

Using a staff nets me more skill points at the cost of the utility of wands. The downside is I will need to invest points in dual-wield to make use of my wands. Wands also have the benefit of 2 elements (a different element in each hand), so if I find I'm in need of burning some oil and electrifying some water, I can do both without a weapon swap. The way I currently see it, using a staff I can only manipulate the environment through Staff of Magus once per turn, whereas wands I can target different areas as long as my AP allows. My problem is I can't decide which weapon to use.Īs I'm hoping to be spending most of my turns casting spells, the main purpose of either weapon for me will be for ground effects (burning oil, electrifying water, etc.). I'm just getting ready to start a new game with a buddy of mine in Enhanced Edition, and want to build a mage. I generally will increase INT and Speed at a rate of 2:1 on a wander mage depending on my gear bonuses.

If your wander is a mage/caster already, pump INT and put any skillpoints you want to spend on wand ability into dual wielding to reduce the AP usage and help the offhand. Help with progression (purging wands) DOS2 Help So somehow in my game, Gratiana is dead and I have sold my purging wands to vendors, which are now just empty wands (I bought them back, but they are all called ‘drained wand’. This is a great weapon for any rangers or wayfarers who dabble in Necromancy, although even without that it has pretty nice damage and critical damage for any ranged character with a preference for bows. Vard D'Layal provides +2 Finesse, +1 Necromancer and +15% Life Steal. RELATED: 10 Ways To Level Up Fast In Divinity: Original Sin II.

The purging wand has an orange background. If you did any of these things you have a wand. Also there's one from Radeka the Witch (in the disgusting Blood Rose cave). The room with soul jars (5 real soul jars not traps) after Trompdoy's illusions.
