[Top 15] Divinity: Original Sin 2 Best Weapons That Are Powerful (And How To Get Them)

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Updated:
24 Aug 2022

Divinity: Original Sin 2 is a vast world of fantasy and discovery. You’ll find yourself focused on combat strategy or laughing out loud at goofy moments in game. It’s an immensely immersive experience that’ll have you hooked for hours on end.

The game takes you and your party to several situations unique to one another. How you handle them will vary greatly depending on your choices and the resources you’ve gathered. One of the most important would be the gear you bring to combat.

Today we’re listing 15 of the most powerful weapons in the game. You won’t be holding onto them for long as you level up, but they make a huge impact and can spell the difference between victory and defeat in your encounters.

15. Shadow’s Eye (Best for Archers)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/fort-joy?locationIds=34050

The benefit this crossbow brings to the early game shouldn’t be downplayed. Shadow’s Eye provides your archer with a much needed upgrade. It comes at a stage when your team is low-level and undergeared. 

The crossbow pierces armour in addition to its high damage. It also grants the use of Chameleon Cloak, a skill that gives you invisibility for two turns. These make for a solid weapon that’ll carry you through most (if not all) of Act 1.

You need Ifan in your party if you want to acquire this. Speak with Magister Borris to begin the quest then look for Zaleskar. He’s outside Fort Joy just across the drawbridge.

What Shadow’s Eye excels in:

  • Piercing. This damage type is rare in the game, so for you to land a crossbow with guaranteed piercing damage is very good.
  • Utility. Chameleon Cloak is one of the best skills in the game. Literally any build can benefit from having 2-turn invisibility. Not only does it minimise risk to you, but it also helps you manage cooldowns better.

Shadow’s Eye full details: https://divinity.fandom.com/wiki/Shadow's_Eye

14. Fang of the the Winter Dragon (Best for Necromancers)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/fort-joy?locationIds=34210

Far east of Fort Joy lies Slane the Winter Dragon bound and beaten by the witch, Radeka. Both characters are part of The Purged Dragon side quest. Its ending gives you a choice: free the dragon or kill him.

Now, I’m not saying you should kill Slane. But if you do, you loot a powerful one-handed sword. The weapon’s stat bonuses are significant for the early game and remain useful partway through Act 2.

What Fang of the Winter Dragon excels in:

  • Versatility. Casters can use this as a stat stick and warrior-types can dual-wield it with another weapon (or shield) if they don’t have a decent two-hander.
  • Meeting gear requirements. If you’re building strength, you normally wear STR-based gear. The effect is high physical armour but low magical armour. The same is true when building INT. However, having +1 STR and +1 INT from this sword can help you find balance between armour ratings.

Fang of the Winter Dragon full details: https://divinityoriginalsin2.wiki.fextralife.com/Fang+of+the+Winter+Dragon

13. The Reckoning (Best for Knights and Necromancers)

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How to get it: https://www.youtube.com/watch?v=R_0tpZjNzBs

The strongest unique two-hander in Act 1 and also the most easily missed. Dallis drops this weapon when she transforms into a dragon and escapes in any of two scenarios. Start a fight at the gates of Fort Joy or teleport her into the fray during the raid of the Lady Vengeance.

You won’t think to do these given the level gap between your parties. I sure didn’t! That’s why it’s so easy to miss out on this drop. The stats of The Reckoning will depend on when you acquire it, but they’re formidable in either scenario.

What The Reckoning excels in:

  • Stat bonuses. A two-hander with +2 STR and +2 Necromancy is rare in Act 1. That’s a big damage and lifesteal boost early in the game. It gives you a little flexibility with your spell options too.
  • Meeting gear requirements. Similar logic to Fang of the Winter Dragon, but The Reckoning provides +2 STR and +2 INT so you’re qualified for even better armour.

The Reckoning full details: https://divinityoriginalsin2.wiki.fextralife.com/The+Reckoning

12. Blazing Justice (Best for Casters and Battlemages)

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How to get it: https://www.youtube.com/watch?v=TTyYK71y8zM

If you take The Reckoning at the Fort Joy gates, Dallis won’t drop it again at her Lady Vengeance raid. Instead, you get a one-handed mace that gives crazy stat bonuses and grants the use of Phoenix Dive.

