Divinity: Original Sin 2 · Lone Wolf pair · Fane the blood mage + Huntsman
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.
Enemy turns taken: —
The call
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
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
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 — which works on Fane despite him being undead. That split is why the build maxes Warfare and leaves Necromancer at 4: one is damage, the other is only healing.
Your friend changes almost nothing. A Huntsman archer is already pure physical. They only stop using Elemental Arrowheads on fire and poison puddles.
They are right, in general. It is the strongest pure magic combination in the game: Hydrosophist raises healing and magic armour restoration so it doubles as the defensive school, Geomancer's oil and poison set up the freezes and cripples, and both schools lay surfaces you can stand in — so Elemental Affinity is live almost every turn.
That advice assumes a magic-heavy party or a self-sufficient solo caster. It is answering a different question than yours.
Why it loses in this pair
When to flip back
Warfare skills take their damage from your equipped weapon. A wand or staff converts them to that weapon's element, and even a sword scales them off Strength — which you do not have. So Battering Ram from a Strength-12 Fane does very little damage. That is not a mistake in the build; it is why the build carries a sword and shield rather than a wand.
Treat Warfare as a passive damage multiplier — +50% physical damage on every Necromancer spell and Corpse Explosion at 10 — and use its skills for what they do besides damage: Battering Ram for the knockdown, Phoenix Dive to reposition, Bouncing Shield because it scales off the shield's armour and not your weapon at all.
Character one
Intelligence to 40, Warfare to 10, a sword and shield as stat sticks, and a floor covered in blood as ammunition. He is the durable half of the pair, the one who opens fights, and — by Act 4 — the one who ends them in a single turn. The build is RedGael's Scarlet Storm; the level-by-level path below turns it into a checklist.
Attributes · in this order
Intelligence to the 40 cap first — 15 invested points, reached at level 9 — with two small detours the spreadsheet insists on: one point of Strength at level 2 for the Act 1 sword, two of Constitution at level 3. Memory to 16 by level 11. Then Wits to 40 by level 15 for critical chance and initiative, then Constitution with everything after.
Finesse stays at 10 until Arx, where a dagger and a pair of gloves ask for 14. Set that at the mirror when you hold them, not before.
Combat abilities
Warfare 2 and Necromancer 4 at creation. Then one cheap dip per level, each for a specific skill — Scoundrel 2 for Adrenaline, Pyrokinetic 2 for Corpse Explosion, Aerotheurge 2 for Teleportation, Hydrosophist 2 for Armour of Frost and Raining Blood — and then Warfare straight to 10 by level 12.
After that: Polymorph to 5 for Skin Graft and Apotheosis, Hydrosophist to 4 for Blood Storm, and Scoundrel to 10 last for critical multiplier. Necromancer never needs to read more than 4.
Talents
RedGael's four-person column takes Glass Cannon at level 8. It is incompatible with Lone Wolf, so for you it does not exist — Elemental Affinity moves into that slot. Living Armour and Picture of Health are the reasonable swaps if you would rather have bulk than crit.
This trips up almost every new necromancer. Necromancer spells deal physical damage, so their multiplier is Warfare (+5% per point), not Necromancer. Each Necromancer point adds only 10% lifesteal. Nothing in the build requires more than Necromancer 3 — Grasp of the Starved and Blood Storm both stop there — so it reads 4 and stays there until every other point has somewhere better to go.
