Divinity: Original Sin 2

Divinity: Original Sin 2

177 ratings
Solo Honour Build - Wind Weaver (Enchanter)
By Lost Sinner
★ Enchanter Build for any origins. This build is meant for solo experience as a Lone Wolf.

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

♦ Difficulty Mods used to make the fights more challenging:
Monster Scaling +2: enemies scale up to player level.
Enemy Randomization: enemies receive random buffs, sometimes even Champion buffs (Boss-like status)
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★ Showcase Videos

Late game Battles against Adramahlihk and Final Battle


Early game Battles against Dallis: in Fort Joy and on Lady Vengance
✎ Stats Progression
  • Level 1: 2 Aero, 2 Hydro, 16 INT, Lone Wolf
  • Level 2: 2 Summoning, 18 INT, 12 Memory
  • Level 3: 4 Summoning, 22 INT, All Skilled Up, 6 Summoning
  • Level 4: 8 Summoning, 16 Memory
  • Level 5: 1 Polymorph, 28 INT
  • Level 6: 2 Necromancer, 30 INT, 18 Memory
  • Level 7: 10 Summoning, 34 INT
  • Level 8: 2 Polymorph, 40 INT, Elemental Affinity
→ Due to limited skills early game, it need Summoning for viability in early levels.

✦ RESPEC
  • All Skilled Up → Savage Sortilege
  • 0 Scoundrel → 2 Scoundrel
  • 0 Huntsman → 2 Huntsman
  • 2 Aero → 4 Aero
  • 2 Hydro → 4 Hydro

  • Level 9: 3 Polymorph, 46 INT
  • Level 10: 4 Scoundrel, 50 INT
  • Level 11: 6 Scoundrel, 54 INT
  • Level 12: 8 Scoundrel, 58 INT
  • Level 13: 2 Warfare, 60 INT, 20 Memory, Executioner
  • Level 14: 10 Scoundrel, 64 INT
  • Level 15: 12 Scoundrel, 68 INT
  • Level 16: 4 Polymorph, 70 INT, 24 Memory
  • Level 17: 14 Scoundrel, 14 WIT
  • Level 18: 16 Scoundrel, 16 WIT, 26 Memory, Hot Head
  • Level 19: 18 Scoundrel, 18 WIT, 28 Memory
  • Level 20: 20 Scoundrel, 22 WIT
  • Level 21: 6 Aero, 26 WIT
  • Level 22: 6 Hydro, 30 WIT

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

♦ Spider Kiss Talent:
  • Dragon (+2 WIT -2 CON)

♦ Civil:
  • Thievery → Bartering next
✎ Gear | Runes | Frames | Artefacts
Gears:
  • Look out for chest / head / amulet with +Intelligence or any opts that has skills related to the one used in this build like: Scoundrel, Aero, Hydro....

  • Grab the rings that have combat skills this build can use (Scoundrel, Aero, Hydro,...), if they come along with Wits that would be nice too. Use +Wits +Critchance for rest of other gear.

  • Some uniques you can use:
    • An Mey Falin (Belt): +1 Polymorph, +1 Wits, +20% Poison Resistance, ...
      (Act ll, bought or drop from Eithne the Trader)

    • Falone Girt (Amulet): +5 INT, +1 Pyro, +1 Geo, +10% Fire & Poison Resistance
      (Act IV, found on Lord Dread at Arx Habour)

    • Kallisteis (Boots): +1 Scoundrel, +2 Wits, +6 Initiative, Immune to Knockdown, ...
      (Act IV, sold by trader Aravae near the Cathedral)

    • Ruvola (Chest): +5 INT, +2 Wits, +10% Fire/Water/Earth/Air Resistance, ...
      (Act IV, inside the Vault of Linder Kemm)

  • Weapons: use magical Wands that deals Air damage. Later on at mid game, looks for +10% critchance wands and preferably ones with a rune slot.

Runes:
  • Amulet: Flame Rune (+6/9/12% critchance)

  • Armour Frost Rune (+9/12/15% Water resistance)

  • Weapon: Masterwork Rune

Frames:
  • Amulet: Mystical Flame (+1 Pyrokinetic) OR Power Flame (+2/3 INT)

  • Armour Power Frost (+2/3 Intelligence)

  • Weapon: Mystical Masterwork (+2/3 WITS)

Enchants:
Because there will be alot of icy surfaces with this build, it's recommended to have immunity boots to slipping:
  • Boots + Nails = Immunity to Slipping

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, +2 FIN
  • Rings: +1 Scoundrel, +10% Poison Resistance
  • Leggings: +1 Polymorph, +10% Air Resistance
✎ Abilities Setups
Rain synergy:
Stunned can stack with Wet or Chilled, use this combination depends on the situation:
  • Once enemies are stunned, you can recast Rain with scrolls or Water Balloon:
    Stunned (-15% Air) + Wet (-20% Air) = -35% Air Resistance
    Spike Damage for Air attacks.

  • Once enemies are stunned, you can chill them with your Hydro spells. So that next round they will get Frozen when Wet from Rain reapplying again:
    Stunned (-15% Air) + Chilled (-10% Air, -20% Water) = -25% Air Resistance, -20% Water
    Good for CC chaining enemies

Early Game (1~8)
  • Rain: Apply Wet status on everybody. Reducing -20% Air Resistance and -10% Water Resistance. Also making enemies more vulnerable to CC:
    • Wet + Chilled = Frozen
    • Wet + Shocked = Stunned

  • Rain Scrolls: Herring Fish + Water Essence + Sheet of Paper

  • Hail Strike: Rain down 3 ice shards from the sky.Each apply Chilled status.

