In Divinity: Original Sin II there are many different pre-made classes made from one or more skill lines, like the Enchanter. This enchanter is a magic-based class that is centered around the Aerotheurge and Hydrosophist skill lines. These skills decide a lot of what the player should be concerned about boosting in their build.

Related: Divinity Original Sin 2: How to Rescue Nine Lives (Black Cat+)

These two skill lines mean that the player will need to focus most of their attention on building a more powerful magical damage base. Aerotheurgy is the power of wind and lightning. Hydrosophist is the power of water and frost. Hydrosophist also is one of the only skill lines that provide more than one heal. Meaning this class can be built as more of a support or damage based build.

Skill Lines and Skills to Invest in with the Enchanter in Divinity: Original Sin II

This class build is similar to a wizard in power but with the support opportunity and abilities of the cleric. The enchanter can go in multiple directions as far as adding other skill lines into the mix as it is such a flexible class to start with. To keep up the balance, adding a skill line like Necromancy could be great. For a more supporting role Summoning would be useful, and for an aggressive playstyle, a skill line like the Scoundrel would work well.

Necromancer: 

  • Bloodsucker - Grants the player the ability to suck up any blood within a radius of the character to heal themselves.
  • Mosquito Swarm - Summons a swarm of mosquitos on a target that causes bleeding and heals the player.
  • Raining Blood - Summons a rain cloud of blood that sets bleeding on anyone caught in it.
  • Infect - Targets a character, dealing physical damage and if the target is missing their physical armor sets disease on them.
  • Grasp of the Starved - Summons an AOE of undead arms out of the ground that deal 250% damage and sets cripple on characters without physical armor.
  • Totems of the Necromancer - Summons bone totems that deal physical damage.
  • Last Rites - Sacrifices the player to revive a target.
  • Death Wish - Gives the target a percentage bonus on damage based on the percentage of vitality they are missing.
  • Blood Storm - Summons an AOE of blood blobs down dealing 100% physical damage and setting decay and disease on enemies without physical armor.
  • Living on the Edge - Target resists death for the next two rounds.

Summoning:

  • Conjure Incarnate - Summons a small creature based on the floor status.
  • Elemental Totem - Summons a totem based on the floor status.
  • Rallying Cry - AOE heals and distributes magical armor in.
  • Cannibalize - Destroys a summons to gain their health and armor.
  • Ethereal Storm - Summons a storm that deals random elemental damage to enemies and heals allies.
  • Door to Eternity - AOE that causes all summons around the player to resist death for two rounds.
  • Soul Mate - Matches two character's healing and armor boosts to one another.
  • Cursed Electric Infusion -  Requires Aerothurge. Creates an incarnate that can cast Electric Discharge and Closed Circuit.
  • Dominate Mind - Charms an enemy for two turns.
  • Summon Inner Demon - Summons a demon with an equal intellect that can attack and terrify enemies.
  • Summon Cat Familiar - Acquired by saving the cat, Nine Lives, from Fort Joy.
  • Summon Condor - Acquired by charming the condor at the graveyard in Act II.
  • Summon Dragonling - Acquired by interacting with Sadha's egg using the Red Prince, another lizard character, or shapeshifting.

Scoundrel:

  • Chloroform - Causes target with no magical armor to fall asleep for one round.
  • Cloak and Dagger - Causes the player to teleport across the map while invisible and doesn't break sneaking.
  • Terrifying Cruelty - Dagger attack that deals 110% damage while setting bleeding for three rounds and fear for one.
  • Mortal Blow - Dagger attack that deals 140% damage that doubles if the player is invisible or sneaking.
  • Wind-Up Toy - Summons a mechanical bomber that can explode on command.
  • Daggers Drawn - A five dagger swipe attack each of which deals 65% damage.
  • Rupture Tendon - Dagger attack that 100% piercing damage and sets bleeding for two rounds when the target has no physical armor.
  • Corrupted Blade - Dagger attack that deals 150% damage while setting diseased and decay for two rounds.
  • Gag Order - Destroys the target's magical armor and silences them for one round.

Outside of the Scoundrel skill line, the rest of these don't require the player to change what choice of weapons they use. The Scoundrel skill line requires one or two daggers to be equipped. An alternative for Enchanters that still want to be deadly from afar can go into the Huntsman skill line. Now that we've covered the alternatives, let's go over the base skill lines.

