Divinity: Original Sin 2 · Lone Wolf pair · Fane + Huntsman

One bar,not two.

Divinity 2 hides one rule behind everything else: crowd control only lands after you empty the matching armour bar. Physical damage empties Physical Armour, magic damage empties Magic Armour, and the two never help each other.

A battlemage throwing air damage next to an archer firing arrows is two people filing at two different bars. Point both at the same bar and the same party doubles its effective damage without changing a single number on your gear.

Play the simulator. It is the whole guide in fifteen seconds.

As you are now Illustrative numbers
Physical armour120
Magic armour120
Vitality150

    Enemy turns taken:

    The call

    Keep Fane a mage. Change what his magic damages.

    You do not have to abandon the battlemage fantasy to fix this. Necromancer spells scale with Intelligence like any other school, but they deal physical damage, and Warfare boosts them. Fane stays a caster in robes with an Intelligence stat and a spellbook. His spells just hit the same bar your friend's arrows hit.

    Option A · stay as you are

    Aerotheurge battlemage + archer

    Fane strips magic armour, your friend strips physical armour, and nothing gets crowd-controlled until both are gone.

    It is playable on Classic. It gets genuinely unpleasant on Tactician, because every fight is a race you start two bars behind. Your damage is not bad, it is just spread across twice the health pool the game actually asks you to break.

    The Battlemage preset makes this worse than it needs to be: it splits Strength and Intelligence, and hands you Battering Ram (physical, weapon-scaled) next to Shocking Touch and Blinding Radiance (air). Three starting skills, two damage types, two scaling stats.

    Option B · recommended

    Intelligence necromancer + archer

    Both of you strip physical armour. Knockdown, crippling and bleeding land in round one and stay landed.

    Fane keeps Intelligence as his only damage stat. Necromancer spells provide the damage, Warfare multiplies it by up to 50%, and Necromancer's own passive returns 10% of the vitality damage you deal as healing per point — at Necromancer 10 that is full lifesteal, and it works on Fane despite him being undead.

    Your friend changes almost nothing. A Huntsman archer is already pure physical. They only stop using Elemental Arrowheads on fire and poison puddles.

    The one wrinkle, stated plainly

    Warfare skills take their damage from your equipped weapon, and a wand or staff converts them to that weapon's element. So on an Intelligence build, Whirlwind and Battle Stomp deal magic damage, not physical. That is a trap worth knowing before you buy the books.

    The fix is simple: treat Warfare as a passive damage multiplier, not a source of attacks. Take it to 10 for the +50% physical damage it grants your Necromancer spells, and use Warfare skills only for things where damage is irrelevant — Phoenix Dive to reposition, Deflective Barrier, Guardian Angel, Enrage. If you want one weapon-based physical attack, equip a shield and use Bouncing Shield, which scales off the shield's armour rather than your wand.

    Character one

    Fane, the bone caster

    Intelligence to 40, Warfare and Necromancer to 10, a wand and shield as stat sticks, and a corpse-strewn battlefield as your ammunition. He is the durable half of the pair and the one who opens fights.

    Build

    What to spend points on

    Attributes · in this order

    Intelligence to the 40 cap first — with Lone Wolf that takes only 15 invested points, so you get there at level 7. Then Memory to 16 for six extra skill slots, then Wits to 40 for critical chance and initiative, then Constitution with whatever is left.

    Strength and Finesse stay at 10 forever. Nothing in this build reads them.

    Combat abilities

    Warfare 10 and Necromancer 10 first, alternating, both finished by level 8. Then Aerotheurge 2 for Teleportation, Hydrosophist 4 for magic armour and Blood Storm, Scoundrel 10 for critical multiplier, and Polymorph with the remainder for free attribute points.

    Talents

    • Lv 1Lone Wolf. Non-negotiable, both of you.
    • Lv 3Savage Sortilege. Spells cannot critically hit without it. With Wits 40 you are throwing away a third of your damage otherwise.
    • Lv 8Executioner. +2 AP when you land a kill.
    • Lv 13Picture of Health. Extra vitality scaled off your Warfare, which is already maxed.
    • Lv 18The Pawn. Free repositioning every turn.