  • Electric Discharge: Send an electric bolt at one enemy, apply Shocked status.

  • Summon Incarnate: Cast spell on an electrified water surface to summon an Incarnate with Electric Infusion. It will deal Air damage which can electrify the water surfaces and has Electric Discharge to stun enemies. You can prep a summon before battle as it lasts while sometimes up to 10 turns. Rain down, then use Air wands to electrify it then summon the Incarnate.

  • Farsight Infusion: Boost +25% damage and grants Magic Armour. It also gives the Incarnatea a ranged attack to use each round.

  • Shocking Touch: single target attack at close range, apply Shocked status.

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

  • Dazing Bolt: a strong ranged aoe. This attack is struck on the closest target on your tooltip, the area damage indiciates it area radius around the target.

  • 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.

  • Blinding Radiance: closr range aoe that blind nearby enemies.

  • Power Infusion: Boost +25% damage and grants Physical Armour. It also gives the Incarnate Whirlwind for aoe clearing and Rush (Battering Ram) for gap closing.

  • Ice Fan: Send 3 ice shards at your positioned targets of choice, each shard apply Chilled status.

  • Winter Blast: strong ranged AoE attack, which apply Chilled status.

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

  • Death Wish (situational): boost damage based on missing max HP (e.g: 1HP = 99% dmg boost) (situational)

    If you have +Scoundrel from gear you can also learn:

  • 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.

Mid Game (9~16)
  • 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. Stack up Peace of Mind and Haste to if you you run into them.

  • Forst & Thunderbolt Grenades: You can use them to CC chaining enemies whenever they are vulnerable to it when their armours are down.
    • Empty Grenade + Water Essence = Frost Grenade
    • Empty Canister + Air Essence = Thunderbolt Grenade

  • Tactical Retreat: a jumping ability, used to get on high ground or respotioning, also apply Haste status on self.

  • Peace of Mind: great Wits boost and small Damage boost.

  • Global Cooling: massive AoE chilling everyone in range, also freeze nearby water sufaces.

  • Pressure Spike: cheap cost effective AoE air attack (1AP), also clear nearby clouds.

  • Chain Lightning: shoot a lignthing bolt that frosk up to 8 times, shocking every enemies got hit by it.

  • Superconductor: zap every enemy in range with lightning bolts shocking them, the skill itself is considered as a ranged attack so you will get high ground bonus for imrpoved range and damage. It also has a small AoE on impact, so if enemies are struck when standing near to each other, they will get multiple ticks.

  • Closed Circuit: Strong close range AoE, shocking everone nearby except and apply Air Immunity on self for 1 turn.

  • Skin Graft(situational): reset all cooldowns.

  • Teleporation scrolls: Feather + Air Essence + Sheet of Paper

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

Late Game (16~22)
  • 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.

  • 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.

  • Hail Storm: a powerful 3 source point spell that deals massive burst damage as water elemental, raining total of 20 shards. Each apply Chilled status so even if affected enemies are not dead, they are definitely going to be Frozen.

  • Deep Freeze: a strong close range aoe that comes out as as a frontal cone. Also apply Frozen status. Enemies that are lower than 10% HP will be instantly killed.

  • Flay Skin: Apply a debuff that reduces all of target resistances by 50% if enemy magic armour are down.

  • Inner Demon: Boost Intelligence and Magic Armour. Also grants 2 skill, one of them is Terrify which is pretty strong.

  • 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.
22 Comments
seyferseed Dec 29, 2023 @ 3:07am 
seyferseed Dec 27, 2023 @ 3:32pm 
Is there Enchancer build for 4x party? and why not add a Glass Cannon for a party build?
Kaivysaur Dec 17, 2022 @ 5:03am 
I wanted to play this build, not solo, but with friends in a party of 4, what would you recommend changing about this build (aside from not taking lone wolf)?
Lost Sinner  [author] Jan 20, 2021 @ 9:11am 
Amulet with a Mystical framed Flame Rune grants +1 Pyro, but if your gear already has a bonus in Pyro then you can use Power frame instead for +2/3 INT.

Just keep in mind this guide was made before DE changes in points cap, and i'm already moved on from the game. You'll have to tweak and relocate the build attributes & combat skills on your own.
Saishan Jan 18, 2021 @ 10:44am 
I was wondering. Imma doing this build on a run, and i see you're taking Haste and Peace of Mind without pyro skill point ? You just taking it with items skill level ?
Fatty McBoomBoom Dec 6, 2020 @ 11:18am 
@der_Oger

Definitive edition nerfed Lone Wolf by capping attributes to 40, However while a little different, this guide will still work.

Otherwise just download the Lone Wolf un-nerf mod
der_Oger Nov 16, 2020 @ 3:57am 
Hello, I try to follow the guide. But it seems I cannot increase the intelligence above 40. Is there something I have overseen? I am level 10 now.
Ofyuff Nov 5, 2020 @ 3:46pm 
The 2 points of Necro is so you can pick up Death Wish, i believe
Hedonist KIller Mar 22, 2020 @ 6:13am 
what is the point of 2 points in necromancy on level 6?
Ichiorochi Dec 30, 2019 @ 11:54am 
I can't seem to find where polymorph is suppose to be used