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 | |
1 | +1 Single-Handed |
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 |
12 Constitution | Defeating Dallis, Act 2 Start |
Amadio | 1 | +1 Strength |
12 Constitution | Trader Haran, Driftwood Market |
Lucio | 1 |
+3 Strength |
14 Constitution | Inside a chest outside of Arx, buried near X:343, Y:124 |
Kemm's Deflector | 1 |
+6 Constitution |
14 Constitution | On Lord Kemm at Arx |
An Maflin | 1 |
+5 Strength |
14 Constitution | Vault of Linder Kemm at The Arx |
- Anonymous
* Ahn Maflin - doesn't give "set deflecting" no more - instead it gives "death wish".
- Anonymous
What are the rune slots in shields for? Haven't found any use for them up to Act 3.
- Anonymous
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.
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
1
+10
-1