This page provides a detailed list of all quests available in the game Divinity: Original Sin 2. It encompasses main story quests that guide you through the core narrative, side quests that offer additional stories and challenges, and various other objectives you may encounter while exploring the expansive game world. The purpose of this list is to assist you in tracking your progress, offering in-depth information about each task to help you plan your adventures effectively and fully immerse yourself in the rich gameplay experience.
The quests are organized into several groups. The index below enables quick navigation to the relevant group.
Type: Main Quest, Starting Map: The Hold. This is the first quest available in Divinity:Original Sin 2, and you will receive it automatically when you start a new game.
Starting Map: The Hold. You will get this quest automatically when you start a new game. You need to find a way to get rid of the collar.
Type: Main Quest, Starting Map: Fort Joy. You will receive this quest automatically after escaping the prison ship. Your main goal in this quest will be to find a way to leave the island. This quest also consists of many smaller, optional tasks.
Starting Map: Fort Joy. To start this quest you need to talk to Elodi. If you are late then she will be dead and you won't be able to start this quest. Ifan ben-Mezd will help her when she is attacked.
Starting Map: Fort Joy. This quest can be started in two ways, such as talking with Saheila or talking with Amyro, an elf locked in the cage.
Starting Map: Fort Joy. To be able to get this quest you need a least one character with Pet Pal talent. It will allow you to talk to a dog named Buddy.
Starting Map: Fort Joy. To start this quest you should talk to Magister Yarrow. You can also go directly to Migo.
Starting Map: Fort Joy. To be able to acquire this quest you have to visit Forgotten Cell and talk to Lord Withermoore. The entrance (To: Forgotten Cell) is hidden and buried in the Caverns. You can first play hide and seek with Mody, this way you will uncover this secret passage.
Starting Map: Fort Joy. To start this quest you should talk to Gawin in Fort Joy Ghetto.
Starting Map: Fort Joy. To start this quest you should talk to Fara or Jeth (Fara and Jeth) and offer your help. It does not matter who you talk to first.
Starting Map: Fort Joy. You can start this quest by reading Magilla's Journal you will find in Corpse of Magilla or by finding the entrance to the vault - To Dark Cavern.
Starting Map: Fort Joy. To start this quest you should go to Dark Cavern, kill Real Trompdoy (lvl 5) and loot Band of Braccus from his corpse.
Starting Map: Fort Joy. This quest can be started in several ways, depending on how you try to enter the maze and whether you already have Band of Braccus. Check the description of the The Vault of Braccus Rex quest to find out how to get the ring.
Starting Map: Fort Joy. This quest can be started in several ways, such as talking to one of the characters in the Sanctuary of Amadia or visiting the Old Ruins in which Gareth fights against the Magisters.
Starting Map: Fort Joy. To add this quest to your journal you should save Gareth and then talk to him in Sanctuary of Amadia. If he died then you should talk to Exter.
Starting Map: Fort Joy. To start this quest you should talk to Gratiana in Sanctuary of Amadia.
Starting Map: Fort Joy. To start this quest you should find Necromancers (lvl 7) locked in the tower at the end of the Gargoyle's Maze.
Starting Map: Fort Joy. To start this quest you should find Injured Seekers in Sanctuary of Amadia and talk to Simone or heal one of the wounded Seekers in Sanctuary of Amadia.
Starting Map: Fort Joy. This quest will be automatically added to your journal after you leave the prison ship. The first thing you have to do in this quest is to visit four places located in The Hollow Marshes and kill the enemies you will encounter there.
Starting Map: Fort Joy. This quest usually will be added to your journal after you witness the meeting of Magister Atusa with Dallis, the Hammer and Bishop Alexandar, which will end with the death of the first of them. Don't forget to loot Atusa's Leg from the corpse.
Starting Map: Fort Joy. This quest will be added to your journal when you talk to Your God in the Hall of Echoes.
Starting Map: Fort Joy. This quest will be added to your journal when you somehow find out that Godwoken are being hunted down.
Starting Map: Fort Joy. You will receive this task from Amyro after releasing him.
Starting Map: Fort Joy. To start this quest you should talk to Noosey or just enter the arena (To: Arena of the One).
Starting Map: Fort Joy. This quest will be added to your journal after you will find out about the existence of the Shiekers in any way.
Starting Map: Fort Joy. To start this quest you should try to talk to Slane the Winter Dragon.
Starting Map: Fort Joy. To receive this quest you should go to the Decrepit Ruins and talk to Magister Sang.
Starting Map: Fort Joy. This quest will be added to your journal when you find the first part of the set.
Starting Map: Fort Joy. This quest will be added to your journal when you approach Flaming Pigs.
Type: Main Quest, Starting Map: Lady Vengeance. This quest will be added to your journal when you board the ship Lady Vengeance (after talking to Malady and leaving Fort Joy island).
