Divinity: Original Sin II - How to Use the Conjurer Class (2024)

Divinity: Original Sin II is a game filled to the brim with character options for players to tweak and adjust to their liking. As a result, character creation can be a daunting process that overwhelms new players. The Conjurer is one of the pre-made classes that DOS2 offers.

Conjurers are a magic-based class that centers around summoning creatures to the battlefield to bolster the party's forces. Knowing how to make an effective Conjurer will make the game run a lot smoother. Here's how players can make a great Conjurer who can support the party through sheer offensive capability.

Updated on June 10, 2024 by Antonio Samson: Divinity: Original Sin II has plenty of races and classes to choose from when building a character. One of the more interesting classes to play is the Conjurer, who prefers to stay out of range during combat. This article was updated to provide more information and to meet CBR's editorial and formatting standards.

How Races Pair With the Conjurer Class

Players Can Be Supportive or Offensive Conjurers

Play Style

Best Races

Considerations

Support Conjurer

Human

Boosts party with Encourage

Dwarf

More survivability

Offensive Conjurer

Elf

More AP, Finesse for physical incarnate

Undead

Conditional AP boost with Flesh Sacrifice

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Divinity: Original Sin 2 offers several strong racial choices for Conjurers, each with unique advantages that can significantly impact your play style. For instance, Humans excel in a support role due to their racial ability, 'Encourage ', which provides a party-wide buff, enhancing the entire team, including summoned creatures. On the other hand, Dwarves, with their 'Sturdy' racial ability, provide extra survivability, allowing Conjurers to stay in the fight and maintain a constant stream of summons.

For offensive Conjurers, the choice of race is not just about personal play style but also about the dynamics of the entire party. With their increased action points, elves can facilitate faster summoning or more frequent support abilities. Their Finesse stat also enhances physical damage for a Warfare-built incarnate.

Undead, however, can trade health for extra AP, a play style that demands careful health management. Origin characters like Ifan and the Red Prince, with their unique summons, can significantly impact the party's strategy. Ultimately, the best race for a Conjurer is one that harmonizes with the desired play style and party composition. Opting for a race that complements the overall strategy and character concept will result in the most effective Conjurer.

Conjurer Attributes & Abilities

Humans Make the Best Conjurer

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Humans may be the best racial choice for a budding Conjurer. They begin with the Encourage ability, which increases the combat stats of all surrounding allied characters. Not only is this a cheap and effective way to bolster the party, but it will also affect every summoned creature, making it a perfect opening move once summoned. The other races can perform just fine, but Encourage synergizes perfectly with this class.

Of course, players could take Lohse or Ifan with them, as they have access to that skill, too. Alternatively, being an Elf grants access to Flesh Sacrifice, which creates a puddle of blood on the ground around the user. This grants easy access to the powerful infused summons that would otherwise be a hassle to obtain.

Conjurers begin the game with one point invested in Intelligence and two in Constitution. These aren't terrible choices. The former will improve their damage with wands, which will likely be a Conjurer's weapon of choice due to their ability to create useful elemental puddles on command. The latter will improve the Conjurer's survivability, which is great for a character that contributes passively to damage output.

As far as abilities go, Summoning is the primary choice for Conjurers. Every point in this ability will improve their summons' Vitality and Armor ratings, as well as their damage output. They begin with one point in this ability and two others in Loremaster and Leadership. Loremaster is a mediocre ability, but Leadership is great as it will improve the defensive abilities of all allies -- perfect for a character who creates more allies. Consider swapping Loremaster for Persuasion to have a more obviously useful ability.

Conjurer Skills

Conjurers Focus on Summoning Spells for Damage and Support

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Conjure Incarnate

Dimensional Bolt

Elemental Totem

Farsight Infusion

Conjure a personal elemental that matches the ground surface it's summoned onto. Your incarnate can be buffed with Infusions. Once you hit Summoning level 10, a colossal Incarnate Champion will answer your summons.

Shoot a volatile bolt that deals damage of a random type, then creates a corresponding surface.

Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight.

Unlock ranged attack for your incarnate. Provides Magical Armour for your incarnate.

Summoning skills are the bread and butter of the Conjurer class. The two most important ones are Conjure Incarnate and Elemental Totem. Conjure Incarnate creates a small creature that is controlled by the player. It's important to know that the Incarnate can gain elemental attributes and abilities depending on the type of surface the spell targets. For example, casting it on a puddle of water will create a water-infused Incarnate.

Elemental Totem is a more passive summoning ability that's fantastic when cast on high elevations. It creates a Totem that attacks nearby enemies automatically on their turn. Like the Incarnate, it will take on the elemental properties of any surface it is summoned from. While the player can only summon one Incarnate at a time, they can summon three Totems.