What the saved points buy
What this page used to say
| Skill | AP | Needs | Type | Where | Why |
|---|---|---|---|---|---|
| Mosquito Swarm | Necro 1 | Physical | Creation · Mona · Kerban | Bread-and-butter nuke with lifesteal. 1 AP standing in blood. | |
| Decaying Touch | Necro 1 | Physical | Creation · Mona · Kerban | Decay flips enemy healing into damage. | |
| Battering Ram | Warfare 1 | Knockdown | Creation · Kalias · Gareth | Damage reads your sword, so it is small. The knockdown once armour is gone is the point. | |
| Bouncing Shield | Warfare 1 | Physical | Kalias · Gareth | Scales off the shield's armour value. Your hardest hit in Act 1. | |
| Adrenaline | Scoundrel 1 | Buff | Hilde · Exter · Papa Thrash | +2 AP now, −2 next turn. Mandatory. | |
| Corpse Explosion | Necro 1 + Pyro 1 | Physical | Craft: Necro book + Pyro book | 250% physical from a corpse for 1 AP. The early-game secret weapon. | |
| Raise Bloated Corpse | Necro 1 | Summon | Mona · Kerban | A walking bomb. Raise it, walk it in, detonate it. | |
| Infect | Necro 2 | Physical | Mona · Kerban | Heavy single hit that spreads Disease. | |
| Peace of Mind | Pyro 1 | Buff | Stingtail · Samadel | Wits, and immunity to fear, charm and madness. Finds hidden loot. | |
| Teleportation | Aero 2 | Control | Gawin · Gratiana · the Gloves | Group enemies onto a corpse, or drop a corpse onto them. | |
| Armour of Frost | Hydro 1 | Armour | Rezik · Simone · Bree | Magic armour and a cleanse. Armour restoration is not healing, so it is safe on Fane. | |
| Raining Blood | Necro 1 + Hydro 1 | Surface | Craft: Necro book + Hydro book | Lays the blood Grasp feeds on and Elemental Affinity wants you standing in. | |
| Chameleon Cloak | Poly 1 | Defence | Doctor Leste · Exter · Ovis | Invisible for two turns. The escape button. | |
| Phoenix Dive | Warfare 2 | Mobility | Gareth · Haran | Jump to high ground for the damage bonus, or out of a corner. | |
| Nether Swap | Aero 2 | Control | Ovis | Swap an enemy into the blood you are about to detonate. | |
| Skin Graft | Poly 3 | Buff | Ovis | Resets every cooldown. Once per fight, and it is why the finale casts everything twice. | |
| Grasp of the Starved | Necro 3 | Physical | Ryker's desk · Tarquin · Bree | 250% damage and Cripple to everything standing in blood, 5m radius. The build's namesake. | |
| Blood Storm | Necro 3 + Hydro 3 | Physical | Craft: Necro + Hydro, one a Source book | Screen-wide physical damage that also lays the blood for Grasp. Costs the whole Source pool. | |
| Apotheosis | Poly 5 | Buff | Ovis · Eithne · Friel (lvl 16+) | Source skills cost no Source for two turns. The key that unlocks the finale. | |
| Mass Corpse Explosion | Necro 2 + Pyro 2 | Physical | Craft: Necro + Pyro, one a Source book | Detonates every corpse in range. Teleport the group onto the bodies first. | |
| Flesh Sacrifice | Elf form | Blood | Mask of the Shapeshifter | +1 AP, +10% damage, blood under your feet, for a little Constitution. Opens every turn. | |
| Time Warp | Fane | Extra turn | Innate | The target acts again immediately after their turn. Usually the archer. |
= 1 AP · = 1 Source Point · Mass Corpse Explosion's Source cost is not listed on the wiki; the 1 shown is from in-game tooltips — confirm on yours.
Level by level
This is RedGael's "Scarlet Storm" blood mage, Lone Wolf column, laid out so nobody has to open the spreadsheet on a phone. Every number is what the character sheet reads after Lone Wolf's doubling — you spend half as many points as the increase shown.
Two habits make the whole plan work: Warfare before Necromancer — Necromancer spells deal physical damage, so Warfare is their multiplier and Necromancer only adds lifesteal — and Intelligence to 40, then Wits to 40, then Constitution. Talents arrive at levels 1, 3, 8, 13 and 18.
One deliberate departure from the spreadsheet: Lone Wolf hands you a bonus combat ability point at level 1 that the sheet never spends. This page puts it into Necromancer immediately, which pulls everything from level 12 onward one level earlier. Same destination, sooner.
Character creation — ignore the presets, pick everything by hand
Strength and Finesse end higher than shown in practice — exactly as high as the Stormblade, Rancour and the Arx armour demand, set at the mirror once you hold them. Gear, the Spider's Kiss and the Academy push Intelligence well past 40; the cap only applies to invested points. RedGael's spreadsheet has this Lone Wolf column and a four-person version side by side: open it on a desktop.
Character two
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.
