Divinity: Original Sin 2

Divinity: Original Sin 2

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Solo Honour Build - Divine Archmage
De Lost Sinner
★ Mage build recommended for Human or Undead Human. This build is meant for solo experience as a Lone Wolf.

♦ My other works:
• Solo Mage Series: link
• All Solo Builds: link
• Honour Walkthrough: link

♦ Difficulty Mods used to make the fights more challenging:
Divine Scaling +2: enemies are 2 levels above player.
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★ Showcase Videos

Late game fights against Adramahlihk and Final Battle


Early game boss fights and against Dallis inside Fort Joy


✎ Stats Progression
  • Level 1: 16 INT, 2 Pyro, 2 Geo, Lone Wolf
  • Level 2: 18 INT, 12 Memory, 2 Huntsman
  • Level 3: 24 INT, 1 Poly, Elemental Affinity
  • Level 4: 26 INT, 14 Memory, 2 Hydro
  • Level 5: 28 INT, 16 Memory, 2 Aero
  • Level 6: 32 INT, 2 Necromancer
  • Level 7: 38 INT, 2 Poly
  • Level 8: 40 INT, 12 WIT, 2 Scoundrel, Savage Sortilege


  • Level 9: 22 Memory, 3 Poly
  • Level 10: 14 WIT, 24 Memory, 4 Pyro
  • Level 11: 16 WIT, 26 Memory, 4 Geo
  • Level 12: 18 WIT, 28 Memory, 4 Scoundrel
  • Level 13: 20 WIT, 30 Memory, 4 Aero, Torturer or Executioner
  • Level 14: 22 WIT, 32 Memory, 6 Scoundrel
  • Level 15: 26 WIT, 34 Memory, 4 Poly
★ Depend on situation, you would respec/change between Torturer and Executioner:
  • Torturer could make Fire rotation a lot more damage effective because you are able to apply Burn debuff or chip damage from Poison status right from the get go.

  • Against enemies that are generally strong / immune against Fire or you find yourself using other schools more frequent, then Executioner will be much useful to you at mid game.

  • Level 16: 28 WIT, 38 Memory, 5 Poly
  • Level 17: 30 WIT, 40 Memory, 4 Hydro
  • Level 18: 34 WIT, 2 Warfare, Torturer/Executioner
  • Level 19: 38 WIT, 8 Scoundrel
  • Level 20: 40 WIT, 10 Scoundrel
  • Level 21: ... , 4 Huntsman

★ You can rely on gears to get up to 5 Pyro, 5 Geo, 5 Aero, 5 Hydro for their source spells, no need put more points in them. When the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere where it could yield more benefits like getting more Scoundrel then Huntsman for two impactful damage scaling sources.

★ At any point in game, if you feel like you could use some str based gear because you happen to find actual good gear with useful rolls or simply just need more physical armour, then put some points in Strength to wear them.

♦ Academy Lessons:
  • Lesson in Wits: +5 WIT / -5 ♥♥♥
  • Lesson in Memory: +5 Memory / -5 STR
  • Lesson in Intelligence: +5 INT / -5 FIN

♦ Spider Kiss Talent:
  • Curved Quill (+2 INT -2 ♥♥♥)

♦ Civil:
  • Thievery → Bartering next
✎ Equipment
Gear:
  • Look out for gear with Scoundrel, Huntsman INT, or Critchance, elemental stats that comes along would be appreciated as well.

  • Use Ring of Intelligence (an unique) after obtaining Savage Sortilege to get:
    +1 Intelliegence, and a rune slot - which eventually can be plugged in with Power Flame Rune for another +3 Intelligence and +6% Critchance.

  • On Nameless Isle, get Knight of Amadia Gloves from Up in the Clouds questline:
    +1 Pyrokinetic, +1 Hydrosophist, +1 Aerotheurge

  • In Arx, rush then use these uniques:
    Falone Girt (Amulet): +5 Intelligence, +1 Pyrokinetic, +1 Geomancer, +10% Fire Resistance, +10% Poison Resistance.

