Warfare Skills in Divinity: Original Sin 2 are based on your current weapon scaling. These skills are focused around dealing direct damage to the target and increase the team's damage output. Some skills provide heavy crowd control Status Effects such as Knocked Down, Cripple and Taunt.
Scaling: Skills using weapons to deal damage will have attribute scaling depending on main-hand weapon.
When using a staff or wand(s), all abilities that scale with weapon damage are converted into magic damage based on the staff's element or wands element(s) (if dual wielding) and will gain bonuses from intelligence. Please note that this damage does not benefit from warfares leveling bonus of 5% physical damage per combat point as the damage is no longer physical. Also note that many Warfare Skills require a melee weapon on main hand, which Wands are not.
Warfare Skill Books Vendors
- Kalias - Caverns outside Fort Joy
- Trader Haran - Driftwood
- Gareth - Northern Ruins, Sanctuary of Amadia, Lady Vengeance
- Paladin Thom Hardwin - Paladin Bridgehead, Reaper's Coast
- Elf Thorndancer - Elven Camp, Reaper's Coast
- Black Ring Quartermaster - South of Temple of Rhalic, Nameless Isle (Region)
- The Lost Knight - Temple of Tir-Cendelius, Nameless Isle (Region)
- Trader Fionola - The Arx
Divinity Original Sin 2 Warfare Skills
Name | Req | Mem | AP | SP | CD | Res | Scale | Range | Description |
|
Rush forward in a straight line, to a designated point, hitting all enemies in your path for 50% weapon damage and setting Knockdown. | ||||||||
![]() |
1 | ![]() |
- | 5 | ![]() |
Dynamic | 12m | Set Knocked Down for 1 turn(s). |
|
|
Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 60% weapon damage. Also clears non-cursed surfaces and clouds. | ||||||||
![]() |
1 | ![]() |
- | 4 | ![]() |
Dynamic | 10m | Set Knocked Down for 1 turn(s). 4m wide cone. |
|
|
Throw your shield at an enemy dealing 75% physical damage. Shield can bounce to another enemy in 5m range. | ||||||||
![]() |
1 | ![]() |
- | 2 | n/a | n/a | 13m | Damage is based on the 70-77% Physical Armour of your shield. Require Shield. |
|
|
Cripple the target with a sweeping blow, and all characters around it. Deals 115% weapon damage. | ||||||||
![]() |
1 | ![]() |
- | 3 | ![]() |
Dynamic | 3m | Set Crippled for 1 turn(s). |
|
|
Jump from one target to another, hitting up to 2 targets, dealing 70% weapon damage to each. Targets are chosen randomly in a 10m radius. | ||||||||
![]() |
1 | ![]() |
- | 3 | n/a | Dynamic | 8m | Require Melee weapon. Scale depending on main weapon. |
|
|
Projectiles that hit you are reflected back at the caster. This does not prevent the original projectile effects. Provides [X] Physical Armour. Requires a shield. | ||||||||
![]() |
1 | ![]() |
- | 5 | n/a | n/a | -- | Set Deflecting for 3 turn(s). | |
|
Motivate an allied character with the power of rage. Target allied character is guaranteed to land critical hits with basic attacks and weapon skills, but is muted. Clears Taunted, Terrified, Charmed, Mad and Clear-Minded statuses. | ||||||||
![]() |
1 | ![]() |
- | 5 | n/a | n/a | 2m | Set Enraged for 1 turn(s). | |
|
Leap through the air to a target position, creating a fire surface upon landing. | ||||||||
![]() |
1 | ![]() |
- | 4 | n/a | n/a | 13m | - | |
|
Taunt the enemies around you. Provoke and tease them so that they want to attack you. | ||||||||
![]() |
1 | ![]() |
- | 5 | none | n/a | -- | Set Taunted for 1 turn(s). | |
|
Perform a whirlwind attack, hitting enemies around you for 100% weapon damage. | ||||||||
![]() |
1 | ![]() |
- | 3 | ![]() |
Dynamic | 4.5m | Require Melee weapon. Scale depending on main weapon. |
|
|
