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DOS2:Cork: Difference between revisions

Paladin in Fort Joy
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{{SEO
{{SEO
| description = Paladin Cork is in the Magister tower of Fort Joy during Act 1 of Divinity: Original Sin 2 (DOS2).
| description = Paladin Cork is in Fort Joy during Act 1 of Divinity: Original Sin 2 (DOS2).
| image = Icon DOS2 Cork.png}}
| image = Icon DOS2 Cork.png}}
{{Infobox DOS2 character
{{Infobox DOS2 character
Line 7: Line 7:
| gender = Male
| gender = Male
| race = Human
| race = Human
| faction =  
| faction = {{DOS2|Paladins of the Divine Order}}
| level = 4
| vit = 103
| pa = 53
| ma = 16
| str = 12
| fin = 11
| int = 11
| con = 12
| mem = 12
| wit = 11
| id = c01e16ca-ce9a-48c8-ac36-90ef7de12404}}
| id = c01e16ca-ce9a-48c8-ac36-90ef7de12404}}


'''Paladin Cork''' is in the Magister tower of [[Fort Joy]] during [[Act One (DOS2)|Act One]] of ''[[Divinity: Original Sin II]]''.
'''Paladin Cork''' is in {{DOS2|Fort Joy}} during {{DOS2|Act One}} of ''[[Divinity: Original Sin II]]''.


== Involvement ==
== Involvement ==
=== Act One ===
=== Act One ===
Cork is arguing with a Magister at {{Coords DOS2|279|196}}. Entering the vicinity immediately triggers combat, with different outcomes depending on whether Cork survives.
Cork is arguing with a {{DOS2|Magisters of the Divine Order|Magister}} at {{Coords DOS2|279|196}}. Entering the vicinity immediately triggers combat, with different outcomes depending on whether Cork survives.


If Cork survives, the party receive an extra 2000 [[Experience|XP]] for saving him, and he plans to report the incident to his grandmaster, [[Lord Kemm]]. Before parting ways, he says there's nowhere left to go but the [[Hollow Marshes]].
If Cork survives, the party receive an extra 2000 XP for saving him, and he plans to report the incident to his grandmaster, {{DOS2|Linder Kemm}}. Before parting ways, he says there's nowhere left to go but the {{DOS2|Hollow Marshes}}.


{{SHORTDESC:Character (DOS2)}}
{{SHORTDESC:Paladin in Fort Joy}}
[[Category:Characters in DOS2]]
[[Category:Characters in DOS2]]
[[Category:Characters in Fort Joy Ghetto in DOS2]]
[[Category:Characters in Fort Joy in DOS2]]
[[Category:Humans in DOS2]]
[[Category:Humans in Fort Joy in DOS2]]
[[Category:Paladins in DOS2]]
[[Category:Paladins in Fort Joy in DOS2]]

Latest revision as of 17:15, 14 May 2026

{{#seo| description = Paladin Cork is in Fort Joy during Act 1 of Divinity: Original Sin 2 (DOS2).| image = Icon DOS2 Cork.png| keywords = Cork, Divinity Wiki, Wiki, Divinity Original Sin 2, Divinity Original Sin 2 Wiki, Divinity Original Sin 1, Divinity Original Sin 1 Wiki, Divinity Original Sin, Divinity Original Sin Wiki, Divine Divinity, Divine Divinity Wiki, Beyond Divinity, Beyond Divinity Wiki, Divinity Dragon Commander, Divinity Dragon Commander Wiki, DOS, DOS Wiki, DOS2, DOS2 Wiki| site_name = Divinity Wiki| title = Cork - Divinity Wiki| type = article}}
Cork
AppearancesDivinity: Original Sin II
GenderMale
RaceHuman
FactionPaladins of the Divine Order
Stats

Level 4
Vitality 103
Physical armour 53
Magic armour 16
Strength 12
Finesse 11
Intelligence 11
Constitution 12
Memory 12
Wits 11

Level 4
Vitality
Physical armour
Magic armour
Strength 12
Finesse 11
Intelligence 11
Constitution 12
Memory 12
Wits 11

Level 4
Vitality
Physical armour
Magic armour
Strength 12
Finesse 11
Intelligence 11
Constitution 12
Memory 12
Wits 11

Level 4
Vitality
Physical armour
Magic armour
Strength 12
Finesse 11
Intelligence 11
Constitution 12
Memory 12
Wits 11

Technical
IDc01e16ca-ce9a-48c8-ac36-90ef7de12404

Paladin Cork is in Fort Joy during Act One of Divinity: Original Sin II.

Involvement

Act One

Cork is arguing with a Magister at   X: 279  Y: 196  . Entering the vicinity immediately triggers combat, with different outcomes depending on whether Cork survives.

If Cork survives, the party receive an extra 2000 XP for saving him, and he plans to report the incident to his grandmaster, Linder Kemm. Before parting ways, he says there's nowhere left to go but the Hollow Marshes.