Divinity Original Sin 2 Death Knight
As a result of his abilities and high endurance, he is very useful as a supporting class. Aside from that, you should keep in mind that an appropriately developed knight can deal major damage using a two-hander, and score serious critical hits after developing this ability.
There is still a patrolling Death Knight. You can try to sneak past him if everyone enters Sneaking Mode. However, this isn't necessary: if you time it right, you can run southwest past the Death. For Divinity: Original Sin on the PC, a GameFAQs message board topic titled 'How do I get past these damn Death Knights in the Goblin Mines?'
Divinity Original Sin 2 Multiple Death Knight
Knight is the mainstay of the party, who has to eliminate the most dangerous enemies, and focus their attention on himself. He can shorten the distance in any given moment by knocking down the enemy, cripple him in order to immobilize him, or just eliminate the enemy with one strong hit.
The base parameters for this class can be found below.
Attributes
Knight has two enhanced attributes by default:
Attribute Name | Value | Note |
Strength | +2 | Strength is the main indicator of a knight's effectiveness. A high modifier of this attribute allows him to deal major damage and carrying heavy equipment without slowing down his movements. |
Constitution | +1 | Aside from defensive statistics generated by heavy equipment, the knight has to have serious constitution that will allow him to stay on the battlefield even when his armor is gone. |
Abilities and Talent
W przypadku Rycerza rozwinieto trzy zdolnosci.
Name | Value | Notes |
Warfare | 1 | All the knight's starting skills are concentrated in this area, so an additional capability point is welcome. It is also worth developing it in this direction in order to make it even more effective. |
Two-Handed | 1 | Two-handed weapons are characterized by a passive bonus to the critical damage multiplier, which is a very good match with the Rage skill with which the knight begins his adventure. |
Bartering | 1 | Each point of this ability reduces the cost purchase of items by 10% and increases the price for which you can sell your own items. It is worth to use this character (equipped with objects / abilities increasing Bartering even more) during trade. |
Talent
Opportunist - this talent allows you to perform surprise attacks when an enemy pass by that character or when they want to move away from a Knight It doesn't activate when an enemy performs an attack or action that doesn't require them to move.
Starting Skills
Icon | Name | Notes |
Battering Ram | If you incautiously allowed your enemies to get through the first line, or they are attempting to escape, you can always shorten the distance, knocking the enemies in progress. | |
Crippling Blow | This skill deals serious AoE damage, which works wonders paired with the damage dealt by two-handers. Additional bleeding effect will force the enemies to stay in the range of normal attacks. | |
Battle Stomp | Even if a Knight fights at a short distance, they can still use this medium distance ability and knock down all enemies. This ability helps in protecting team members or paralyzing enemies so you can get closer to them. |
Knight and Races
Race | Predispositions | Notes |
Elf | None | A large discrepancy between modifiers that make an efficient knight, and natural predispositions of elves. |
Human | Average | Taking under advisement the passive bonus to Leadership, high initiative, and racial ability, a human can be very good in such a role. |
Dwarf | High | The natural bonus to strength predestinates the dwarf as a best candidate to begin his travels as a Knight. |
Lizard | None | Even with small correspondences in the modifiers, it cannot be unseen that with the basic statistics, a lizard won't be very good at that role. |
Which abilities are worth choosing?
Divinity Original Sin 2 Mods
A Knight has access to one school, Warfare, which means that they can choose from 4 starting abilities. This class uses two-handed weapons and because of that there is no point in changing anything - the fourth ability from Warfare school, Bouncing Shield, requires a shield which is not used by this class. Because of that you should focus on using other default abilities - Battering Ram, Crippling Blow and Battle Stomp.