    Last One Standing (Belt): +5 Memory, +3 Finesse and +Skin Graft

    Ave Layal (Gloves): +5 INT, +2 ♥♥♥, +2 WITS, +2 NECRO, +6 Initiative, Immunity to silenced.
    (a chest in the warowl mistress house behind Lord Kemm's mansion backyard slightly to the southwest)

    Kallisteis Boots: +2 Wits, +1 Scoundrel, +3 Finesse, +6 Initiative and Immunity to Knockdown / Cripple / Slow

    Ruvola (Armor): +5 INT, +2 ♥♥♥, +2 Wits, +10% Fire/Water/Earth/Air Resistance

    Lord Ruaney Britches: +3 Wits, +2 Scoundrel, +6 Initiative.

    → Despite having -5 FIN Boost from Intelligence boost, you could easily get 14 FIN from late game gear alone: Last One Stand (+3), Kall Boots (+3), Rancour Dagger (+3) = 9 + 5 (base) = 14 FIN. Just cast Peace of Mind beforehand to equip the Dagger first and you'll get enough stat for Ruaney Britches

  • Dual-wield Wands with Intelligence/Critchance, with runeslots. When you reach Arx, use these weapons instead for their stats:
    Shattergasp (Wand): +3 Intelligence, +2 Memory, +2 Hydro

    Rancour (Dagger) +25% Critchance, +3 Wits, +3 Finesse.

Runes:
  • Amulet: Flame Rune (+4/5/6% Critchance)

  • Armour Flame Rune (+7/9/11% Fire Resistance)

  • Weapon: Water Rune (+11/13/15% Water Damage)

Frames:
  • Amulet: Mystical Flame (+1 Pyrokinetic)

  • Armour Power Flame (+2/3 Intelligence)

  • Weapon: Power Water (+2/3 Intelligence)

Eternal Artefacts:
It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time.
  • Helmet: +1 Huntsman
  • Rings: +1 Scoundrel, +10% Poison Resistance
  • Belt: +1 Warfare, mainly to get total 3 Warfare on top of your 2 base points for Challenge ability
⚔ Elemental Affinity & Debuffs
✦ Elemental Affinity:
When standing on the same surface type of your elemental spells, you'll get a reduction cost of 1 AP for the respective spells.

Hydro
• Simply cast rain on or near your spot to create water surface to trigger Elemental Affinity. Ice Surface is not needed to trigger the talent.

• Remember Water surfaces only spawn around the center of your Rain spell, so that's why you need to cast it near your spot or on top of you instead on enemies if you ever want to ultilize Elemental Affinity. Wet alone doesn't spawn Water surface.

→ Thus it's recommended to prep a pool of water for your decided position and on enemies spot before starting a battle if you want to be optimized.


Aero
• Electrified Water surfaces will trigger Aero Elemental Affinity, as well as for Hydro, so by prepping for Aero you are essentially setting Elemetal Affinity for both Hydro / Aero.

• First off prep a water surface on your battle position by using Rain, next up make sure you have an Air wand in your primary hand. Then normal auto attack on any other water surface except for your standing spot to electrified the water.

→ You can use whatever on your second wand and as it doesn't matter what type of surface it creates right after on that radom spot, you only need the first Air attack to trigger Electricity spreading out the entire water surfaces to your standing spot.

• Take note that once you reached Arx, character will be using a different set of unique weapon. So by that point, use Shocking Touch spell to prep Electrified Water instead.


Pyro / Geo
• Use Poison Dart or Poison Flask to prep a poison surface on your standing spot before battle for Geo Affinity.

• Use Ignition to light up the Poison into Fire surfaces to get Elemental Affinity for Pyro.

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✦ Elemental Rotations:
Starts with strong Elemental depend on enemies weakness:
• Weak to Hydro / Aero: Hydro / Aero → Geomancy
Spells visualization: Rain / Electrify Water (prep) → Contamination → Ignition

• Weak to Fire: Geomancy → Pyro
Spells visualization: Poison Dart (prep) → Ignition

• Weak to Geo: Geomancy → Pyro
OR Geomancy → Hydro / Aero → Geo
Spells visualization: Poison Dart (prep) → Ignition
OR Poison Dart (prep) → Rain → Contamination
(Rain washes away Poison / Oil surfaces and spawn water on top)

