Discuss Divinity Original Sin, as well as comments posted to our Divinity Original Sin Wiki and Divinity Original Sin 2 Wiki
By Anonymous
#15996337
i can't find the summon oil blob anywhere, but I have the ability
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By elnawawi
Posts Avatar
#15996515
Summon Oily Blob is a Polymorph Skill
By Anonymous
#16050397
You can find it under the Polymorph Skill tab
By Anonymous
#16015625
Does Companion Tiger considered as Geomancer skill ? If so , this page is missing it. I found it at Huwbert's secret chamber...
By Anonymous
#16259521
*
By Anonymous
#16026995
Maybe the damage bonus of Geo spells should change according to equipped weapons(strength when using a sword, finess when using daggers). The reasons are, One, the status effects like crippled and knockdown are resisted by physical armor, an intelligence-based geo mage deals earth/poison damage resisted by magic armor, which means unless you have a companion who deals physical damage your enemy will never suffer these debuff. Two, the posion damage is quite low if you don't put any points in intelligence, meaning you have to put points both in intelligence and geo skills if you want to heal your undead character, unlike normal healer who only need hydro skills and no intelligence when healing non-undead.
By Anonymous
#16044757
There's a reason why Geomancery has acid, you know, the effect that destroys physical armor? The oil goes through magic armor and Int based geomancer has magic damage via poison.
By Anonymous
#16075145
You could always use a bow for ranged physical damage. That removes the physical armor, and then after crippling enemies with impalement, you can use a fire arrow and ignite the oil that appeared, and now they cant move and they are on fire. As for regarding the healing from poison for undead characters, it's because it's a rather specific case. It's a damage ability, not a direct heal, thus it works like a damage spell as that's what it is.
By Anonymous
#16064220
Geomancer feel like it could have been plit into two school earth and poison. the game count earth and poison damage separately type too
By Anonymous
#16089163
I am having an issue with making Venomous Aura. Twice now, I have tried to make it using a level 2 Scoundrel book and a level 2 Geo book. Both times it has given me Venom Coating. This is so frustrating because I have wasted 4 books now. Has anyone experienced this? I have never had a problem combining books before.
By Anonymous
#16089532
To make the Venomous Aura you need one of the two books to be a source book. For example "Mortal Blow (Source Scoundrel) + Fortify = Venomous Aura. Either one of the books can be a source book, doesn't matter from which of the two trees.
By Anonymous
#16111979
You need a geomancer source skill and a scoundrel source skill (i.e. skills that need source to cast, the skillbooks that "glow"). The level of the skill has no effect
By Anonymous
#16092056
Worm tremor + Torturer talent has been useful. Sets Entangled on a good sized surface; can't be resisted. I have occasionally seen enemies use movement skills to escape it, but most of the time it's a good CC for groups of melee opponents. Works on bosses.
By Anonymous
#16092058
As an aside, when MY characters are entangled, they can't teleport or use movement skills. And the description says that entangled characters can't teleport. So when I see enemies using phoenix dive or whatever to escape, it's possible that they have walk it off or some other skill that has freed them. Or maybe it's a bug (wouldn't be the only one)
By Anonymous
#16099684
I think the scoundrel teleport backstab move breaks free of it, but probably isn’t supposed to. Also seen enemigo invisible and somehow the AI forgets its entangled.
By Anonymous
#16172405
Well the scoundrels backstab does not count as a teleport
By Anonymous
#16123673
How come there is no spell to apply petrify?
By Anonymous
#16138130
Dwarves are the only ones that get that, and they get it as a racial spell
By Anonymous
#16152118
You can try Medusa’s head under the Polymorph skill tree
By Anonymous
#16217380
Geomancer is actually with the best magic branch for everything. Good damage, good syngery, many options. You can't go wrong with Geo ...
By Anonymous
#16226218
Hey so new here but I’ve been working on a “Chef” style build that focuses on using the 5 Star Diner talent. The Stoneskin Potion gives you 184 physical armor. That is then doubled by the talent and gains extra armor from geomancer. By level 3 I could have placed 4 points into Geomancer which becomes 8 from the Lone Wolf feature. This means that my Stoneskin potion would grant 441.2 physical armor not including my normal armor bonuses. If the previous calculation is wrong then it should be 533.2. I could also use the fortify skill to bring the armor even higher. Would it be viable to use the reactive armor skill as a main way of damaging enemies? I haven’t had the time to full test this and would love some feedback.
By Anonymous
#16231514
While it would certainly do a lot of damage, it has a 6 turn cd. I'd say unless you're mostly trying to just one shot everything then probably not.
By Anonymous
#16234579
One-shotting everything as a strategy isn't the worst idea, especially with a build that places a lot of focus on defense. Your backup character could focus on aero teleports and maybe some torturer-assisted entangle to keep enemies where you want them for the final strike. The second character could might focus on necro/phys damage with warfare to cc any high-magres enemies until you can get them with other spells or a second, bone armor-assisted reaction. It's definitely tough to weather the early levels on high difficulty with niche builds, but...the game only has so much to offer. Get all the weirdness our of your system, I say.
By Anonymous
#16255152
I'm planning to do a similar build actually. On paper it has a lot of potency, especially if you go warfare for defensive barrier + shield. You can then go polymorph for skin graft to reset all your cooldowns and between geo + bone cage from necromancer tree you'd have a lot of physical armor restoration for prolonged fights and can utilize things like whirlwind and what not to keep the damage flowing.

Fextralife did a really cool build using this combo in his juggernaut build on YouTube:
By Anonymous
#16255153
I'm planning to do a similar build actually. On paper it has a lot of potency, especially if you go warfare for defensive barrier + shield. You can then go polymorph for skin graft to reset all your cooldowns and between geo + bone cage from necromancer tree you'd have a lot of physical armor restoration for prolonged fights and can utilize things like whirlwind and what not to keep the damage flowing.

Fextralife did a really cool build using this combo in his juggernaut build on YouTube:
By Anonymous
#16326666
Geo alone is best if you wanna use it for its support skills, but if you wanna use it offensively you need to combine it with either hydro or pyro that have good synergy with it and give you another type of damage to use. Between all of the Voidwoken and Undead in this game who have either high poison, high earth, or high resistance to both its hard to deal a lot of damage effectively using poison or earth skills alone. Sure you'll be fine against most living characters of the four races and some animals, but against Undead and Voidwoken your offense becomes practically nonexistent if you're pure geo.
By Anonymous
#16343227
so use it for more defensive tactics instead, such as throwing a ton of oil at enemies and exploding it. or give them some more phys armor. or heal undead allies. poison not undead enemies too. there’s more uses to geo than you’ll think.
By Anonymous
#16800860
That is until you get Pyroclastic Eruption. Couple teleports to put 3-4 enemies close to each other and each of them receives 900%-1200% of your spell damage. With couple crits it one shot all of them. With Lady's tea, teleport, adrenaline, apopheosis, skin graft, pyroclastic eruption may mage pretty much wiped out the whole last battle group in one his turn.