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Companions in Divinity Original Sin 2 (DOS 2) are key party members who can join you throughout your journey. Each companion has unique conversation tags, a predefined class, and their own set of equipment, adding depth to their role in your adventure. If a companion goes missing, you can typically find them at their original recruitment location or at specific points in the game world.
There are 6 Companions available in Divinity Original Sin 2, each with their own unique backstories, skills, and quests. These companions can be found in various locations throughout the game, giving you opportunities to recruit them as you explore the world.
In Divinity: Original Sin 2, managing your companions is flexible in Act 1, allowing you to experiment with different party compositions and explore each Origin character's abilities and storylines. Throughout this act, you can freely swap companions by dismissing one of your current party members to recruit another. This is particularly helpful for testing their combat roles, discovering how their skills complement your party's dynamics, and engaging in their personal side quests.
Dismissed companions will remain in their designated locations around the game world, making it easy to re-recruit them later if needed. You can continue this process for the entirety of Act 1. However, once you approach the act's conclusion, things change. At the end of Act 1, all of your recruited party members will temporarily "leave" and roam the current area. This gives you a final opportunity to choose which Origin characters you want to accompany you moving forward. Any characters not selected at this point will leave your journey permanently.
Starting in Act 2, the companions you chose to recruit will remain as your primary party members. Additionally, you will unlock the option to recruit mercenaries. These are generic, customizable characters who can be hired to fill gaps in your party. While mercenaries provide flexibility in terms of combat roles, they do not have personal storylines, special dialogue options, or any influence on the main plot or side quests. They are ideal for players who need replacements, such as when a party member dies permanently or if your current setup needs a tactical adjustment.
In Divinity: Original Sin 2, you can recruit companions by encountering them at specific points throughout the game's story. Each companion has a unique location and set of conditions that must be met before they are willing to join your party. Typically, you'll come across them in various important areas, such as Fort Joy, the Driftwood region, and other key locations tied to the main narrative.
Divinity: Original Sin 2 introduces six distinct companions, each with their own specialized abilities, rich personal histories, and complex questlines that weave seamlessly into the game's broader narrative. These characters are scattered across various locations in the world of Rivellon, waiting to join your party. Recruiting them not only bolsters your combat capabilities but also enriches your journey, offering deeper insights into the game's lore and emotional stakes.
Yes, romance is indeed a feature in Divinity: Original Sin 2, allowing you to develop deep romantic relationships with certain companions. These romantic options are shaped by the companions' unique personalities, preferences, and the choices you make throughout the game. To initiate a romance, you'll need to build a strong connection with a companion through positive interactions, thoughtful dialogue choices, and decisions that align with their values. Each companion has their own individual criteria for romance, meaning your relationship with them will evolve depending on how you respond to their needs, desires, and personal story arcs.
Slave no more, you still bear scars your master gave you, and wield the skills he taught you: femme fatale, spy, assassin. Skills you plan to use against all masters.
Unique among your own kind, you are a prince exiled from your Empire. This land is hostile, its inhabitants inferior, but no one will stop your march to vindication.
No body escapes the Lone Wolves unscathed, and your freedom was won at a terrible cost. You swore you were done, but there is one last wrong you need to right.
You were never normal: mind a playground for demons, body prone to violent episodes. The Divine himself couldn't save you, can you save yourself?
Your failed rebellion against the Queen nearly destroyed you - so you began a new life on the high seas. Now, your old enemy is back. If you don't stop her, no one will.
Name |
Starting Abilities |
Talents |
How to Get |
|---|---|---|---|
Sebille |
If not chosen as your Origin, Sebille can be found outside Fort Joy, near south gate. She can be asked to join your team. However, due to been enslaved by lizards before, if your character is a Lizard, or you are travelling with The Red Prince, you need to persuade her first. After progressing far enough in the story she may also be located in the Sanctuary of Amadia, even before you actually discover that location. Another chance of find her is in the southwest of Fort Joy, close to Buddy (the dog). Can also be recruited on the Lady Vengeance, after fighting Alexandar. Sebille is in the lowest zone of the ship, sitting by some cages on the upper walkway. If Sebille is not in your party before fighting Dallis on Lady Vengeance, she will die and can no longer be recruited. |
||
The Red Prince |
If you did not select The Red Prince as an Origin, he is the first potential Companion you encounter. He is resting at the seaside on the south of the starting place, not far from shipwreck. Note: as a Lizard, he can help you with digging up things. Should he be dismissed during Act 1 after escaping Fort Joy, he can be found at Amadia's Sanctuary on a platform at X:469 Y:17. Can also be recruited on the Lady Vengeance, after fighting Alexandar. Prince is on the main deck of the ship, standing near the ship's control wheel. If The Red Prince is not in your party while fighting Dallis on the Lady Vengeance, he will die and can no longer be recruited. |
