 1 | Cleanse Wounds | 2 | - | 5 | 1 | Heal target and create a water puddle beneath them. Remove Burning, Diseased, Decaying Touch, Poisoned and Bleeding. |
Hydrosophist | 2 | Warfare | 2 | Mass Cleanse Wounds | 2 | 1 | 5 | 2 | Heal and create water on every target. Remove Necrofire, Burning, Diseased, Decaying Touch, Poisoned, Bleeding, Suffocation and Acid. |
Necromancer | 1 | Pyrokinetic | 1 | Corpse Explosion | 1 | - | 4 | 1 | Explode the target corpse, dealing Physical Damage in the area |
Necromancer | 2 | Pyrokinetic | 2 | Mass Corpse Explosion | 1 | 1 | 2 | 2 | Explode all corpses around you, dealing Physical Damage in the area |
Polymorph | 1 | Pyrokinetic | 1 | Bleed Fire | 1 | - | 3 | 1 | Enemies will bleed fire when hit. Also creates a small fire area beneath each target and ignites surfaces in the area |
Polymorph | 2 | Pyrokinetic | 2 | Flaming Skin | 1 | 1 | 5 | 2 | You get immunity to fire, but lowered resistance to water. You bleed fire |
Pyrokinetic | 1 | Scoundrel | 1 | Sabotage | 1 | - | 1 | 1 | If target character is carrying grenades or arrows, a random one explodes in their inventory |
Pyrokinetic | 2 | Scoundrel | 2 | Mass Sabotage | 2 | 1 | 5 | 2 | Explode two random grenades or arrows in the inventories of any enemy in a target circle. |
Pyrokinetic | 1 | Summoning | 1 | Fire Infusion | 1 | - | 3 | 1 | Change Incarnate's element to blessed ice, unlocking Restoration and Healing Ritual. |
Pyrokinetic | 2 | Summoning | 2 | Necrofire Infusion | 1 | 2 | 3 | 2 | Change Incarnate's element to necrofire, unlocking Fireball and Epidemic of Fire. |
Pyrokinetic | 1 | Warfare | 1 | Sparking Swings | 1 | - | 5 | 1 | Set Sparkstriker status. This causes your melee attacks to create a spark that bounces to hit the closest enemy. |
Pyrokinetic | 2 | Warfare | 2 | Master of Sparks | 1 | 1 | 5 | 2 | Target character and surrounding allies receive Sparkmaster status that adds a chance of fiery sparks to melee attacks. |
How to make Hybrid Skillbooks / Learn Hybrid Skills? Simply combine the appropriately tiered skillbooks from each school. For example, to learn Sparking Strikes, combine a Tier 1 Warfare skillbook (IE Crippling Blow), and a Tier 1 Pyrokinetic skillbook (IE Haste) to get the Sparking Strikes skillbook.
Scroll to: Skills List | Hybrid Skills List | Other Info
Other Skills Information & FAQ
Skillbook vendor locations? I’ll compile what I know here…
How do I get Skill slots? There are a few ways, and I’ll list them here:
- Memory: gives skill slots for each point invested.
- Every 2 Levels: starting from L2 you get a “free” skill slot.
- Mnemonic Talent: gives +3 Memory.
- Skills granted by items DO NOT REQUIRE A SKILL SLOT.
Scroll to: Skills List | Hybrid Skills List | Other Info
That’s it for now, I’ll definitely update this as I go on!