For most general encounters: which don't have stand out elemental weakness, then then most ideal start would be Hydro → Aero → Geo → Pyro → Hydro..etc as you can go through every spells you have. Or you can just start with whatever elemental you have fun the most..
Spells visualization: Rain / Electrify Water (prep) → Contamination → Ignition → Rain → Pressure Spike → Contamination → ...etc


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✦ Elemental Debuffs
✦ I'll break down each elemental debuffs down here so you can optimize damage output with your spells without looking them up ingame, along with some tips:

WET:
  • Set by Rain, -20% Air Resistance, -10% Water Resistance

    ♦ Normally you would start with Aero spells to make the best ouf of the debuff then follow up with Hydro spells after.

    ♦ Also acts as a universal soft debuff of Chilled and Shocked, meaning if targets are Wet and you apply one stack of Chill or Shock then they will straight up Frozen / Stunned.

SHOCKED / STUNNED:
  • Caused by Air attacks, -15% Air Resistance, +10% Earth Resistace

    ♦ Shocked also comes with -1 Start / Recovery AP for the victim so sometimes having everyone Shocked alone is impactful enough to make their turn worse. The debuff itself when paired with another soft CC: Slow, Blinded or Chilled can effectively render targets useless for the turn, no less than an actual hard CC.

    ♦ Beside making enemies more suspectible to your Air attacks, the target is still vulnerable to other debuff such as: Chilled / Poisoned / Burning.

    ♦ Chilled on a Shocked / Stunned target will make the target even suspectible to Air damage as it reduces -10% Air Resistance which make up a total -25% Air Resistance. And when targets are free of Stunned, they will already have one stack of Chilled, leaving them vulnerable to be Freezed right away from your Hydro spells.

    ♦ Being able to get Burn / Poison means that you can start combo your Pyro / Geo rightaway without significant damage drawback after you've done Aero rotations. Both Burn and Poison stay around after target is out of Stunned.

CHILLED / FROZEN
  • Caused by Hydro attacks, -20% Water Resistance, -10% Air Resistance, -35% Movement speed, +10% Fire Resistance.

    ♦ Unlike Aero statuses, Hydro CC doesn't have much synergy combined with other schools. Any soft CC applied on target will get reset upon Freezing. Most other debuffs don't apply on Frozen target except for Slow. Also Warm / Burn will cancel out Chilled / Frozen so don't do that.

    ♦ But all out of all, Hydro is the easiest elemental to use, capable of doing good damage and put enemies in a never ending deep freeze hard CC on it own with not much prepping needed.

    ♦ Once enemies are Frozen, you have two options either to burst out more Hydro spells and make use of the debuff resistance or stall it out to chain hard CC until the targets die. Normally you will want to stall in early game due to lack of damage and spells but once you obtained Skin Graft you could spam Hydro spells however you see fit.


BURN / POISON / SLOW
  • Caused by Pyro / Geo attacks, only Burn: -15% Fire Resistance, +10% Water Resistance. Necrofire goes up to -20% Fire Resistance.

    ♦ Burn/Necrofire debuff on enemies are needed to optimize your Pyro attacks. You can also use Bleed Fire to further the resistance down for another -20% Fire Resistance that stacks along with Burn/Necrofire for a total -40%.

    ♦ Poisoned can cause a small explosion upon interacting with Pyro spells for free chip damage.

    ♦ Slow greatly reduces enemy movementspeed by -50% that ignores Magic Armor to apply debuff, when used in the right situation say they are on the lower ground, they would end up spend a good amount of AP for moving instead of doing anything significant.
✦ Abilities Setup (1)
✦ Memory Management:
  • Loadouts: Because this build use all four elemental schools, player will run into Memory slots problem pretty early, just switch in and out ideal set of spells according to your upcoming fights.
    So you're not supposed to hoard all spells, normally at early stage you would just carry a combo of Geo & Pyro or Hydro , Aero & Geo depend on the upcoming fights.

    At late game the character will eventually have enough Memory slots to carry all the spells, but for early to mid game you gotta have to roll with switching in/out spells.

  • I recommend putting two set of elemental school of elementals in each hotbar: one for Pyro / Geo and one for Hydro / Aero, with utility spells sit at a small corner, also turn off the option [Remove unmemorised skills] so after removed, spells will still appear to be there but greyed out.

