Hydrosophist skills in Divinity: Original Sin 2 are based on your skill-level for damage, healing, and providing magic armor. These skills make your character the main healer of your party, both in and outside combat (allowing you to save precious Action Points to heal your members, and using them instead offensively). In addition, Hydrosophists can freeze blood or water that is spilled on the floor, making enemies slip and take damage, or use Action Points to go around the area instead, allowing you to set up some nice traps. Compared to other school, Hydrosophist deals lowest damage but provide many ways to heal, AoE counters for mages and terrain advantages.
Hydrosophist Skill Books
- Rezik - Fort Joy
- Trader Bree - Driftwood
- Simone - Sanctuary of Amadia, Lady Vengeance
- Elf Stormchanter - Elven Camp
- Almira - Paradise Downs, Lady Vengeance
- Lizard Dreamer - South of Temple of Rhalic, Nameless Isle (Region)
- Trayde the Merchant - Temple of Tir-Cendelius, Nameless Isle (Region)
- Trader Aravae, Trader Friel - The Arx
Divinity Original Sin 2 Hydrosophist Skills
Name | Req | Mem | AP | SP | CD | Res | Scale | Range | Description |
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Ice forms a defensive barrier around the target, providing [X] Magic Armour. Cures Burning, Poisoned, Stunned, Frozen, Suffocating and Petrified. | ||||||||
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- | 4 | - | - | 13m | Set Magic Shell for 3 turn(s). | |
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Create a spreading water surface which douses fires. Set Wet status on characters in the area. | ||||||||
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- | 6 | - | - | 8m | Set Wet for 1 turn(s). 10m radius | |
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Restore Vitality of a target character. Restoration also cures Poisoned and Bleeding. | ||||||||
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- | 4 | - | Hydrosophist | 13m | Restore [X] Vitality for 2 turn(s). |
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Icicles fall from the sky, chilling enemies and dealing water damage. They create ice surfaces where they hit the ground. | ||||||||
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Int | 13m | Set Chilled for 2 turn(s). Strikes 3 circles with 1m Explode Radius each | |
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Consume Frozen surfaces around you and convert them to Magic Armour. Removes Burning and Necrofire. | ||||||||
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- | 3 | - | - | - | Restore up to [X] Magic Armour depending on relevant surface area. | |
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Three healing tears circle around you. Everytime an ally walks into melee range near you, a healing tear bathes them. | ||||||||
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- | 5 | - | - | - | Set Healing Tears for 3 Turn(s) | |
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Set Vampiric Hunger on target character, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitality. | ||||||||
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- | 5 | - | - | 2m | Set Vampiric Hunger for 2 Turn(s) | |
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Heal target and create a water puddle beneath them. Remove Burning, Diseased, Decaying Touch, Poisoned, Bleeding, Suffocation and Acid. | ||||||||
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- | 5 | - | - | 2m | Restore [X] Vitality | |
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Regenerate Magic Armour for all allies around caster. | ||||||||
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- | 3 | - | - | - | Restore [X] Magic Armour for 3 turn(s). | |
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Deal [X] Water Damage and set Chilled status on characters in the area. Freeze blood and water surfaces. | ||||||||
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Int | 13m | Set Chilled for 2 Turn(s) | |
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Target 3 positions and shoot an ice shard at each one, dealing [X] Water Damage and making targets Chilled. | ||||||||
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- | 4 | ![]() |
Int | 13m | Set Chilled for 1 turn(s). | |
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Set Chilled on enemies around you and deal [X] Water Damage. Freeze all succeptible surfaces. | ||||||||
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Int | - | Set Chilled for 3 turn(s). | |
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Target ally becomes immune to all damage, and heals over time. Removes Shackles of Pain. | ||||||||
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- | 4 | - | - | 13m | Set Permafrost for 1 Turn(s) | |
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Shoot a bolt of healing energy that will jump to nearby allies. | ||||||||
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- | 5 | - | - | 13m | Restore [X] Vitality | |
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Heal yourself and allies around you. Create a water puddle beneath every target. Remove Necrofire, Burning, Diseased, Decaying Touch, Poisoned, Bleeding, Suffocation and Acid. | ||||||||
