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DOS2:Cork: Difference between revisions
Character in the Magister tower
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| id = c01e16ca-ce9a-48c8-ac36-90ef7de12404}} | | id = c01e16ca-ce9a-48c8-ac36-90ef7de12404}} | ||
'''Paladin Cork''' is in the Magister tower of | '''Paladin Cork''' is in the Magister tower of {{DOS2|Fort Joy}} during {{DOS2|Act One}} of ''[[Divinity: Original Sin II]]''. | ||
== Involvement == | == Involvement == | ||
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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 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 | If Cork survives, the party receive an extra 2000 XP for saving him, and he plans to report the incident to his grandmaster, {{DOS2|Lord Kemm}}. Before parting ways, he says there's nowhere left to go but the {{DOS2|Hollow Marshes}}. | ||
{{SHORTDESC:Character | {{SHORTDESC:Character in the Magister tower}} | ||
[[Category:Characters in DOS2]] | [[Category:Characters in DOS2]] | ||
[[Category:Characters in Fort Joy Ghetto in DOS2]] | [[Category:Characters in Fort Joy Ghetto in DOS2]] | ||
Revision as of 22:54, 26 February 2026
{{#seo| description = Paladin Cork is in the Magister tower of 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Technical
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Paladin Cork is in the Magister tower of 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, Lord Kemm. Before parting ways, he says there's nowhere left to go but the Hollow Marshes.