The +2 memory alone is great for the early game. That’s two free skills for upcoming fights. Otherwise, you can use it as leeway to respec points to your main stat. With an empty rune slot and other stats in mind, Blazing Justice is a solid weapon to start Act 2 with.

What Blazing Justice excels in:

  • Mobility. A decent build normally takes a jump skill, so for you to have access to a second in Phoenix Dive gives you flexibility on the battlefield.
  • Versatility. Casters can use this as a stat stick and warriors can dual-wield it with another weapon (or shield) if they don’t have a decent two-hander.
  • Meeting gear requirements. Similar logic to Fang of the Winter Dragon, but Blazing Justice provides +2 STR and +2 INT so you’re qualified for better armour.

Blazing Justice full details: https://divinityoriginalsin2.wiki.fextralife.com/Blazing+Justice

11. Morning’s Light (Best for Archers)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/reapers-coast?locationIds=35334

Morning’s Light is just straight up a decent bow. Each of its stats suit ranged physical damage. None go to waste in other schools. It even has an empty rune slot.

Its on-hit utility is worth considering too. If your target’s magic armour is stripped, the bow Marks it. This reduces dodge chance and prevents the enemy from going invisible.

The bow is looted upon killing Corbin Day. Whether this is a good idea or not is debatable. On one hand, Corbin is the only NPC that can upgrade weapons to higher levels. On the other, you can do this yourself by buying the materials from the Sorcerous Sundries vendors.

Morning’s Light excels in:

  • Ranged physical damage stats. Finesse, Huntsman, and Ranged all modify the damage you do from afar. Morning’s light is extremely effective in its simplicity.
  • Base damage. It's decent considering the point in the game you get it at.

Morning’s Light full details: https://steamcommunity.com/sharedfiles/filedetails/?id=1583599146

10. Lohar’s Two-Handed Source Hammer (Best for Knights/Fighters)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/reapers-coast?locationIds=34582

This hulking hammer is excellent for the mid-game. It has huge damage, great stat bonuses, and intense crit modifiers. The use of Onslaught, a skill that lets you attack 5 times in a row, is a welcome bonus. 

Take the quest from Lohar to deal with Mordus. Once accomplished, loot the amulet from Mordus then bring it to Lohar. He’ll reward you with the Hammer for a job well done.

What Lohar’s Two-Handed Source Hammer excels in:

  • Raw damage. Not only are the base numbers of the weapon high, but the stat bonuses of the weapon are solely focused on increasing damage of melee strength builds. Some argue, that a level 20 version of the hammer could be the strongest two-hander in the game.

Lohar’s Two-Handed Source Hammer full details: https://divinityoriginalsin2.wiki.fextralife.com/Lohar's+Two-Handed+Source+Hammer

9. Eternal Stormblade (Best for All Casters)

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How to get it: https://www.youtube.com/watch?v=dyNjgDiNYNU

Melee dual-wielding builds, while viable, aren’t the most powerful in D:OS2 (except dual-wielding daggers). The same can be said for shield-and-sword set-ups. However, this one-handed sword makes it to the list because it’s a strong stat-stick for casters in the mid-game.

The Eternal Stormblade grants +3 to memory which can be used to learn spells. If you’re good on that front, respec excess memory to INT or Wits. What you really want this sword for is the 15% crit chance. The +6 initiative is just gravy.

The Eternal Stormblade is found in the Murky Cave northeast of your docking point on the Nameless Isle. You’ll have to get through a tough fight with 4 elemental guardians after taking the sword from the stone pedestal King Arthur style.

The Eternal Stormblade excels in:

  • Spell critical chance. You’ll need two wands to get 15%, if you can even get that close. Getting that from Eternal Stormblade allows you to go even higher when a wand with critical chance is equipped on the other hand.
  • Flexibility. Excess memory can placed in INT for a 15% damage boost or Wits for additional 3% crit chance.

Eternal Stormblade full details: https://tidbi.ru/DOS2/eng/item.php?item=2189

8. Deiseis Riveil (Best for Archers)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/arx?locationIds=41537

This bow is exceptional for many reasons, one of which is that it’s the only bow in the game that cleaves. Archers deal intense physical damage in D:OS2, especially when they crit. So to give them 25% cleave is incredibly useful.