    Then when you start switching specs again, you could just look at the grey skills to know what specs you used before for those elemental schools and quickly re-slot them.

    example: my hotbars at lvl20


  • Keep in mind, at late game you'll have a bunch of spells to spam from all four elemental schools, and because you will end up using the powerful spells more frequent anyway so just remove some of the weak under-used spells you felt by that point to free up memory slots.
    e.g: After Apotheosis is obtained, Chain Lightning replaces Electric Discharge, Epidemic of Fire replaces Laser Ray, Eruption replaces Fossil Strike, ...

✦ Early Game (1~8)
    Pyro / Geo
  • Searring Daggers: throw 3 Daggers at targeted location, you can cast one on self if you need a fire surfaces in the middle of combat. Dealing decent target damage, especially when you crit with all three daggers.

  • Fossil Strike: small earth aoe that apply Slow status on targets to slow enemy advances on your position.
    Prioritize Oil-based area spells first if you want to apply Slow before creating Burning surfaces from using Pyro spells

  • Poison Dart: can used to prep surface before combat for Elemental Affinity or used to deal decent damage when thrown at Burn targets.

  • Throw Explosive Trap: can be used to combo with many aoe spells to trigger the explosion, or just throw in a Burning surface to explode right away.

  • Throw Dust: long range blind attack, you should use this at the end of your rotations to Blind enemies, because it also clear surfaces so it isnt a good idea to use it a starter or mid combo.
    Blinded melee enemies will have hard time hitting you, while ranged enemies can be rendered useless with extremely limited sight range.

  • Cloak: Grants Invisible status, temporarily safe-guard you from enemies.

  • Teleportation: to put enemies in places where they need to be so you can setup your aoe wombo combo.

  • Impalement: strong and big aoe attack, dealing earth damage and apply Slow.

    __________________________________________________________________

    Hydro / Aero (LVL4+)
  • Rain: create big water surfaces and apply Wet on targets in selected area for 1 turn. You can prep Rain pre-combat multiple times to create a massive pool of water to prep whatever wombo combo you have in mind.
    (1) Not only Wet status reduce targets Water and Air resistance, it also make them more vulnerable to hard CC. If the target have Wet, only one Shocked or Chilled status will already result a Stunned or Frozen status.

    (2) At late game, you can stack a bunch of Rain scrolls found on journey or from merchants to utilize it anytime you like without relying on your default Rain spell which itself has a pretty long cooldown.

  • Winter Blast: Cheap hard hitting AoE that apply Chilled.

  • Ice Fan: shoot 3 ice shards aoe at selected position, each shard apply Chill status meaning they can easily Frozen targets if they are vulnerable.

  • Hailstrike: rain down 3 icicles from the sky, each also apply Chill, when placed nicely can eat all 3 icicles in the face.

    All Hydro offense spells are AP expensive in general, so better prep Water surface on your position beforehand with Rain to minimize the cost.

  • Uncanny Evasion: Grants you 90% dodge and cause most attacks to miss except magic spells. This spell is pretty much safe-guard you from all physical threats.

  • Dazing Bolts: summon a lightning bolt from the sky to selected area, dealing strong damage in a big area, applying Shock. The skill itself is AP expensive, so if possible in early game you can use this spell as an initial attack pre-combat for decent free damage.

  • Electric Discharge: a long range electricial jolt at selected target, setting status Shocked.

    __________________________________________________________________

    Pyro / Geo (LVL6+)
  • Ignition: Burn nearby enemy characters and all susceptible surfaces. Cheap skill to set your poison surface into fire surface to utilize Elemental Affinity for Fire spells next.

  • Fireball: great ranged aoe damage.

  • Haste: +1 Start/Recovery AP. You can pre-cast it to get 7AP starting AP.

  • Tactical Retreat: Mobility skill, useful for repositioning or jump to high ground while also applying Haste on self.

  • Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn ( a tradeoff), use it when you need to confirm a kill to trigger Executioner talent or when you really want to setup some defensive buffs or just simply want to finish off some high threat targets.