    Elemental Affinity is worth testing on Fane — standing in blood may cut the AP cost of his Necromancer spells. Check the tooltip in-game before you commit the talent; the interaction is not documented consistently.

    Undead

    Playing a skeleton

    • Poison heals him, healing hurts him. Carry poison potions as his healing items. Never drink a health potion on Fane.
    • Necromancer lifesteal still works. The passive heal from dealing vitality damage bypasses the undead trait entirely. This is why Necromancer 10 makes him tanky.
    • He picks locks with his finger. No lockpicks consumed, ever. He still needs Thievery points to do it, so put Thievery on Fane.
    • NPCs recoil unless his face is covered. Keep a helmet on, or use his Mask of the Shapeshifter, which also lets him take another race's form for race-locked dialogue. The mask occupies the helmet slot.
    • His racial skill is Play Dead, which drops him out of the enemy's attention. Flesh Sacrifice is an elf skill — he can only get it by wearing the mask as an elf.
    • Time Warp is his alone. 2 AP, 1 Source Point, 3-turn cooldown: the target takes another full turn the moment their turn ends. In a two-person party that is close to a 50% damage increase for a round. Use it on whoever is set up best, usually the archer.

    Necromancer skills worth memory slots

    SkillAPNeedsTypeWhy
    Mosquito SwarmNecro 1PhysicalYour bread-and-butter nuke. Lifesteals and bleeds.
    Decaying TouchNecro 1PhysicalApplies Decay, which flips enemy healing into damage.
    Raise Bloated CorpseNecro 1Physical1 AP for a walking bomb. Corpses are everywhere.
    Bone CageNecro 2ArmourPhysical armour per nearby corpse. Cast it after the first kill, not before.
    Shackles of PainNecro 2ReflectShackle the biggest hitter, then let them punch you.
    Living on the EdgeNecro 2DefenceCannot die for two turns. The reason aggressive positioning is safe.
    Death WishNecro 2BuffDamage bonus scaled to missing vitality. Strong on a low Fane.
    InfectNecro 2Physical155% damage and spreading disease. Expensive but heavy.
    Grasp of the StarvedNecro 3Physical250% damage in a 5m radius, plus Cripple. Needs blood on the ground — which is why Raining Blood exists.
    Silencing StareNecro 3ControlShuts down enemy casters.
    Raining BloodNecro 1 + Hydro 1SurfaceLays the blood that Grasp of the Starved feeds on.
    Blood StormNecro 3 + Hydro 3PhysicalLate-game screen clear. The reason Hydrosophist goes to 4.

    = 1 AP  ·  = 1 Source Point

    Character two

    The hunter, from above

    Almost no changes needed. A Huntsman archer is already pure physical damage, which is exactly what this pair wants. The work is positional: Huntsman's entire passive bonus is conditional on standing higher than the target.

    Build

    What to spend points on

    Attributes · in this order

    Finesse to 40 (again, level 7 with Lone Wolf), then Memory to 16, then Wits to 40, then Constitution. Wits matters more here than on Fane: it buys critical chance on a character who already gets crit chance from the Ranged ability, and initiative decides whether you get to alpha-strike before the enemy moves.

    Combat abilities

    Take Huntsman to 2 immediately so the tier-2 skill books open, then alternate Warfare and Ranged to 10 — both give +5% damage per point and Ranged adds critical chance, and both apply unconditionally. Huntsman to 10 comes third, because its +5% per point only pays out from high ground. Finish with Aerotheurge 2 for Teleportation and Scoundrel 10 for critical multiplier.

    Ordering Huntsman third is deliberate, not a demotion. It ends at 10 either way; unconditional damage just arrives sooner.

