Arcane Stitch |
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Fully restore target character's Magic Armour. Removes Frozen, Stunned, Petrified, Plague, Suffocating, Poisoned, Burning, Necrofire, Terrified, Silenced, Taunted, Mad.
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Arcane Stitch is a Hydrosophist Skill in Divinity Original Sin 2.
Arcane Stitch location
Vendors
- Available starting from level 9
- Trader Bree at Driftwood (Reaper's Coast)
- Almira at Paradise Downs (Reaper's Coast), Lady Vengeance (Reaper's Coast, Nameless Isle), Hall of Echoes (Arx)
- Elf Stormchanter at Reaper's Coast elf camp
- Trayde the Merchant at Temple of Tir-Cendelius (Nameless Isle)
- Lizard Dreamer at Wordless' Black Ring camp (Nameless Isle)
- Trader Friel at Arx
- Trader Aravae at Arx
Equipment
- Commander of the Tides (staff, Fort Joy)
Arcane Stitch effects
- Scroll cannot be crafted
- Does not scale with anything, as it always restores 100% of the target's magical armour
- Is affected by range bonuses (Far Out Man, Farsight)
Arcane Stitch trivia & strategies
- Arcane Stitch now removes Frozen, Stunned, Petrified, Plague, Suffocating, Poisoned, Burning, Necrofire, Terrified, Silenced, Taunted, Mad as of Patch v3.0.168.526
- For 3 AP and 1 source it's rather overkill for many situations where something as simple as Armour of Frost, Peace of Mind etc. is more viable
- One of the three skills that can cleanse Silenced, the other two being Break the Shackles for Sebille, and First Aid
- Anonymous
TBH Giant magical armor potion will totally beat this skill and its purpose (Only cost 1 AP and restore like 450 MA)
- Anonymous
I wouldn't use this spell tbh. It costs too much and it's only a healing spell. If I get charmed, taunted or mad I'd reload the fight instead of wasting 3 AP and a source on this spell tbh. This spell should cost 2 AP and it still would be very situational. It can be useful on duo lonewolf but synergizing duo lonewolf characters are nuts and clears most of the packs in one turn.
- Anonymous
The skill becomes more useful the further into the game you go. Pair it up with elemental affinity to knock the ap cost down to 2 and it becomes your tanks best friend. Armour of frost/soothing mist become less effective at restoring magic armour late game on tanks (ESPECIALLY if you have low points in hydrosophist, this will fully restore magic armour with just the minimum hydro 3) because of how high you can get maximum magic armour to be. This lets you save armour of frost as a low ap panic button to save your squishies. It can also be used after amour of frost and fully restores the magic shell if the buff hasn't timed out yet.
I mean, okay, you gave is some buffs, it now removes some stuff. But guess what:
It's still not enough. For 3 AP I could easily remove everything listed with the use of frost armour, fortify and peace of mind, except for plague and necrofire, while giving physical armour and barely less magic armour unless your target is a tank with lots of MR (because arcane stitch doesn't INCREASE your magic armour, it only restores it, so if you only have 10 magic armour max it will not give you more than 10), and ALSO buffing it with peace of mind and removing some other statuses like decay.
AND this skill costs 1 SP on top of barely being more efficient and requires 2 memory slots.
Seriously, devs, if you read this, when you look at skills like this, first of all think about the fact that you can just use something else instead which will not only cost you less AP/SP in absolute most cases, but is also significantly less situational and doesn't cost 2 memory.
This is also a problem for some other extremely situational 1 and 2 SP spells like blessed and cursed smoke ones.
- Anonymous
it says that the trader has this skill when she does not, as is the case for many other skills... is it on a rotation? should i check back? anybody know?
- Anonymous
You may buy 'commander of the tides' staff from Zaleksar vedord.
Staff has dis skill https://puu.sh/xCiF1/ca172e6d11.png
Funny how there's a unique staff on Fort Joy that give you this skill
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