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DOS2:Cork: Difference between revisions

Character (DOS2)
Created page with "'''Paladin Cork''' is a Paladin you first meet at the magister tower in Fort Joy, in ''Divinity: Original Sin II''. He can be seen arguing with a magister at {{Coords|279|196}}. Entering their vicinity will trigger combat with no prior dialogue, and will have different outcomes depending on whether or not Paladin Cork survives. If he survives, you receive an extra 2000 xp for saving him, and he tells you he will be reporting the inc..."
 
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'''Paladin Cork''' is a [[Paladin]] you first meet at the magister tower in [[Fort Joy]], in [[Divinity: Original Sin II|''Divinity: Original Sin II'']]. He can be seen arguing with a magister at {{Coords|279|196}}. Entering their vicinity will trigger combat with no prior dialogue, and will have different outcomes depending on whether or not Paladin Cork survives.
{{Stub}}
'''Paladin Cork''' is in the [[Magisters of the Divine Order|Magister]] tower of [[Fort Joy]] in ''[[Divinity: Original Sin II]]''.


If he survives, you receive an extra 2000 xp for saving him, and he tells you he will be reporting the incident to his grandmaster, [[Lord Kemm]]. Before parting ways, he says there's nowhere left to go but the [[Hollow Marshes]].
== Involvement ==
=== Act One ===
Cork is arguing with a Magister at {{Coords|279|196}}. Entering their vicinity triggers combat with no prior dialogue, and leads to 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]].
 
{{SHORTDESC:Character (DOS2)}}
[[Category:Characters]]
[[Category:Characters in DOS2]]
[[Category:Characters in Fort Joy]]
[[Category:Characters in DOS2 Fort Joy]]

Revision as of 06:11, 15 February 2026

Paladin Cork is in the Magister tower of Fort Joy in Divinity: Original Sin II.

Involvement

Act One

Cork is arguing with a Magister at Template:Coords. Entering their vicinity triggers combat with no prior dialogue, and leads to 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.