    Talents

    • Lv 1Lone Wolf.
    • Lv 3Hothead. Crit chance and accuracy while at full health — which an archer standing on a roof usually is.
    • Lv 8Executioner. +2 AP on a kill, and the archer is the one landing kills.
    • Lv 13The Pawn. Free movement each turn, so climbing to high ground costs nothing.
    • Lv 18Picture of Health.

    Skip Glass Cannon. It gives AP but strips your immunity to crowd control, and the AI reliably hunts the character who has it. In a two-person party losing one character to a stun-lock is losing half your actions.

    Habits

    How the archer actually plays

    • Move first, shoot second. Every turn starts with Tactical Retreat or a climb. Huntsman 10 on high ground is +50% damage; the same shot from level ground is +0%.
    • Scout the terrain before initiating. Whoever starts the conversation starts the fight, so walk the archer onto the roof first, then have Fane talk.
    • Retire Elemental Arrowheads on fire and poison. It adds elemental damage to your shots, which goes to the wrong bar. The exception: blood and frozen-blood surfaces give blood arrows, which add physical damage and scale with Warfare. Fane makes blood constantly, so this skill stays useful — just be picky about the puddle.
    • Marksman's Fang pierces armour. Keep it for the enemy whose bar you have not broken yet.
    • First Aid is your CC cleanse, and it also removes Crippled and Knocked Down. Do not cast it on Fane.

    Huntsman skills worth memory slots

    SkillAPChar lvTypeWhy
    Ricochet1PhysicalHits several targets. Your default opener against a group.
    Pin Down1PhysicalCripples once physical armour is gone.
    Tactical Retreat4Mobility1 AP to reach high ground and gain Haste. Never unequipped.
    Barrage4PhysicalThree arrows into one target. Single-target armour stripper.
    Sky Shot4PhysicalIgnores line of sight. Shoot over the wall you are standing on.
    Marksman's Fang9PiercingPierces armour outright. 2-turn cooldown.
    Ballistic Shot9PhysicalDamage grows with distance. Rewards the sniping position.
    Reactive Shot9PhysicalFree shots at anything that walks into range on the enemy's turn.
    Arrow Spray9PhysicalCone of arrows for packed groups.
    Assassinate16PhysicalHuge single hit. Opens fights from stealth.
    Arrow Storm16PhysicalThe Source finisher. Strips a whole encounter's physical armour at once.

    Level planner

    Where every point goes

    Drag to your current level. Lone Wolf gives you 2 attribute points and 1 combat ability point per level, and then doubles every point you invest — so these are the numbers your character sheet should read, not the number of points you spent.

    4Level
    1 · Fort Joy20 · Arx
    9Attribute pts
    6Ability pts
    Fane

    Bone caster

    Attributes

    Combat abilities

    Talents unlocked

      Hunter

      High-ground archer

      Attributes

      Combat abilities

      Talents unlocked

        Civil ability points are not doubled by Lone Wolf and arrive on their own schedule. Split them rather than duplicating: give Fane Thievery (his finger is a free lockpick) and Bartering; give the hunter Persuasion and Lucky Charm. Only the highest Lucky Charm in the party counts, so a second investment is wasted. Add Loremaster to whoever carries the magnifying glass.

        The talent

        What Lone Wolf is actually buying you

        It is the strongest talent in the game and the reason a duo is easier than a foursome, not harder. Two characters share none of the downsides people assume.

        Raw numbers

        • +2 maximum AP and +2 AP recovery per turn
        • +30% vitality
        • +60% physical armour and +60% magic armour
        • Immediately +1 combat ability point and +1 civil ability point
        • Every invested attribute and combat ability point counts twice

        The caps still apply

        Attributes cap at 40 and combat abilities at 10. Doubling does not raise the ceiling, it halves the cost of reaching it — which is why you hit Intelligence 40 at level 7 and two maxed combat abilities at level 8.

        Two exceptions: Polymorph is not doubled, and civil abilities are not doubled.

        Rules of the pair

        Never recruit a third. A third active party member switches the whole talent off on both of you until you drop back to two. Two is the hard limit.

