Divinity: Original Sin 2

Divinity: Original Sin 2

222 ratings
Red Prince Honour Build - Old Demon King (Battlemage)
By Lost Sinner
Battlemage Build Guide for Red Prince or any Lizard. This build is meant for 4-man Party.

Team comp: best goes with a second mage so both can combo spells with each other. Last two should be either ranger or rogue, having a second front-liner is not recommended, since this build involves alot of close range AoE that can friendly-fires.

♦ Also, Recruit or start Red as a Wizard preset, do not start with Battlemage preset. Apparently someone get it wrong, the Battlemage tag in title is just to indicate this build playstyle (up close and personal with magic), you should not start with Battlemage preset since it has STR/Warfare in the preset when i'm clearly use or recommend any of them in the video/guide.

Builds of other party members used in this party:
• Sebille (Rogue): link
• Lohse (Wizard): link
• Ifan (Archer): link
• Honour Walkthrough: link
2
2
   
Award
Favorite
Favorited
Unfavorite
★ Showcase Video
soon..
✎ Stats Distribution
Attributes:
  • 4 points in Wits early on solely for the Initiative then mix with some Peace of Mind buff and Red Prince will able to act among the first in a round when needed.
    e.g: when facing certain encounters and enemies having high phys armour, having your archer going first is isn't exactly a nice idea while allowing Red to go first to dish out some magic damage instead, setting up surfaces for your second wizard to do another burst combo later could be more alot more effective.

  • 2 Consitution early on so you can use shields. Once you reach Act 2, there will be plenty of gears that has +CON, you can then rely on those gears to equip shields and respec all those base points in CON to put them into other useful attributes.

  • Raise Memory slowly just enough to use spells avaiable to you at your current level. Don't spend too much Memory as you always can change up your loadout for different encounters. (e.g: you run into fire monsters, remove your fire spells and grab something else)

  • Max Intelligence as soon as you can, after it hit hard cap (base 40) you can put your focus in Wits for more critchance or some Memory for more spell slots.

  • Let Red Prince take Memory Lesson in Academy ( +5 Memory / -5 STR )
Combat Skills:
  • Red will be using : Aero > Geomancer > Pyro. He is going to be a Disablers so your playstyle with him is about stopping power (CC) first then striking power (dmg) second. Just raise them high enough to use skills early on, 2 points each at level 1-9 is enough. Then 3 points at level 9-16 and finally 5 points each for level 16+ source powers.

  • Atleast 1 Scoundrel for The Pawn and Adrenaline. 2 Necromancy for Death Wish (dmg boost based on missing hp) and Resist Death (prevent death..) which go along well with Death Wish. Atleast 1 Huntsman for two decent crafted-spells: Throw Explosive Trap and Throw Dust.

  • Focus on Polymorph whenever you can for more attributes to spend. Any points left can go to the magic schools depends on what schools you see yourself having fun with the most.

Civil:
  • Thievery then Sneak.

Talents:
You can respec your talents once Lady Vengeance is captured.
  • Elemental Affinity
  • Torturer
  • Savage Sortilege
  • Executioner
  • Mnemonic
  • All Skilled Up
(in the video at 03:58 - I show how Elemental Affinity works and some use tricks about surface shifting, check it out~!)
✎ Gears | Runes | Frames | Aeterfact
Gears:
  • Look out for chest / head / amulet with +Intelligence, there is a good unique armour and amulet for Red to use in Arx (Act 4) -watch video. Head with +Intelligence is rare but they are out there. Grab the rings that have combat skills this build can use. Use +Wits +Critchance for rest of the gears.

  • Also try and focus on gears with +% Fire Resistance because you're going to nuke yourself with Fire alot with Supernova or double Fireball explosion trick using an unique deflecting shield (watch video)

  • For weapons, use Wands with +Intelligence and +Critchance. There is wands with +INT +Initiative +Critchance, they are rare but good thing about playing mages is they don't need to use thier weapons, spells doesn't scale with weapons. So once you find a decent wands, you can keep it forever unless you run into ones with better opts.

  • You gotta to have atleast a few +Consitution as well to equip shields without spending attribute points into CON. They are not rare though, almost every gears out there has +CON

  • Before you get the Deflecting shield in Arx (Act 4), stick with shields that have +initiative. There are shields with +Intelligence but they are extremely rare, only ran into 2 so far.

Runes:
  • Amulet: Flame Rune (+6/9/12% critchance)

  • Armour/Shield: Flame Rune (+9/12/15% Fire Resistance)

  • Weapon: Masterwork Rune (+9/11/13/15% physical damage)

Frames:
  • Amulet: Power Flame (+2/3 Intelligence)

  • Armour/Shield: Power Flame (+2/3 Intelligence)

  • Weapon: Mystical Masterwork (+2/3 Wits)

Eternal Aeterfacts:
It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time.
  • Rings: +1 Scoundrel, +10% Poison Resistance
✎ Abilities Setups
Early Game (1~9)
  • Adrenaline Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.

  • Blinding Radiance: deal damage and blind enemies around you, a blind Aura will remains on you for one turn. Blind is really good even though it's a soft CC as the targets will have limited range, blinded enemies pretty much won't be able to touch your backline or doing anything effective at all unless they cure it.

  • Explosive Traps: Nothing on it own but good when used as a combo with other aoe spells as it will explode the trap as well.

  • Impalement: long range aoe slow cripple attack.

  • Fossil Strike: pretty much a weaker version of Impalement.

  • Throw Dust: long range blind attack, you should use this at the end of your rotations to blind enemies, because it also clear surfaces so it isnt a good idea to use it a starter or mid combo.

  • Supernova: close range aoe , can dmg-self so becareful. Early on it wouldn't be much of a problem but once you get Savage talent, you're going to need some decent Fire Resistance otherwise you will end up nuking yourself.