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
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.
| Skill | AP | Needs | Type | Why |
|---|---|---|---|---|
| First Aid | Hunt 1 · Lv 1 | Heal | Your crowd-control cleanse: clears Crippled and Knocked Down. Never on Fane. | |
| Ricochet | Hunt 1 · Lv 1 | Physical | Hits several targets. Your default opener against a group. | |
| Pin Down | Hunt 1 · Lv 1 | Physical | Cripples once physical armour is gone. | |
| Tactical Retreat | Hunt 2 · Lv 4 | Mobility | 1 AP to reach high ground and gain Haste. Never unequipped. | |
| Barrage | Hunt 2 · Lv 4 | Physical | Three arrows into one target. Single-target armour stripper. | |
| Sky Shot | Hunt 2 · Lv 4 | Physical | Ignores line of sight. Shoot over the wall you are standing on. | |
| Marksman's Fang | Hunt 2 · Lv 9 | Piercing | Ignores armour outright. 2-turn cooldown. Keep it for the enemy whose bar you have not broken. | |
| Ballistic Shot | Hunt 2 · Lv 9 | Physical | Damage grows with distance. Rewards the sniping position. | |
| Reactive Shot | Hunt 2 · Lv 9 | Physical | Free shots at anything that walks into range on the enemy's turn. | |
| Arrow Spray | Hunt 3 · Lv 9 | Physical | Cone of 16 arrows for packed groups, at point-blank range for a single big target. | |
| Assassinate | Hunt 3 · Lv 16 | Physical | Huge single hit. Opens fights from stealth. | |
| Arrow Storm | Hunt 5 · Lv 16 | Physical | The Source finisher. Strips a whole encounter's physical armour at once — for your entire Source pool. |
Equipment
Armour values in Divinity scale hard with item level, so the single highest-impact habit in the game is replacing gear constantly. Rarity is a distant second. Everything below assumes you are already doing that.
In priority order
A one-handed sword and the highest-armour shield you can find through Acts 1–3: the sword carries stats, the shield carries physical armour and powers Bouncing Shield. In Arx the shield goes and he dual-wields two stat sticks. His weapons never deal his damage.
In priority order
Leather and mail (physical armour). Do not let a pretty magic-armour chestpiece onto the character who stands in the open.
The talent doubles points you invest. A +2 Warfare roll on a helmet is +2, not +4. This trips people up when they plan around gear and come up short — budget your invested points as if the gear were not there, and treat every ability roll you find as a bonus on top.
The same rule that governs this whole page governs your sockets: an elemental damage rune in the archer's bow splits your damage. Flame, frost, venom and thunder runes add magic damage to a physical attack and quietly recreate the problem you just fixed.
Put Masterwork runes (physical damage) in the bow, and attribute or armour runes everywhere else. Fane's weapons are stat sticks — damage runes there do nothing for his spells, so socket them for Intelligence or critical chance.
A Larian gift bag, enabled from the main menu, that adds vendors selling Diamond Dust (armour), Azure Flint (weapons) and Quicksilver (jewellery). Combine one with an item in the crafting menu to raise it to your current level. It is the direct answer to "replace your gear constantly".
It disables achievements for the save. If you care about those, skip it. Higher-rarity items need more upgrade materials.
These are the fixed drops and vendor items the build is planned around. A random piece two levels higher will often beat them on raw armour — RedGael's own note — so treat the list as a floor, not a wardrobe. Requirements are the attribute the item demands before you can equip it.
| Act | Item | Slot · needs | Gives | Where |
|---|---|---|---|---|
| 1 | Gloves of Teleportation | Gloves · lvl 2 | Teleportation skill | Saltwater crocodiles on the beach west of the fort |
| 1 | The Viper's Tongue | Sword · Str 11 | +1 Warfare, 165% critical damage | Up the broken steps near the beach waypoint — teleport up |
| 1 | Fang of the Winter Dragon | Sword · Str 12 | +1 Int, +1 Warfare, +1 Hydro, 10% crit | Slane the Winter Dragon, chained north-east of the fort |
| 1 | Ring of Intelligence | Ring · lvl 5 | +1 Int, the only ring with a rune slot | Dig spot with a squirrel on it, beach below Amadia's Sanctuary — needs Wits to see |
| 2 | Danna Dumora | Chest · Int 12 | +2 Int, +1 Necro, +1 Wits, +1 Con, Bone Cage | Dropped by Ghalann, Stonegarden |
| 2 | An Mey Falin | Belt · lvl 13 | +1 Warfare, +1 Polymorph, +2 Con, Deflective Barrier | Sold by Eithne, Cloisterwood |
| 3 | The Eternal Stormblade | Sword · Str 13 | +15% crit, 200% critical damage, +3 Memory, +6 Initiative | Murky Cave, past four Eternal guardians |
| 4 | Rancour | Dagger · Fin 14 | +25% crit, +3 Wits | Unarmed elf trader at the cathedral — her stock's level is set the first time you talk |
| 4 | Ruvola | Chest · Int 14 | +5 Int, +2 Wits, +2 Con | Secret room behind the Passions of Lucian painting, Kemm's vault |
| 4 | Luronta Temva | Legs · Str 14 | +2 to every attribute | Sold by Trader Keyren |
| 4 | Soft Touch | Gloves · Fin 14 | +5 Int, +5 Memory | Same elf trader as Rancour |
| 4 | Kallisteis | Boots · lvl 20 | +2 Wits, +1 Scoundrel, immune to Knockdown, Cripple and Slow | Sold by Trader Aravae |
RedGael's rule for finding the random gear that beats the table above: give one character a high Lucky Charm and open everything. Only the party's highest Lucky Charm counts, so it goes on the hunter and nowhere else.