  • Contamination: Similar to Ignition, turn nearby Water / Blood surfaces into Poison surfaces, dealing small damage to any enemies standing in the affected area. Cheap surface transition spell to utilize Elemental Affinity, to continue from Hydro spells rotation into Geomancy next.
→ Mid-Game Setup (2)
Mid Game (9~15)
    Pyro / Geo
  • Fortify & Frost Armour Scrolls: Starting from Act 2 , you will be seeing Fortify or Armour of Frost scrolls inside shops, buy them. They are cheap, this way you don't have to add Fortify or Frost Armour in your loadout.

  • Bone Cage: Boost massive amount of Physical Armour based on how many dead bodies near you. Only needed to equip in your loadout when you really need it defense capability against heavy physical hitters.

  • Skin Graft: reset cooldowns on all spells/skills.

  • Laser Ray: shoot a fire beam in a straight line dealing area damage to anyone in it way.

  • Bleed Fire: apply a debuff that reduce enemy Fire resistance by -20% if enemies Magic Armour are broken.

  • Mass Explosive Traps: an early and strong source skill you can craft at level 9+ , player throw 4 explosive traps at targeted locations, add another Throw Trap next and you'll get 5 Traps total. Follow up with any AoE to make a powerful explosion combo.

  • Peace of Mind: great Wits (Critchance & Initiative) boost and small Damage boost.

    Spells below starting from Level 12+
  • Worm Tremor: big aoe that apply Entangled for 2 turns but deal small damage, very useful to stop enemy from advancing on you or prevent them from escaping the chokepoint.
    While used on high ground, it effectively becomes a very powerful hard CC, with them unable to do anything being snared below.
    Once player have Tortured, Entangled status can bypass right thru Magic Armour.

  • Dust Blast: blast Dust at every enemies nearby in sight, dealing AoE Earth damage on each target individually and mass apply Blinded. Can be used on clustered enemies to multi-tick the attacks and maximize damage output.

    __________________________________________________________________


    Hydro / Aero
  • Global Cooling: a cheap spell to apply Chill status on nearby enemies, while dealing small damage in a big radius, if you ever need 1 stack of Chill to freeze a bunch of enemies positoned all over the places. It also freeze the water / blood surfaces nearby, giving enemies trouble advancing on you as they may slip and knocked down for the turn.

  • Pressure Spike: a cheap yet strong damaging spell in AP/dmg ratio. It also removes Cloud / Smokes, so if you ever in a situation where your combination of attacks result a smoke cloud blocking your line of sight, use this ability on the spot to clear them.

  • Chain Lightning: shoot a lignthing bolt that fork up to 8 times, dealing high Air damage and shocking every enemies got hit by it.
    After you get Apotheosis, with no SP cost on source espells anymore, you can remove Electric Discharge to free up some memory slot and treat this spell like a normal spell instead.
→ Late-game Setup (3)
Late Game (16+)
  • Apotheosis: SP Cost -3 for all source powers. You can use Source powers with no Source cost for 2 turns. You will also get a small boost on all stats like Intelligence and Wits.

  • Inner Demon: Boost Intelligence and Magic Armour. Also grants 2 skill, one of them is Terrify which is pretty powerful single target magic damage.

  • Terrify: Skill granted by Inner Demon. Can be used as an anti-armour attack, it deals raw amount of magic damage for a single target so it won't be held back by elemental resistances. Because of this, Terrify is ideal for destroying enemy magic armour but it does not damage HP. It also apply Terrified on target, which makes them running around mindlessly in 2 turns.


    Hydro / Aero
  • Thunderstorm: great control attack with massive aoe range. It will strike up to 5-6 times at enemies who is inside the Storm and it lasts 3 turns. Each bolt has it own individual AoE, so if possible, you can gather enemies close together so they can receive multi-ticks of the storm lightning strikes and optimize your damage output.

  • Superconductor: close & long range aoe as this ability also get range bonus from high ground. Everyone inside the radius will receive a strong lightning attack Shocking them.

  • Icebreaker: cause nearby ice surfaces to explode, dealing strong damage in term of AP/dmg ratio to any targets standing on it then apply Chilled. Combo well with Global Cooling to easily mass Frozen nearby enemies in a big radius.
    You don't have to rely on Global Cooling alone, any surfaces created by your Hydro spells would do so feel free to use it if a nice number of enemies are already standing on ice surfaces or you need another mass Chilling status AoE to freeze already Chilled enemies.

