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DOS2:Cork: Difference between revisions

Character (DOS2)
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{{Stub}}
{{Stub}}
{{Infobox DOS2 character
| appearances = dos2
| image =
| gender = Male
| race =
| faction =
| id = c01e16ca-ce9a-48c8-ac36-90ef7de12404}}
'''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 their vicinity triggers combat with no prior dialogue, and leads to 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 [[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

Cork
AppearancesDivinity: Original Sin II
GenderMale

Level
Vitality
Physical armour
Magic armour
Strength
Finesse
Intelligence
Constitution
Memory
Wits

Level
Vitality
Physical armour
Magic armour
Strength
Finesse
Intelligence
Constitution
Memory
Wits

Level
Vitality
Physical armour
Magic armour
Strength
Finesse
Intelligence
Constitution
Memory
Wits

Level
Vitality
Physical armour
Magic armour
Strength
Finesse
Intelligence
Constitution
Memory
Wits

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

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.