Thievery on Fane, Lucky Charm on the hunter. The civil split below already does this.
Level planner
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. Fane's column is the level path above, level for level; Polymorph's free attribute points are included.
Attributes
Combat abilities
Talents unlocked
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
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.
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.
Three exceptions: Polymorph is not doubled, civil abilities are not doubled, and bonuses from gear are not doubled — the talent multiplies points you invest, nothing else.
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 Bloated Corpse does not count toward party size, so Fane's walking bomb costs 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
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 — until level 16, when Fane stops needing to choose.
Divinity does not sort every combatant by initiative into one list. It alternates sides. The team holding the single highest initiative goes first, then the other team, then back — and you can never take two allied turns in a row while the enemy still has someone left to act.
What a duo assumes
What actually happens · 2 v 4
What follows from it
Two ways to buy an extra slot
Break one enemy's physical armour, land the knockdown, blow up what falls.
Hunter 6 of 6; Fane 5 of 7 with Flesh Sacrifice. Executioner refunds 2 more if the Swarm killed. Grasp costs 2 of your 3 Source and has a 5-turn cooldown — it is the opener, not the rotation.
RedGael's "strongest single turn in the game". Everything in one turn, then cast half of it again.
Ends with AP to spare. Use Teleportation or Nether Swap before Blood Storm if anyone is standing outside the radius. Green Tea beforehand makes it longer still.
You are outnumbered and someone is about to die. Disappear, armour up, remove the problem.
Keep leftover AP. Unspent AP carries into the next turn up to your maximum. A poison potion is Fane's heal.
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. Overkill also spills through: a hit larger than the remaining armour breaks it and lands its status effect in the same action.
Two skills in your kit ignore the rule outright. Marksman's Fang deals piercing damage straight through both bars, and Silencing Stare destroys magic armour in a cone and applies Silenced in the same cast — which is how a party that never touches the magic bar can still shut down an enemy caster.
Tricks
Route
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.
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.
Do not board the Lady Vengeance without the Gloves of Teleportation, a sword (Viper's Tongue or the Fang), the Ring of Intelligence, the Mask of the Shapeshifter and the Attar of the Blood Rose drunk. Then buy from Exter on the voyage.
Use the Magic Mirror on the ship the moment you board: rebuild Fane to the path if he drifted, and confirm both of you have Lone Wolf. Intelligence caps at 9, Warfare at 12, Wits at 15 — the character is essentially complete before you leave.
Three stops matter: the Undertavern (Spider's Kiss, Ferocity), Ryker's desk in Stonegarden (Grasp of the Starved), and Trader Ovis at levels 11 and 16 (Skin Graft, Apotheosis). Leave at 16 or 17, not before.
Much smaller than Act 2 and much more fight-per-metre. The finale combo is live from the first encounter here. Detours worth the walk: the Murky Cave for the Eternal Stormblade and the Academy for +5 Intelligence. Decline the God-King.
Five uniques, one respec. Kemm's vault for Ruvola, Keyren for Luronta Temva, Aravae for Kallisteis, and the elf trader by the cathedral for Rancour and Soft Touch — only once you are as high level as you are going to get. Then the mirror: meet Strength 14 and Finesse 14, trim Memory, dump the rest into Constitution, and drink Green Tea before the last doors.
Starting from where you are
You have already started, so nothing here requires a new save. Tick these off as you go — the list remembers itself on this device.