Night Fury — dagger rogue
Levels 1–21

Divinity: Original Sin 2 · Definitive Edition

NightFury

A dagger rogue built for a four-man party — no Lone Wolf, no bow, no weapon swapping. Every level from the respec to 21, with the skill purchases and gear detours where they actually happen.

Before anything else

How to read the numbers

Every figure below is a cumulative total, not points spent this level. When a row says 25 FIN, your character sheet should read 25 after the level-up — you are not adding 25.

Two bonuses are already folded into those totals, which is what trips most people up:

You gain 2 attribute points and 1 combat ability point per level. Talents arrive at levels 1, 3, 8, 13 and 18 — five for the entire game, and all five are spoken for.

Civil abilities: Thievery to 5 first, then Sneaking.

Starting point

The respec

The Magic Mirror sits on the Lady Vengeance, on the deck near your quarters. It is free and unlimited, so nothing here is a permanent mistake.

Find your current level below and set your sheet to match that row exactly, then carry on from there. Respeccing at 11 means 31 Finesse, 18 Memory, Warfare 5, Scoundrel 2, Polymorph 3, Aerotheurge 2 — no matter how you arrived.

Race: Elf is strongest, because Flesh Sacrifice is +1 AP on demand. Human second for innate crit, Undead Human third.

I

Fort Joy

Levels 1–9

Your damage is bad and that is fine. This act is about collecting gap-closers so that by Act 2 you never spend AP on walking.

II

Reaper's Coast

Levels 9–16

The longest act, and where the build comes online. Check vendors for daggers on every single level-up — a blue dagger at your level beats a three-level-old unique, every time.

III

Nameless Isle

Levels 16–18

Short act, thin on finesse gear. Mostly you are here to pick up the two skills that turn this character into a finisher.

IV

Arx

Levels 18–21

Source economy opens up and the full unique set is here. This is where the build stops being good and starts being unfair.

Arx uniques

The endgame set

SlotItem
HeadVo Charlen — +5 FIN, +3 Wits, +1 Huntsman, immune to Charmed and Terrified
ChestNazad Hunola — +5 FIN, +2 Scoundrel, +1 Huntsman
BeltLast One Standing — +4 FIN, +5 Memory
LegsLord Ruaney Britches — +3 Wits, +2 Scoundrel, +6 Initiative
BootsKallisteis — +3 FIN, +2 Wits, +1 Scoundrel, immune to Knockdown and Crippled
DaggerDomoh Dumora — +3 FIN, +2 Wits, +2 Scoundrel, +1 Dual Wielding, +10% crit

Finding Domoh Dumora

It sits under the dog's bed on the balcony outside Arhu's quarters. If it does not appear, shift the basket with a Strength character or cast Apportation on the spot.

Respec once the set is on. The gear supplies Scoundrel and Finesse you were previously paying points for, so move those points into more Scoundrel.

Runes and frames

Never put elemental runes in your daggers. Fire, poison and air damage hit magic armour, which undoes the whole reason an all-physical party works.

Eternal Artefacts cannot be removed once slotted and are limited, so only spend them on gear you will keep for a long stretch. Best picks: helmet (+2 Finesse, +1 Huntsman) and rings (+1 Scoundrel).

In the fight

How it actually plays

You carry more skills than you have Memory slots, on purpose. Swap them between fights to suit what you are walking into.

  1. Open with a gap-closer that puts you behind something — Backlash, Bull Rush, Battering Ram, Cloak and Dagger, or a Teleport from a party member.
  2. Backstab. Daggers auto-crit from behind.
  3. Kill something to trigger Executioner for +2 AP.
  4. Spend that AP killing something else.
  5. Short on AP? Adrenaline — and if you are an Elf, Flesh Sacrifice — to confirm the kill and keep the chain alive.

The build lives or dies on chaining Executioner procs. Every skill on the list exists either to get you behind a target or to guarantee a target dies this turn.

Build the party all-physical. Split physical and magic damage means neither armour type ever breaks, and this character only functions against enemies whose physical armour is already gone.