Multiple Summoning skills serve only to change the element of an Incarnate. These are only useful in some cases, and situationally at that. Water Infusion and Ice Infusion can sometimes be nice to have, as they can both momentarily turn the Incarnate into a healer. Cursed Electric Infusion is also pretty good, as it's a rare infusion that grants the Incarnate some powerful spells. The drawback is that these skills require investment into other ability schools, but they're fantastic to pick up if the Conjurer is dipping into those.

Rallying Cry is a great defensive skill in a pinch for the more prolific Conjurers, as its power is based on the number of summons they have around them. Restoring a large amount of Magic Armor and Vitality at the same time is fantastic in emergency situations. A great utility skill is Warp Infusion, which grants Incarnate access to Teleportation and Nether Swap. These are only somewhat useful in battle but can be useful for moving around the environment in the field.

Conjurer Talents

Befriend Animals as a Conjurer

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Pet Pal

Far Out Man

Gain the ability to talk to animals

Gain the ability to cast spells further away

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The Conjurer starts with Pet Pal as its default talent, and it's not a bad choice. It allows the character to talk to animals, resulting in more fun dialogue and even exclusive quests for earning more EXP. Players may want to consider picking All Skilled Up to get a head-start on buffing their summons by investing another point into Summoning. The Pawn is another good Talent for a Conjurer, as being able to move further is important for survivability -- and they are not likely to prefer Executioner, which The Pawn precludes taking.

A crucial Talent to take for a Conjurer is Far Out Man. This Talent makes it so that spells can be cast further away, meaning Incarnates and Totems can be summoned in more strategic locations than before. The lessened emphasis on offensive Talents means that Conjurers can more easily take defensive Talents like Walk It Off, which reduces the threat level of status ailments.

Conjurer Builds

Become an Archer to Stay Away from Battle

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A fantastic option for Conjurers is to dip into Huntsman a little and become an archer with Summoning skills. Conjurers will likely stay away from the thick of battle anyway, so improving their damage output with a powerful bow and some Huntsman skills is an attractive option.

Ricochet is a good skill for dealing damage to multiple enemies -- something the Conjurer will naturally not be great at. Tactical Retreat is fantastic for keeping distance, and First Aid is good in a pinch. While this build will also require some Dexterity investment, it's more active and exciting than a pure Summoning build.

Alternatively, a pure support build is possible by dipping a point or two into Pyrokinetic, Geomancer, Hydrosophist and Aerotheurge. There are great skills in each school that don't rely on raw stats and equipment, allowing the Conjurer to be more useful in the long run. They can buff allies with skills like Haste and Armor of Frost or set up explosive finishes with skills like Fossil Strike. This build requires a decent investment into Memory to be as versatile as possible, but it's worth the trouble.

Conjurer Gameplay Tips

Conjurers Focus on Dealing Elemental Damage

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Since the Conjurer's summon abilities can be heavily influenced by elemental puddles, it would be prudent for players to keep elemental wands on hand to create them. This means the Conjurer can easily bolster their party with elemental firepower of their choice by creating whichever puddle they need and summoning Incarnates or Totems. One neat bonus of using wands is the option to pair them with shields. As dual-wielding wands are unlikely to be particularly effective for a Conjurer, bolstering their defense is a good way to improve survivability.

It's important to note that while other Summoning skills add creatures to the party, like the Polymorph's Summon Oily Blob, they will overwrite the current Incarnate. As a result, only use these skills where they would be significantly more beneficial to the situation than the versatility of an Incarnate.

Notably, these other Summoning skills have separate cooldowns from Summon Incarnate, meaning they can be used in emergencies where the Incarnate has died prematurely. Another quirk of the Summoning school is that new creatures will take their turn immediately after the Conjurer, so they can be used to close gaps, serve as obstacles, and finish off low-health foes in a pinch.

Divinity Original Sin

Many fans look back fondly on stellar RPG titles like Neverwinter Nights and Baldur’s Gate, but many of those titles are dated and don’t hold up quite as well as they used to. There are some exceptions, but byand large the isometric RPG has been left behind as an artifact of a bygone era. At least, that is until Divinity: Original Sin came out. This game — partially funded on Kickstarter —revived the old isometric RPG and made it accessible to a whole new generation of gamers. Combine that with its stellar story and amazing editor, and it is a game that players can play and replay for years to come, even six years after it came out.

Divinity: Original Sin has two customizable protagonists called Source Hunters, members of a group that want to eradicate a dangerous magic simply called the Source, hence the name. They stumble on a conspiracy led by a group called the Immaculates and their leader the Conduit. This conspiracy leads them across the world and to different realms in a thrilling and well-written adventure, especially for something made on such a budget.

The game gets even more fun with the editor, where players can make their own adventures and publish them online for other players. That adds nearly endless amounts of adventures for the characters and the world, which is something RPG fans always appreciate.

For a fresh update to a classic genre, Divinity: Original Sin is the game for you.

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Divinity: Original Sin II - How to Use the Conjurer Class (2024)
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