Shields in Divinity: Original Sin 2 will be covered on this page.

 

Shields

 

Name

Slots

Effects

Reqs

Location

Magister Carin's Shield   +1 Lucky Charm 11 Constitution Fort Joy Prison, dropped by Magister Carin

Knaap

 1

+1 Single-Handed
+1 Perseverance
+5% Dodging

11 Constitution

Sold by Exter (Fort Joy Seeker hideout)
Magister Shield   ?? ?? ??
Crab Shield   ??

??

??
Paladin Shield   ?? ?? ??
Seeker Shield   ?? ?? ??
Magister Shield Gold   ?? ?? ??
Dwarves Shield   ?? ?? ??
Lizard's Shield   ?? ?? ??
Elves Shield   ?? ?? ??
Wooden Shield   ?? ?? ??
Radiant Aegis  1

+2 Intelligence
+3 Constitution
+1 Wits+1 
+10% Block
Grants Blinding Radiance instead of Shields Up

12 Constitution Defeating Dallis, Act 2 Start
Amadio 1

+1 Strength
+1 Single Handed
+1 Polymorph
+5% Dodging
Reflect 10% of the melee damage as physical damage

12 Constitution Trader Haran, Driftwood Market
Lucio

1

+3 Strength
+5% Fire Resistence
+5% Water Resistence
+5% Earth Resistence
+5% Air Resistence
+1 Single Handed
+1 Perserverance
+5% Dodging
Reflect 10% of the melee damage as physical damage

14 Constitution Inside a chest outside of Arx, buried near X:343, Y:124 
Kemm's Deflector

1

+6 Constitution
+1 Perseverance
Set Deflecting 
15% block chance

14 Constitution On Lord Kemm at Arx
Ahn Maflin

1

+5 Strength
+2 Constitution
+1 Warfare
+1 Single-Handed
+1 Polymorph
+6 Initiative
+0.1 Movement
+10% Dodging
Reflect 10% of melee damage as physical damage
Set Deflecting
20% block chance 

14 Constitution Lord Kemm's Vault at Arx

 




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    • Anonymous

      02 May 2019 22:44  

      livewood shield from the sawmill close to the fletcher, a reward from completing the quest you get from the log 13 con lvl 14 shield I believe +1 warfare +1 perseverence

      • Anonymous

        25 Sep 2017 17:49  

        In my opinions, shields are almost worthless in this game, especially on the higher difficulties. Battles are often decided by who can effectively CC their opponents first and favors offense to defense.

        AI is programmed to target mages/archers/rogues etc. first and without any real way for melee classes to peel/aggro there is absolutely no use to making a tank character. Hell, the summoner skill incarnate is infinitely better at tanking because it gets the Taunt ability which can pull aggro.

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