Cause target character to teleport in a random direction each time they are attacked. Increases Air Resistance by 40%
Sets Erratic Wisp for 2 turn(s).
Requires Aerotheurge 1
Erratic Wisp is an Aerotheurge Skill in Divinity Original Sin 2.
Erratic Wisp Location
- Combine any Aerotheurge Skill book and any Huntsman Skill book. (Neither can be Source Skills)
- Crafting recipe is given Sir Lora.
- Status set by Ruaney's Boots (boots, Arx)
Erratic Wisp Effects
- There is no craftable scroll for this skill
- Is affected by range bonuses (Far Out Man, Farsight)
- Teleportation only triggers from physical attacks and not magic or elemental damage.
- Won't teleport if an attack is a miss
- Teleportation occurs even if character is crippled, enwebbed or entangled
- Gets teleported twice when hit by a dual-wielding character
Erratic Wisp Builds
Divinity Original Sin 2 Builds: Stormchaser
Divinity Original Sin 2 Builds: Druid
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I imagine this would be good with ruptured tendons.
If you use this spell it'll teleport you to worst places yet if the enemy uses it they'll go to the clutch places where you can't land a single shot. Thats my experience with this skill so far.
Enemy AI seems to have issues considering more than one target in a turn, so this is an oddly effective way of making weapon users waste a bit of their turn. After getting hit once and teleporting, it's likely the enemy will waste AP trying to move to the target's new location, or just skip his turn if it's too far away.
Does the Erratic Wisps still trigger on a missed physical attack? (Due to high dodge chance from Uncanny Evasion, for example)
Combos decently with flaming tongues. Enemy moves to hit you, gets tongues, hits you and then you teleport away. Rinse and repeat.
Most will say this is useless, but if you are an archer and cast this on an enemy, it will be great
Useless talent, just as easy to teleport into danger/fire/poison as to stay safe.
Very unusual but effective tool for archer style builds. Throw an oil flask at the ladder/vines of your high ground and fire a stray shot whenever someone climbs it.
So there's a pretty abusive combo with this and reactive shot from the huntsman tree. If an AI character with erratic wisps enter the reactive shot zone, they'll be shot and teleported away, but since the AI is stupid they'll keep entering the zone and teleported away, which allows you to basically have 3 free attacks and prevent an enemy from getting close to you.
Has anyone tied to use this with Rupture Tendons? Since neither Rupture Tendons or Erratic Wisp are resisted by armor, this might be a useful combo to kill an enemy without having the need to strip the enemy's armor. Just cast RT and then EW and keep attacking the enemy -> Teleporting should kill the enemy, right?
Do notice that from my tests, the target can only be teleported when it is attacked by a physical attack and not magic.
Can you cast it on the enemy?
There are shoes called "Lord Ruaney's Booets" at the cellar/dungeon of the Doctor (Arx), which is locked behind a magic seal.
It is one of a whole set being an "eternal wispy, angelish thing."
Discovered by VegasVolt3ya9a :P