  • Hailstorm: 20 chilling ice shards drop from the sky, best used on a group of gathered enemies or target with big hitbox for a strong Water attack with easily ensured Freezing when used well.

    __________________________________________________________________


    Pyro / Geo
  • Pyroclastic Eruption: send multiple giant rocks to every surrounding enemy targets individually, dealing powerful AoE Earth damage, especially on clustered enemies as each boulders have their own individual AoE.
    After you get Apotheosis, with no SP cost on source spells anymore, you can replace Fossil Strike with Eruption instead to free up some memory slot.

  • Epidemic of Fire: Shoost a cursed flame that bounce up to 5 times to nearby enemies, apply Necrofire and leave cursed surface behind. With Torturer you also can easily apply Necrofire status on your foes.
    After you get Apotheosis, with no SP cost on source spells anymore, replace Laser Ray with Epidemic of Fire instead to free up some memory slot as it dealt similar damage with same AP cost but takes zero prepping to be optimal cause EoF forks around nearby targets.

  • Flaming Crescendo: place a burning skull on top of enemy head, after a turn or if the taret dies it explode huge AoE Fire damage to nearby targets. Use it on injured target that is about to die while standing near other enemies.

  • Challenge: mark a target, if they die within 2 turns you get a +20% damage boost for a turn and bonus Physical / Magical Armor.

  • Acid Spore: a strong attack that shoot out 3 spores of corrosive acid. After you get Apotheosis, you can treat this spell as a normal attack for late game.
42 commentaires
FreeTopG 15 nov. 2024 à 10h59 
Still one of the most fun builds ever for this game
puddingshoes 8 nov. 2022 à 5h07 
@Brinion LiTeRaLlY iMpOsSiBlE
Chumbly 4 nov. 2022 à 10h41 
does this build work in the definitive edition due to the nerf to lone wolf that happened
HanJun 27 oct. 2022 à 12h29 
@)v(iKe ty ^^ sry for the late answer, sad i wanted to play 4 elements with my friends we are 4 but is there a way to play 4 elements in just normal and without lone wolf or should i forget ma dream?
)v(iKe 1 oct. 2022 à 15h40 
@HanJun you can still play this build but you have to play it Lone Wolf or you will not be able to allocate the stats to make this work.
HanJun 1 sept. 2022 à 12h11 
Hi I found this build today and started playing d2 is this build still ok in 2022 without lone wolf I wanted to play all 4 elements but online many people say you cant if you don't go lone wolf, is that true?
DoudouSteve 6 sept. 2021 à 1h22 
Just finished my first for honor run with this build. Probably the most fun i've had so far, finished the last battle in 2 turns! Using scrolls of apo and skin graft made act 4 a cakewalk.
Sholdi 20 janv. 2021 à 18h35 
"Lone Wolf talent doubles invested points in attributes & combat abilities.(except for Polymorph but the extra attribute comes along with it still doubled)"

Thanks! I didn't know about that, since I never played Lone Wolf. Makes sense now.
Lost Sinner  [créateur] 20 janv. 2021 à 9h18 
Stats progression section reflects Lone Wolf talent progression, the talents are in bold texts next to them.

Lone Wolf talent doubles invested points in attributes & combat abilities.(except for Polymorph but the extra attribute comes along with it still doubled)
Sholdi 19 janv. 2021 à 23h21 
When he says:
Level 2: 18 INT, 12 Memory, 2 Huntsman

What does he mean?
When you level up, you gain 2 attribute points and 1 combat ability point.
Literally impossible to gain 6 points in total for everything he said at level 2

If he means that I should prioritize INT first then the rest, then that's not possible either. I put 2 points in INT at Lvl 2. Then when I hit Lvl 3 I get another 2 points, right? and I should go for 12 Memory and then a point in Huntsman. But then again, he says at Lvl 3 to go for INT 24. How does one get so many attribute points?

The only explanation would be to search and pray to rngesus that I get gear with those stats.
I'm confused send help