| Level | 4 |
|---|---|
| Vitality | 103 |
| Physical armour | 53 |
| Magic armour | 16 |
| Strength | 12 |
| Finesse | 11 |
| Intelligence | 11 |
| Constitution | 12 |
| Memory | 12 |
| Wits | 11 |
DOS2:Cork: Difference between revisions
Paladin in Fort Joy
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== 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 XP for saving him, and he plans to report the incident to his grandmaster, {{DOS2| | 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:Paladin in Fort Joy}} | {{SHORTDESC:Paladin in Fort Joy}} | ||
[[Category:Characters in DOS2]] | [[Category:Characters in DOS2]] | ||
[[Category:Characters in Fort Joy | [[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]] | |||
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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Appearances | Divinity: Original Sin II | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Gender | Male | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Race | Human | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Faction | Paladins of the Divine Order | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Technical
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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.