Mark target enemy. If they die in the next 3 turns, you are healed and receive damage and armour bonuses. If target survives, their Vitality is healed to full and caster receives damage. | ||||||||
![]() |
1 | - | 5 | n/a | n/a | 13m | Apply Challenge to target, betting whether they will be dead in 3 turn(s). | ||
|
Allies in melee range redirect 50% of received damage to you. | ||||||||
![]() |
1 | ![]() |
- | 6 | n/a | n/a | -- | Set Guardian Angel Aura for 2 turn(s). | |
|
Attack five times with astonishing speed, each hit dealing 60% weapon damage. | ||||||||
![]() |
2 | ![]() |
![]() |
6 | n/a | Dynamic | 2.5m | Scale depending on main weapon. | |
|
The more the merrier! Gain a damage boost for every nearby character. | ||||||||
![]() |
2 | ![]() |
![]() |
4 | n/a | n/a | -- | Set Thick of the Fight for 2 turn(s). | |
|
Deals 150% weapon damage. If your Physical Armour is higher than your opponent's, destroy all their Physical Armour. Can set Knocked Down. | ||||||||
![]() |
3 | ![]() |
![]() |
3 | ![]() |
Dynamic | Set Knocked Down for 1 turn(s). |
- Anonymous
In honour mode, I tried a solo run where I can only attack using bouncing shield. I allowed passive spells like nether swap, death wish, thick of the fight etc... I allowed teleport even though that does damage.
Went pretty well, ****ing murdered by Aetera though.
- Anonymous
If thinking shennanigans from magic schools are not for you then let me tell you about simplistic beauty of physical resistances and meele hits. It's perfect
- Anonymous
Onslaught scales extremely well with Enrage and can easily destroy opponents in just one turn, even bosses with appropriate gear and talents
Don't forget my fellow casters, these skills can help you bring the pain too with skills like whirlwind and such. They will scale off your INT and turn your staff into a weapon of destruction! Solid skills for every class or roll.
- Anonymous
Can't believe Warfare doesn't have a heal anymore (like the old Man-at-Arms). Bleak
- Anonymous
The ap cost of Battering Ram(50% damage)/Battle Stomp(60%)/Onslaught(250%/4a2s) should be reduced. Bouncing Shield is a little op, probably should get a nerf. Phoenix dive should give fire immunity for one turn(Creating a small Fire surface is almost useless except for pyro mage, also vendors should be selling this skill at level 4 instead of 9)
I would greatly appreciate it if instead of all the Deal [X] physical damage, we got 100% of 60% of 120% physical damage (Meaning what are the percentages) for the tooltips like the Huntsman skills in the wiki. Thanks.
- Anonymous
Why scaling changed to Str/Fin?Isn't the scaling supposed to change depending on the weapon.If you have Staffmthen the scaling is INT,right?
- Anonymous
Some of these scale with weapon damage, such as Battering Ram. If you switch to daggers or a staff, you'll get a different tooltip. This is why an Inquisitor (2H+Int+warfare+spells) or fighter/rogue (dagger+scoundrel+warfare) scales well enough to work.
- Anonymous
Love it or hate it, but this is the most universally usable mastery, given that almost all skills scale with your melee weapon, no matter what kind.
Strength: 90% of your Skills revolve around Warfare anyway.
Finesse: Warfare skills can backstab and grant your rogue some nice knockdowns. You can also use a spear and profit from the massive range they have.
Intelligence: Everthing deals damage based on the element of your Staff, so if you're not using wands, this opens a ton of new skills for you. Especially a pyro with only 2 points in warfare will deal insane amounts of damage thanks to Spark Striker.
And if you're a tank who mainly just takes constitution, you still get valuable knockdowns and mobility skills to help yourself and your team.
Let alone Bouncing Shield, which is THE must have skill for any tank.
2
+10
-1