Deiseis Riveil comes with all the stats archers want in a bow, and then some. The bow has a 25% chance to cause Bleeding on a target. It also grants the use of Glitter Dust, which lowers enemy dodge chance and prevents them from going invisible.

You may purchase Deiseis Riveil from Trader Non in Arx. She’s located in the main square of the city before the bridge to the cathedral.

Desiseis Riveil excels in:

  • Cleave. It’s unheard of for a bow/crossbow to hit more than one target without using a spell. The ability to do that with attacks is a mighty buff.
  • Ranged physical damage stats. The stats of Deiseis Riveil are strong in the same way as Morning’s Light, only more powerful.

Disease Riveil full details: https://divinityoriginalsin2.wiki.fextralife.com/Deiseis+Riveil

7. Fiery Inferno (Best for Pyro Battlemages)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/arx?locationIds=39915

This wouldn’t be a proper “powerful weapons list” if I didn’t include a game-breaking weapon like Fiery Inferno. It’s a two-handed staff that has great stats, decent fire damage, and a rune slot. What makes this so special is that it applies Flaming Crescendo on hit.

Flaming Crescendo is a debuff that deals 175% Fire Damage in an explosion after one turn or upon the afflicted’s death. Most status effects in D:OS2 can only be applied once on a target. However, that’s not the case for Flaming Crescendo.

Meaning, the debuff gets applied on your targets every time you hit them with Fiery Inferno. And yes, the explosion crits. The result: a fiesta of walking nukes primed for immediate detonation. Craft multiple fire resist potions to keep your party alive.

Fiery Inferno is bought from Lord Omyt, a Lizard seeking refuge in Lord Kemm’s Mansion.

Fiery Inferno excels in:

  • Ending fights after one turn. The stacking debuff truly spells the end for enemies who are not resistant to fire damage.
  • Kamikaze. Party members in the vicinity will not survive the explosion unless they too have high fire resistance.

Fiery Inferno full details: https://steamcommunity.com/sharedfiles/filedetails/?id=1521859064

6. Divine Spark (Best for Pyro Battlemages)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/arx?locationIds=40083

If you aren’t the type to go the game-breaker route, Divine Spark is the perfect alternative to Fiery Inferno. It’s a two-handed axe that exclusively deals fire damage when swung. Its melee damage scales with STR, not INT unfortunately, but that’s not what you want it for anyway.

You wield Divine Spark for its hefty boost to critical damage. Not only are you getting 25% increased crit chance, but you’re also getting +2 to Two-Handed. That’s a +10% crit damage multiplier excluding the points you have in that stat.

There’s also the base damage increase of your fire spells from the +2 Pyro and the empty rune slot to consider. Cast Master of Sparks, swing the axe, and watch your enemies burn. It’s niche, but there’s a considerable player population that love battlemages.

Divine Spark can be purchased from the Unarmed Elf trader outside Arx Cathedral. He doesn’t have a trader tag, so if you're having trouble his coordinates are: X:330, Y:373.

Divine Spark excels in:

  • Spell critical chance. Staves don’t come with critical chance. And should you for some reason decide to equip wands for a melee build, two wands will never make 25%. Divine Spark is truly unique and incredible for Battlemages.

Divine Spark full details: https://steamcommunity.com/sharedfiles/filedetails/?id=1517637654/

5. Vord Emver (Best for Archers)

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How to get it: https://www.youtube.com/watch?v=OaWE6LfpomE

Vord Emver is a direct upgrade to Deiseis Riveil. It has the same stat bonuses, but with increased base numbers and a decent amount of water damage.

Instead of the cleave, you get a 20% chance to freeze enemies, 20% lifesteal, and 5% accuracy. Cryotherapy, a water spell, replaces Glitter Dust. It isn’t very useful to you but it isn’t a downgrade considering Glitter Dust isn’t spectacular either.

Overall, Vord Emver is a solid crossbow for your main purposes: sniping enemies down. Loot it from one of Karon’s minions when you defeat him in the Magister prison or in Lucian’s Crypt.

Vord Emver excels in:

  • Sustain. 20% lifesteal on a high damage character is no joke. One crit will surely get you back to full HP.
  • Ranged physical damage stats. The stats of Vord Emver are strong in the same way as Deiseis Riveil and Morning’s Light, only more powerful.