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5 | - | - | - | Restore [X] Vitality | |
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Set Vampiric Hunger Aura on every ally around you, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitality. | ||||||||
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5 | - | - | -- | Set Vampiric Hunger Aura for 2 Turn(s) | |
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Each ally consumes Frozen surfaces around them, converting the frozen surfaces to Magic Armour. | ||||||||
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5 | - | - | - | Restore up to [X] Magic Armour depending on relevant surface area. | |
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Targets in the cone that are frozen and under 10% Vitality shatter and instantly die. Otherwise they receive [X] Water Damage and become Frozen. | ||||||||
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- | 6 | ![]() |
Int | 8m | Instantly kill targets with Frozen status below 10% Vitality. Set Frozen for 1 Turn(s) |
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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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4 | - | - | 13m | Restore [X] Magic Armour | |
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Releases a stream of Blessed Steam that heals characters in its path. | ||||||||
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3 | - | - | 13m | Restore [X] Vitality for 3 Turn(s) | |
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20 ice shards fall from the sky, each dealing [X] Water Damage to characters within 13m range from impact. | ||||||||
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Int | 13m | Set Chilled for 1 turn(s). 4m Explode Radius | |
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Sets off a chain reaction that causes ice areas to explode into water puddles, dealing water damage and setting Chilled. | ||||||||
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- Anonymous
Wow, this skill tree is sooooo balanced lol.
Imagine lone wolf with elemental affinity:
Adrenaline, rain, hail storm, winter blast, ice fan on one target, and finish off with Ice breaker.
(It would be stronger with savage sortilege, hothead, maxed scoundrel, maxed 2 handed, and maxed hydro.)
- Anonymous
- Anonymous
- Anonymous
The hydro tree is a bit difficult to assess. The healing is nice and clear, but I lacked an ice elemental, or I would split frost and water magic into special skill trees. I was still missing a little spell like an ice mirror shield that reflects magic and dampens damage. Or some better syngeries with other magic schools besides air. I would have liked to freeze enemies and break them with a rock attack and do a lot of damage e.g. Frost was not a half thing or a whole thing. Somehow no comparison to e.g. Geo ..
- Anonymous
I wish this type of magic had some damage, i equiped it to my physical damage dealer wich is a undead (so he cant heal from the ehaling spells). I though water did more damage
- Anonymous
In the Frost Paladin build you say that Ice Breaker dont scale with brother Str not Int, but in the description above it says that it svales with Int. Which alternative is the true one? Thx!
- Anonymous
Hydrosophist is my favourite, and main, school in this game, whenever I'm playing again. STEAM version has an acess to Workshop, where many talented people are modding those skills, adding something new, or balancing them. If not for achievments, I like to play with mods installed, just for fun. In classic version, Lone Wolf Hydrosophist can deal massive amount of damage to the undead (thanks to the healing spells) and still be pain in the arse to other enemies. It's good to invest in Summoning (for Soulmate, Rallying Cry, the Inner Demon), Huntsman (for First Aid, Elemental Arrowheads), Polymorph (for Apotheosis, ofc), Scoundrel (Adrenaline, Cloak and Dagger), and Necromancy (Soul Shackles, Last Rites) I finished the honor mode (on classic) with the investment like above, plus with Ifan Ben-Mezd, whom I made a long-sword fighter. Giving your tank Living Armor talent lets you regenerate Magic Armor on them, without relying of Soothing Cold and Armor of Frost too much. Soulmate creates a link, that shares heals and magic armor regeneration, so if they are out of range, you can always cast it on yourself. If your tank has high Warfare, it's a crime to not give them Picture of Health talent. I risked, and gave my tank Leech, and I had Blood Rain. Worked like a charm. TL;DR - this school is great, made me finish the game in honor mode with just blood and tears, but not sweat.
- Anonymous
Bit of a shame most of the hydro spells are either 1 or 3 AP, so in the former case, Elemental Affinity literally does nothing. Pyro gets Haste which is broken, why can't Hydro get a good AP economy?
- Anonymous
Steam Lance can be bought from vendors upon reaching level 13.
- Anonymous
Deep freeze proc instakill with 20% or 10%. Currently inconsistent in description.
Decaying touch go brrrrr
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