        Summons are free. A Bone Widow or an Incarnate does not count toward party size, so Fane's summons cost you nothing.

        You do not level faster. Experience is awarded per character regardless of party size, so you are the same level a four-person party would be — just individually far stronger.

        Playbook

        Opening rounds that end fights

        With Lone Wolf you each act with 6 AP. That is enough to remove an enemy from the fight before it takes a turn, provided you spend it in the right order. Focus one target at a time, always.

        Standard opener

        Any fight

        Break one enemy's physical armour, land the knockdown, move on.

        1. Hunter takes high ground with Tactical Retreat.
        2. Barrage into the biggest threat. High-ground bonus applies.
        3. Ricochet to chip everything nearby.
        4. Fane opens with Mosquito Swarm on the same target.
        5. Raining Blood under the group.
        6. Grasp of the Starved for 250% damage and Cripple.

        Both bars: 6 of 6 AP spent.

        Alpha strike

        Fight you start

        Pre-position out of combat, then use Time Warp to take two turns before the enemy takes one.

        1. Before talking: walk the hunter onto high ground, Fane into cover. No AP, no combat yet.
        2. Hunter opens with Assassinate or Arrow Storm.
        3. Barrage the survivor with the most armour.
        4. Fane casts Time Warp on the hunter.
        5. Fane spends the rest on damage. The hunter's extra turn resolves immediately.

        Net effect: three character turns before the enemy acts.

        When it goes wrong

        Recovery

        You are outnumbered and someone is about to die. Turn Fane into the problem.

        1. Living on the Edge on whoever is low. They cannot die for two turns.
        2. Bone Cage — by now the floor has corpses, so this is a large physical armour refill.
        3. Shackles of Pain on the hardest hitter, then let them attack you.
        4. Hunter uses Tactical Retreat to break away and regain height.
        5. First Aid to clear knockdown or crippling — on the hunter only, never on Fane.

        Keep leftover AP. Unspent AP carries into the next turn up to your maximum.

        Which crowd control needs which bar empty

        Needs physical armour at 0

        Knocked Down, Bleeding, Crippled, Maimed, Atrophy. Everything you two apply lives here.

        Needs magic armour at 0

        Stunned, Frozen, Chilled, Shocked, Blinded, Charmed, Feared, Silenced, Petrified, Madness. You are giving these up, deliberately.

        A short list ignores armour entirely and works from turn one either way: Taunt, Provoke, Slowed, Ruptured Tendons, Suffocating and Wet. Also note that overkill spills through: a hit larger than the remaining armour breaks it and lands its status effect in the same action.

        Tricks

        Things the game never tells you

        Combat

        • Focus one enemy. Two half-armoured enemies both act. One dead enemy does not. This matters more than any damage number.
        • Unspent AP carries over up to your maximum. Ending a turn with 2 AP saved is often better than a bad 2 AP attack.
        • Height decides damage for both of you, not just the archer. Shooting or casting downhill is a bonus; uphill is a penalty.
        • Healing damages undead enemies. Skeletons appear throughout the game — a healing scroll is an attack.
        • Teleportation wins fights, not just travel. Pull the ranged enemy off the cliff into your melee, or drop a group into a chokepoint. Aerotheurge 2, 2 AP.
        • Check enemy armour before choosing a target. Equip a magnifying glass and put Loremaster on one of you so you can read their bars mid-fight.

        Terrain and surfaces

        • Barrels are pre-placed weapons. Oil, ooze and water barrels can be picked up before a fight and thrown into it.
        • Nails plus boots gives permanent immunity to slipping on ice. Craft it for both characters and forget the most annoying crowd control in the game.
        • Nails plus a repair hammer makes lockpicks without consuming the hammer. Sell the surplus.
        • Blood is a resource for Fane. Grasp of the Starved and Blood Storm both need it. Raining Blood is not a damage spell, it is ammunition.
        • Bless removes cursed surfaces and is worth a Source point when the floor is working against you.