Vord Emver full details: https://steamcommunity.com/sharedfiles/filedetails/?id=1521121096

4. Shattergrasp (Best for Hydro/Aero Mages)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/arx?locationIds=40087

Using wands to do ranged attacks is only necessary early in the game (save for special situations). Once you have your spells, they’re just stat sticks. It’s this very game mechanic that makes Shattergrasp so awesome.

The wand gives you +3 INT and +2 Memory. That’s additional 15% damage for your spells without factoring the rune slot. The extra memory can be used for more spells, or you can respec the excess memory to INT or Wits. The +2 to Hydrosophist and the use of Ice Breaker are excellent for Hydro casters.

Shattergrasp is bought from the Unarmed Elf trader outside Arx Cathedral.

Shattergrasp excels in:

  • Stats. Shattergrasps’ effectivity is in its simplicity. Your spells get an extra oomf from its bonuses.

Shattergrasp full details: https://steamcommunity.com/sharedfiles/filedetails/?id=1517638034

3. Domoh Dumora (Best for Rogues)

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How to get it: https://www.youtube.com/watch?v=xR6lZdDDG38

Domoh Dumora is the best dagger in the game. It comes with all the stats you’d want in a killer rogue. Absurd base damage, finesse, wits, scoundrel, and dual-wielding.

If that wasn’t enough, the dagger comes with a rune slot and a 25% chance to inflict Burning and Bleeding on your target. You’d think the strongest dagger is acquired through equally difficult means, but that’s not the case.

It’s up for grabs on the balcony outside Arhu’s room. Specifically, it’s under the dog’s red bed.

Domoh Dumora excels in:

  • Raw damage. Domoh Dumora deserves its title as the “strongest dagger in the game” with its massive damage and crazy crits. Not only are the base numbers of the weapon high, but the stat bonuses of the weapon are solely focused on increasing damage of dual-dagger rogues.

Domoh Dumora full details: https://divinityoriginalsin2.wiki.fextralife.com/Domoh+Dumora

2. Rancour (Best for All Casters)

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How to get it: https://mapgenie.io/divinity-original-sin-2/maps/arx?locationIds=40086

You’re probably wondering how Rancour made it to the list. There’s so many daggers out there with better damage. It doesn’t help that this weapon deals exclusively poison damage, too.

Thing is, Rancour isn’t used to deal melee damage. Like the Eternal Stormblade, it’s a stat-stick for casters to frequently deal intense crits. Equip a wand in one hand, then Rancour in another

Its crit chance is 25% and you get extra 3% from the wits stat. It even has a rune slot! In Act 4, the INT granted by wands can’t compare to a 28% crit chance boost.

Rancour can also be purchased from the Unarmed Eld trader outside Arx Cathedral.

Rancour excels in:

  • Nuking opponents down. Players have reported having crit chances of 60% going as high as 98%. Virtually every spell you cast with Rancour equipped is going to critically devastate your opponents.

Rancour full details: https://steamcommunity.com/sharedfiles/filedetails/?id=1517637900

1. Falone (Best for Necromancers and Knights)

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How to get it: https://www.youtube.com/watch?v=T_L6zPOKpyc

Falone is the most powerful weapon in D:OS2. It sets Decay on targets upon melee attack, which is amazing utility in drawn out fights. Enemies afflicted receive damage instead of health when they are healed.

In addition, this two-hander comes with excellent stats, high crit chance, a rune slot, and the Living on the Edge skill. So how do you get this weapon? D:OS2 has a funny habit of leaving strong weapons out in the open.

It’s literally in plain sight ready for you to pick up. Granted, you have to steal it from a church but nobody’s actually guarding the thing. If you’re excited, this could be the first thing you do upon arrival at Arx City.

What Falone excels in:

  • Critical Damage. Falone’s 20% crit chance will benefit both melee and caster builds. Having it is incentive to put points in Two-Handed, which increases critical damage multiplier.
  • Necromancy. Falone grants +2 INT, which converts to 10% spell damage, and +2 Warfare, which is 10% additional physical damage. This weapon was made for the Necromancer skill tree. 

Falone details: https://divinityoriginalsin2.wiki.fextralife.com/Falone+Scythe

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