Divinity Original Sin 2: Wishful Thinking Quest Guide

Divinity: Original Sin 2‘s bountiful aspect quests are an enormous a part of what give the sport its taste; nevertheless, a few of these are simple to overlook or onerous to completely grasp. Wishful Pondering, which gamers can discover in Act 2, falls into each of those camps. It is simple to stroll proper by the magic lamp that triggers the search, and even simpler to turn into befuddled by the Djinn who lives inside, and the way he doles out rewards and punishments.

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Fortunately, if gamers can perceive the mysterious workings of a Djinn’s thoughts, they’ll come away richer, wiser, or extra highly effective. Here is how to verify gamers get the reward they need from the magic lamp.

The Lamp On The Seashore

Location of the magic lamp

Southwest of Driftwood close to coordinates x:193 y:14, the get together will discover a lamp resting within the sand. Upon interacting with it, players must choose whether or not to rub the lamp or destroy it.

Selecting the latter choice will instantly launch the Djinn and provoke fight (which, as mentioned beneath, some gamers could need to do). Nonetheless, those that select to rub the lamp will get an opportunity to talk to this mystical creature first — and have the chance to be granted a boon.

Persuading The Djinn

djinn persuasion check dialogue

When the Djinn seems, he’ll determine the character who spoke to him as Godwoken — and specific his disdain. Of the dialogue choices out there, the participant ought to choose the one demanding that the Djinn grant three needs. Sadly, he isn’t precisely amenable; the participant might want to persuade him to grant even one want.

Gamers have 4 decisions to pick for the persuasion verify, whereas the fifth dialogue choice results in fight. Nonetheless, be warned: This persuasion verify is totally different from most others within the sport. If the participant passes the verify with sure dialogue choices, they are going to obtain a reward that is probably not fairly what that they had hoped for.

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  • A good reward can be given if the participant chooses both the Intelligence choice, or the Finesse choice with the Mystic tag.
  • A unhealthy reward can be given if the participant selects the Power choice, or the Finesse choice that doesn’t have the Mystic tag.
  • Upon failing the persuasion verify, the Djinn will provoke fight.

Needs & Rewards

Player choosing a wish

As soon as the persuasion verify is handed, the Djinn will permit the participant to make a want. Every one grants a special good or unhealthy reward, relying on how the participant handed the verify described above.

  • Want for energy

    • Good Reward: The get together will obtain the Djinn’s Scimitar, a Stage 9 One-Handed weapon.
    • Dangerous Reward: The get together can be zapped by lightning.
  • Want for wealth

    • Good Reward: Djinn’s Reward, an amulet value a hefty quantity of gold.
    • Dangerous Reward: The get together will obtain the identical merchandise, however marked as stolen, which means that Magisters will try to examine them.
  • Want for data

    • Good Reward: A random Stage 3 talent guide.
    • Dangerous Reward: A youngsters’s guide insulting the mortal races.
  • Want to wipe enemies from one’s sight

    • Good Reward: A Hail Storm scroll.
    • Dangerous Reward: The whole get together is blinded completely (although this may be cured with First Assist or Peace of Thoughts).
  • If one of many six Origin characters speaks to the Djinn, they are going to have a character-specific choice; for instance, the Red Prince will want to return to his throne, whereas Sebille will want to see the Grasp useless. If the participant chooses any of those, the Djinn will refuse, and easily immediate them to choose a special want.

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After granting the want, whether or not the reward was good or unhealthy, the Djinn will vanish and depart the participant with a Hole Lamp value 2000 gold. The hunt will shut, and the get together will obtain 9,750 EXP (or 6,950 in Definitive Version).

Selecting Fight

Party fighting the djinn

For a lot of gamers, the rewards that the Djinn supplies — even the nice ones — aren’t all that priceless, particularly in a while within the sport. Thus, some could discover it extra helpful to easily intiate fight and acquire the expertise for killing the Djinn. As talked about above, the get together will obtain a flat quantity of EXP for accepting a want and shutting the search; nevertheless, for the reason that Djinn’s degree scales with the get together, gamers can doubtlessly earn rather more expertise by accepting the search at, for instance, degree 15, and initiating the combat then.

Throughout fight, the Djinn makes use of primarily Hydrosophist skills. He offers water harm and inflicts Chilled and Frozen on the get together, whereas repeatedly therapeutic himself and boosting his Magic Armor. His Bodily Armor is comparatively low, although, so bodily attackers are the only option to combat him.

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