        Money and loot

        • Pickpocket every merchant before you trade with them. Each character gets one attempt per merchant, so run both of you past each vendor.
        • Gear level beats gear rarity. A plain level-12 chestpiece outperforms a magical level-9 one, because armour values scale hard with level. Replace armour constantly.
        • Sell to the vendor whose attitude is highest. Bartering and attitude both move the price.
        • Runes go in every socket you own. Damage runes in weapons, and whichever armour rune covers the bar you are short on.
        • Trade Fane's healing potions away. They are dead weight on him; poison potions are his healing.

        Playing together

        • Decide who talks before you approach. The speaker's Persuasion is the one that gets checked, so route important conversations through whoever has it.
        • Positioning happens before dialogue. Combat starts where you were standing when the conversation ended.
        • Do not both take the same civil ability. There is no stacking benefit and you halve your coverage.
        • Pet Pal on one of you unlocks a genuinely large amount of quest content. Fane can take it and talk to animals through the mask.
        • Quicksave before every conversation that looks like it might have a check in it. Dialogue outcomes are permanent and Divinity is happy to let you lose.

        Source and skills

        • You cap at 3 Source points. Refill at Source fountains, from corpses with Source Vampirism, and at puddles of Source.
        • Memory is a real constraint. Every skill occupies a slot; some Source skills take two or three. This is why Memory 16 is in both plans.
        • Skill books combine. One book from each of two schools crafts a hybrid skill — Raining Blood and Blood Storm come from Necromancer plus Hydrosophist.
        • Buy books the moment your ability rank allows. Vendors restock as you level, and the good Necromancer books appear early.

        Respeccing

        • The Magic Mirror is free and unlimited. It sits on the lowest deck of the Lady Vengeance from Act 2 onward and rebuilds attributes, abilities, civil abilities, talents and skills.
        • It cannot change race, gender or origin. Fane stays Fane and stays undead.
        • You can respec in Act 1. Turn on the Fort Joy Magic Mirror in the Gift Bag features menu and a mirror appears under the Fort Joy arena.
        • Respec before each act, not mid-fight. A free rebuild means you should experiment rather than agonise over the plan.

        Route

        How to move through the game

        Divinity does not gate content by level, it just kills you. Two levels below an area is a wall; two levels above it is comfortable. Explore everything peaceful before you start anything violent.

        1–9Act 1 · Fort Joy

        Talk to everyone, fight almost no one

        Fort Joy is where most parties get mauled, because the map contains several encounters far above your level with no warning. Clear quests, loot and conversations first; the experience from non-combat objectives is substantial and it is what carries you to a safe level for the fights.

        Your build comes online fast here. By level 7 both of you have a maxed primary attribute, and by level 8 two maxed combat abilities. If you feel weak before that, it is the level, not the plan.

        9–17Act 2 · Reaper's Coast

        The long act, and the one that rewards patience

        The biggest act in the game and the place your builds finish. Use the Magic Mirror on the Lady Vengeance the moment you board: rebuild Fane properly from a split battlemage into an Intelligence necromancer, and confirm both of you have Lone Wolf.

        Do not leave early. Level 17 before Act 3 makes the rest of the game markedly smoother, and Reaper's Coast has enough content to get you there without grinding.

        16–18Act 3 · Nameless Isle

        Short, dense and combat-heavy

        Much smaller than Act 2 and much more fight-per-metre. Arrive with your Source skills learned and your gear replaced. This is where the alpha-strike opener starts ending encounters outright, because Arrow Storm and Blood Storm both remove an entire group's physical armour in one action.

        18–21Act 4 · Arx

        Endgame

        You finish somewhere around level 20, or 21 to 22 if you clear everything. Keep upgrading armour to the very end — the level scaling on armour values does not flatten out, and the final fights check whether your bars are current.

        Starting from where you are

        Your next session, in order

        You have already started, so nothing here requires a new save. Tick these off as you go — the list remembers itself on this device.