||
Ifan ben-Mezd |
If not selected as an Origin, Ifan is located in Fort Joy Ghetto at the Main Gate near coordinates (X:207 Y:180) Can also be recruited on the Lady Vengeance, after fighting Alexandar. Ifan is in the middle zone of the ship, walking around the stairs by Exter and some Silent Monks. If you dismiss him before the Lady Vengeance, he can be found near coordinates (X:223 Y:158) near some tents. If Ben-Mezd is not in your party before fighting Dallis on Lady Vengeance, he will die and can no longer be recruited. |
||
Lohse |
If you do not select Lohse as an Origin, she is located near the shrine inside Fort Joy. While still in Act 1, she can be found at Amadia's Sanctuary, in the fountain (purified). She'll be inside the fountain, so it can be easy to miss depending on where exactly she's standing, due to the steam. Can also be recruited on the Lady Vengeance, after fighting Alexandar. Lohse can be found on the lowest deck, close to the Magic Mirror. If Lohse is not in your party before fighting Dallis on Lady Vengeance, she will die and can no longer be recruited. |
||
Beast |
To the west of Fort Joy, on the beach, working on a ship wreck. After progressing far enough in the story he may also be located in the Sanctuary of Amadia, even before you actually discover that location. Can also be recruited on the Lady Vengeance, after fighting Alexandar. Beast can be found wandering around the middle deck, inspecting the ship. If Beast is not in your party before fighting Dallis on Lady Vengeance, he will die and can no longer be recruited. |
||
Fane |
If not selected as an Origin, Fane is located in the Hidden Alcove just north of Fort Joy. Also at the Sanctuary of Amadia, approximately X:392 Y21. Can also be recruited on the Lady Vengeance, after fighting Alexander. Fane is in the middle zone of the ship in the sleeping quarters. If Fane is not in your party before fighting Dallis on Lady Vengeance, he will die and can no longer be recruited. |
I recruited Sebille and leveled her a bit, but I dont really like her and want to recruit beast. Will I have to level him again or will his level be the sameas the rest of the partys?
5
+14
-1red lizard refused to join my party after leaving fort joy island... I didn't care about the rest so I hired a merc temporarily, but it seems like i'll never have a proper teammate again if I let all the others from Joy die on the boat? wtf?
4
+112
-1if my friend joins as a mercenary or companion mid-campaign can they also take a part in the godwoken events speak with their god and such,and the ending?
11
+14
-1Wasabikim
In act 2, there are multiple times that your companion want to leave you or you leave them, what would happen to them if we didnt recruit them back and went to the nameless isle
15
+17
-1I bought this game thinking it was a full customization of a party and not some preset characters. To be fair, this game is beyond amazing but I still wish they would have made the option to have a 4 custom team right at the beginning. I can only dream of an undead party of 4...
8
+16
-1What happens to the companions gear when I dismiss them? Will they hand everything over or will they keep it until I recruit them again?
5
+12
-1if you escape fort joy you can hire different people from sergeant zrilla
0
+13
-1how to get a elf mercenary
12
+17
-1Is it possible romancing while playing a pre-made character? Per say, if I play Lohse, can I romantically involve with Ifan?
5
+10
-1there are only 6 companions to recruit? seems wierd considering you meet them all almost right away.... mad eit seem there would be lots throughout the game.
0
+13
-1eligio19
companion image thumbnails are outdated
23
+15
-1I recruited Sebille whilst playing with a friend, who recruited Red Prince. Once we joined the ship, and they leave you temporarily, my friend re-recruited his own and Sebille. Now it treats it as if she was not originally hired by me, and I lost the ability to interact with her. Even if he dismisses her, I can't hire her back. Is this intended, or a bug? I don't want to restart the game just because of this.
26
+14
-1SPOILER AHEAD READ AT YOUR OWN RISK
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So after I reach Reaper's Coast, Origin companions who is not in my party is considered killed in the encounter with Dallis, and player is given the option to hire mercenaries which is pretty much custom companions. Amirite?
-emily
44
+16
-1Main class: Conjurer
Companion classes: Conjurer
Tactics: Conjure an army and laugh
I am about a 3rd into the game and have yet to use any resurrection scrolls. Summoning on different elements have different effects, for example: Water gives healing ability to minions. So four Conjurers is very OP.
0
+11
-1Okay, I'm not sure why this is impossible to find online, so I'm gonna ask. Are there really only 3 companions after Lady Vengeance? Am I gonna meet more people down the road? I'm not gonna lie, I'm gonna be massively blown if I'm basically stuck with these three companions. I get that it adds replay value, but that's a poor trade off for: no variety after the first act, story/quests severely diminished, experimentation etc. I don't need any specific info, just if I'll get to recruit more companions.
0
+12
-1If I am playing co op, which one of us controls the companions?
14
+12
-1Where are the other companions after you reach reaper's coast? Can't seem to find them anywhere
0
+10
-1is there other recruitable other than these besides paying money for mercenary?
13
+13
-1Where do companions go when you release them from your party
26
+11
-1Of course you can. Only their origin remains constant. Also you are able to determine their focus during the conversation with them (wizard, fighter...), what means you can tailor your companions extremely detailed. Besides that - and the ability to play these detailed characters as your own avatar/protagonist - you also can create and customize your own character and play that one, similiar to part 1.
4
+13
-1So...you can't customize the companions?...
0
+12
-1will there be a "Beast" companion (dwarven captain)
0
+11
-1