hydrosophist 16 18AP

Consume Frozen surfaces around you and convert them to Magic Armour. Removes Burning and Necrofire.

special divinity original sin 2 Restore up to [400% of total heal value] Magic Armour depending on relevant surface area.

properties divinity original sin2 icon Requires Hydrosophist 1cldwn3
properties divinity original sin2 icon Requires Huntsman 1
properties divinity original sin2 icon Costs 1 Memory

hydrosophist skills s Hydrosophist

Cryotherapy is a Hydrosophist Skill in Divinity Orginal Sin 2.


Cryotherapy location

  • Vord Emver (crossbow, Arx)


Cryotherapy effects

  • Scroll cannot be crafted
  • Scales with level and Hydrosophist
  • Range 2m
  • Is not affected by range bonuses (Far Out Man, Farsight)


Cryotherapy trivia & strategies

  • Cryotherapy now clears Burning and Necrofire as of Patch v3.0.168.526
  • Almost certainly restores all magical armour if the whole AoE is covered by ice
  • Combine with Rain and Global Cooling for a 3 AP magical restoration


Cryotherapy builds


Divinity Original Sin 2 Builds: Frost Paladin




Hydrosophist Skills
Arcane Stitch  ♦  Armour of Frost  ♦  Cleanse Wounds  ♦  Cryogenic Stasis  ♦  Deep Freeze  ♦  Global Cooling  ♦  Hail Storm  ♦  Hail Strike  ♦  Healing Ritual  ♦  Healing Tears  ♦  Ice Fan  ♦  Mass Cleanse Wounds  ♦  Mass Cryotherapy  ♦  Rain  ♦  Restoration  ♦  Soothing Cold  ♦  Steam Lance  ♦  Vampiric Hunger  ♦  Vampiric Hunger Aura  ♦  Winter Blast



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    • Anonymous

      this skill restores an absurd amount of magic armour. for example by level 12 it restores up to 600 when the average MA by this point is 300. It combines very well with ice arrows the ranger can use. You can fully regenerate your magic armour while potentially damaging the enemy in close proximity.

      • Anonymous

        To those wondering why this is a Hydro-Warfare skill:
        In Divinity Original Sin 1, Warfare had a close range healing skill and this is most likely a reference to said skill.

        • Anonymous

          "up to" 34 magic armor doesn't seem like. Actually seems really low considering at the beginning of Act 3 (first quarter of the game) I already have 200-300 magic armor points. 30 magic armor barely covers half or a third of the damage of a single attack from a single enemy. Is that '34' number final or does it scale?

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