  • Fireball: ranged aoe damage, you can combo it with Explosive Traps. Once you have the unique shield found in Vault of Linder Kemm in Arx, you can use the deflecting trick and use Fireball as a close range nuke. Just get close to the enemies, then cast it on-self and there will be double explosions. It's pretty much an improvise Supernova, again you're going to need a decent amount of Fire Resistance first or you'll end up nuking yourself.

  • Poison Dart: you can use this to prep surface before battle, poison stay forever with infinite duration. In combat you can use as a quick poke, it's recommended to use on burn enemies.

  • Teleportation: to put enemies in places where they need to be so you can setup your aoe wombo combo.

  • Death Wish: (optional) great dmg boost based on missing HP (e.g: 1 HP = 99% dmg boost) Only equip it when you really need the dmg boost, otherwise remove it and free the slot for other spells..

  • before moving on incase you are not running a hydro mage (i did not), you can always rely on potions or resotration scrolls for heals which are more than enough and objectively more effective than healing spells early on.

Mid Game (10~16)
  • Shield Scrolls; Starting from Act 2 , you will be seeing Fortify or Armour of Frost scrolls inside shops, buy them. They are cheap, this way you don't have to add Fortify or Frost Armour in your loadout.

  • Peace of Mind: a small dmg and initiative boost, also stack some scrolls of them too so you can use to aid your allies incase they eat some debuffs like charmed, mad, blind..etc

  • Spider Legs: pin enemies in place so they won't able to leave your death zone you want them to be in before the combos are delivered.

  • Earthquake: massive aoe slow, can set knockdowns

  • Poison Wave: close range aoe, also grants geomancer immunity allowing cast it onself dealing dmg to enemies that are close to you but instead of damaging you too, it will heal you thanks to Poison Wave with the Poison/Earth immunity.

  • Laser Ray: shoot a beam a line dealing anyone in it, dealing good damage.

  • Superconductor: close / long range aoe as this ability also get bonus from high ground. Everyone inside radius will receive a lightning bolt, the bolt itself has a really small aoe radius, so enemies who stand near together will also take eachother bolts (technically they'd be eating 2 bolts, doubling the damage if you use it on 2 enemy stand close to eachother, triple if 3 targets are next together,...)

  • Inner Demon give you a decent boost in INT, as well as 2 other skills and alot of magic armour. It looks cool but also cheap with only 1 SP 1 AP cost. This means you could always call out your Inner Demon even when you're just doing your normal rotations just for the dmg boost alone.

  • Closed Circuit: close range aoe , you use this at mid game and combo with Inner Demon for some great damage.

Late Game (17~23)
  • Flay Skin: reduce target -50% all resistance, you have to destroy the target magic armour first for the debuff to apply.

  • Tactical Retreat: for positioning.

  • Thunderstorm: a 3 source point power that deals massive aoe shock damage, raining bolts down on enemy inside the radius every turns for whole 3 rounds. Again, the lightning bolts here also have a small AOE just like Superconductor explained above, so use it on enemies that stand close together to maximize the damage output.

  • Grab anything you want for the rest. Like equipping Death Wish and Resist Death when you have some spare slots.
21 Comments
Boretooth 1 Sep, 2023 @ 8:43am 
It isn't surprising that people took the battlemage present for your "battlemage" build regardless of the contents of the video. Just change the name to something other than the exact name of a preset that you don't want them to pick. Geez...
Tomasety III 6 Oct, 2022 @ 3:39am 
Hello Lost Sinner. I don't have much faith asking you this since it has been asked before without a reply, but would be possible to have this build updated level by level progression as the rest of your builds have? Also, I've started the game recently and I wondered why barely none of your mage builds have hydro spells on them.
River 26 Oct, 2021 @ 2:34am 
Can we get a level-by-level progression like you've done with your other build guides? It's a nightmare trying to figure out where points need to be allocated with this.
John Shepard N7117 23 Dec, 2020 @ 4:41pm 
Thank you for the build. I would suggest listing what tree each skill belongs to, for unless you know in advance every skill has to be searched up to see where it can be bought from.

Ease of use so to speak.
LoneWolf 17 Jan, 2020 @ 11:54am 
I don't see the point using Lizard other than Human with Ingenius, or especially Elf with Flesh Sacrifice, other than for fire resistance, which is not necessary. imo Lizard is the weakest race in this game(they also looks disgusting despite how the game tries to tell you how majestic they are). Looks more like a theme build this time. Nevertheless, the build can work with any race. Late game I strongly advice against using supernova if you don't have Living On The Edge buff, as if you build right you may one shot kill yourself just by using it. Currently using the build my self based on the same battlemage build from Sin Tee. There must be a playmaker in your team who deals zero damage and highest Initiative, to teleport/nether swap foes into group and Worm Tremor them, also can give teammates necessary buffs like Haste or PoM so battlemage or other damage dealers can get their full potential without wasting AP to buff themselves. Prebuff works but it's not enough for all.
horusofoz 24 Oct, 2019 @ 3:58am 
Could you please add a stats distribution list as you've done with some of your other builds?
sumgan 3 May, 2019 @ 11:39pm 
Until Int is not 40 (wits is not increasing) Pawn can be more applicable than Savage Sortilege and Executioner for combat-open or CC roles.
Isn't it?
Quentin Corvus 28 Apr, 2019 @ 3:28pm 
What spider's kiss do you recommend taking?
Onion Knight 10 Dec, 2018 @ 3:18pm 
I’m sorry but maybe any way you could make a leveling guide like you do for some of your other builds like the all mother, planning to play red prince as my main but not really sure how to approach it, am a big fan of your other builds
laoshao 1 Oct, 2018 @ 6:50am 
how do you heal yourself when cast supernova?