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DOS2:Cork: Difference between revisions
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'''Paladin Cork''' is in the [[Magisters of the Divine Order|Magister]] tower of [[Fort Joy]] in ''[[Divinity: Original Sin II]]''. | '''Paladin Cork''' is in the [[Magisters of the Divine Order|Magister]] tower of [[Fort Joy]] in ''[[Divinity: Original Sin II]]''. | ||
== Involvement == | == Involvement == | ||
=== Act One === | === Act One === | ||
Cork is arguing with a Magister at {{Coords|279|196}}. Entering | 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 [[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 [[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]]. | ||
Revision as of 08:35, 16 February 2026
| This article is a stub and still under development! |
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| Appearances | Divinity: Original Sin II | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Gender | Male | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 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.