Aerotheurge: 

  • Blinding Radiance - AOE that deals 90% air damage and enemies in that area are blinded.
  • Favorable Wind - Large AOE that increases the player's and allies' movement speed by one and a half meters per round.
  • Teleportation - Teleport a targeted character, other than the player, across the map.
  • Closed Circuit - AOE that deals 220% air damage to enemies around the player and leaves a cursed electric cloud behind.
  • Chain Lightning - Does bouncing air damage that deals 150% damage and can bounce up to eight times within eight meters of the initial target.
  • Nether Swap - Switch where two targets stand on the map.
  • Dazing Bolt - Small targeted AOE that deals 120% air damage and sets the shocked status.
  • Vacuum Aura - Large AOE around the caster that 80% air damage to those within it and sets silenced and suffocating to those without magical armor.
  • Evasive Aura - Large AOE that causes the caster and their allies to have their dodging increased by 90%.
  • Blessed Smoke Cloud - Requires Scoundrel skill line. Summons a cloud AOE that sets all allies within it as invisible.
  • Superconductor - AOE around the player that deals 100% air damage.
  • Erratic Wisp - Randomly teleport a target somewhere around the map.

Hydrosophist:

  • Armour of Frost - Grants the target magical armor and cures burning, poisoned, stunned, frozen, suffocating, and petrified.
  • Hailstorm - AOE that causes 20 ice shards to fall from the sky each dealing 80% water damage.
  • Healing Ritual - Bouncing heal that jumps to adjacent allies.
  • Rain - Summons a rain cloud.
  • Restoration - Targeted regenerative heal that lasts two rounds and cures poisoned and bleeding.
  • Winter Blast - AOE dealing 110% water damage and setting chilled on those without magical armor.
  • Ice Fan - Shoot out three targeted ice shards that each deal 45% water damage and set chill on targets without magical armor.
  • Cryogenic Stasis - Target is incapacitated, immune to damage, and receives a regenerative heal. Also removes Shackles of Pain.
  • Arcane Stitch - Cures a target of frozen, stunned, petrified, plague, suffocating, poisoned, burning, necrofire, terrified, silenced, taunted, and mad. It also grants the target magic armor.
  • Cryotherapy - Absorbs frozen surfaces around the player and uses them a magic armor. Also removes burning and necrofire.
  • Vampiric Hunger - Requires the Scoundrel skill line. Adds 50% lifesteal for the damage the player deals for the next two rounds.
  • Cleanse Wounds - Requires the Warfare skill line. Heals a target and removes burning, diseased, decaying touch, poisoned, and bleeding.

Attributes, Combat Abilities, Civil Abilities, and Talents Worth Investing in for an Enchanter in Divinity: Original Sin II

Attributes, Combat Abilities, Civil Abilities, and Talents are all the other things players have to decide on when leveling up. Attributes are the main points that decide what a player is capable of using and learning. Combat Abilities affect the effectiveness of skill lines, weapons, and defensive tactics. Civil abilities affect playable actions outside of combat. Talents are used both in and out of combat and are useful in a multitude of ways.

The attributes are broken down into Strength, Finesse, Intelligence, Constitution, Memory, and Wits. For an Enchanter, the most important of these are Intelligence as it affects the percentage of damage dealt with magical abilities. If the player is interested in the Scoundrel or Huntsman skill lines they should also sink several points into Finesse as it affects dagger and bow damage as well as critical damage. Outside of these, Memory helps the player learn more skills and Wits is helpful for critical chance and initiative.

For combat abilities, the player will want to invest most of their points into the skill lines that they have chosen as that will affect their damage and healing bonuses with those skills. Outside of that, any of the defensive abilities are good for the Enchanter and they should put a couple of points into their weapon of choice.

In civil abilities, if the Enchanter is the main character, persuasion is the most useful. Otherwise, loremaster is great for identifying weapons and armor while thievery could be useful for a stealthier player who likes snatching from pockets and picking locks. Another great stealth ability is sneaking which helps characters perform sneak attacks.

Talents:

  • Far Out Man - Increases the range of spells and scrolls by two meters.
  • Glass Cannon - Gives the player full AP every round, but makes them susceptible to statuses as their armor will not protect them from these.
  • Ice King - Grants the player 15% water resistance while making them 15% more susceptible to fire damage. Their max water resistance is also raised to 10.
  • Living Armor - Adds to the player's magical armor when they are healed.
  • Savage Sortilege - Gives the player's magical attacks the same critical chance and damage as the players finesse weapons.
  • Stench - Makes enemies less likely to attack the player.

Next: How To Plant Your Own Herb Garden in Divinity Original Sin 2

Divinity: Original Sin II is available on PC, PlayStation 4, Xbox One, and the Nintendo Switch.