Type: Main Quest, Starting Map: Lady Vengeance. This quest will start after you being moved to the alternative version of Hall of Echoes. It will happen when, when fighting Dallis during the attack on Lady Vengeance, Malady will finish casting her spell.
Type: Main Quest, Starting Map: Reaper's Coast. This quest will be added to your journal when you come to the Reaper's Coast. The main task of this quest will be finding a minimum of two teachers and convincing them to teach you how to use the Source in a more efficient way.
Starting Map: Reaper's Coast. To start this quest you should find a boy named Barin Pruitt and talk to him. You will find him near the drawbridge leading to the Stonegarden Cemetery.
Starting Map: Reaper's Coast. To start this quest you have to approach The Wrecked Caravan.
Starting Map: Reaper's Coast. To be able to start this quest you must have Pet Pal talent then you should talk to one of the little chickens or directly to Big Marge.
Starting Map: Reaper's Coast. To start this quest you should talk to The Idle Beggar and Rusty.
Starting Map: Reaper's Coast. The quickest way to start this quest is to go to the basement of the Mordus house and find Ornate Skull embedded in the wall.
Starting Map: Reaper's Coast. To start this quest you should find A Trail of Blood.
Starting Map: Reaper's Coast. To start this quest you should talk to Garvan in The Black Bull tavern.
Starting Map: Reaper's Coast. To start this quest you should talk to Lagan at the waterfront in Driftwood.
Starting Map: Reaper's Coast. To start this quest you should try to open Well-Worn Chest (lvl 10) located in the Captain's Cabin on the second floor of The Black Bull tavern.
Starting Map: Reaper's Coast. To start this quest you should talk to Dorotya, The Decadent One in Effie's Emporium.
Starting Map: Reaper's Coast. To start this quest you should talk to Cap'n Ablewether. You will find her inside the room located on the second floor of The Black Bull tavern.
Starting Map: Reaper's Coast. The easiest way to start this quest will be to find the arena located beneath the Black Bull tavern in Driftwood.
Starting Map: Reaper's Coast. To start this quest you should talk to Lovrik in The Black Bull tavern. Tell him:
Starting Map: Reaper's Coast. You can start this quest in several ways, for example by talking to Magister Carver or Stewart.
Starting Map: Reaper's Coast. To start this quest you should talk to Harriet and Ben Buttons.
Starting Map: Reaper's Coast. To start this quest you should find and talk to Higba The Tinkerer. He is hiding in a barrel.
Starting Map: Reaper's Coast. To start this quest you should talk to Grebb and agree to eat one of the fishes - yellow, red or brown.
Starting Map: Reaper's Coast. You should start this quest by talking to Lohar in Effie's Emporium.
Starting Map: Reaper's Coast. To start this quest you should talk to Magisters Aldus and Fedor.
Starting Map: Reaper's Coast. To start this quest you need to come close to the Statue of Burning Prophet.
Starting Map: Reaper's Coast. To start this quest you should find Ancient Lamp on the beach WE of Driftwood.
Starting Map: Reaper's Coast. To start this quest you should talk to Mabel and Geraldine (Pet Pal talent required).
Starting Map: Reaper's Coast. To start this quest you should talk to Grog The Troll.
Dark Dealings in the Blackpits
Starting Map: Reaper's Coast. To start this quest you should talk to Paladin Thom Hardwin and accept his job. He will give you War-Owl Whistle.
Starting Map: Reaper's Coast. To begin this quest you should pray at one of the three altars. Order does not matter.
Starting Map: Reaper's Coast. To start this quest you should find Elven Camp.
Starting Map: Reaper's Coast. This quest can only be obtained if you killed Saheila in Fort Joy. If not, then you will get the The Elven Seer quest. To start it you should talk to Tovah in the Elven Camp.
Starting Map: Reaper's Coast. To start this quest you should talk to Tovah. This task will only be available if Saheila did not die on the Fort Joy island.
Starting Map: Reaper's Coast. To start this quest you have to find and use The Tongue of Flame.
Starting Map: Reaper's Coast. To start this quest you should go to Cullwoods Mill, cast Spirit Vision and place your hand on the Log.
Starting Map: Reaper's Coast. To start this quest you need to talk to Spirit of an Elderly Mage.
Starting Map: Reaper's Coast. To start this quest you need to talk to Spirit of Syrus Oates. When, during a conversation, you have to choose between "Release the spirit's hand." and "Scream." you have to decide to release his hand.
Starting Map: Reaper's Coast. To start this quest you need to talk to Spirit of the Black Widowmaker.
Starting Map: Reaper's Coast. To start this quest you should talk to Spirit of Edie Engrym.
Starting Map: Reaper's Coast. To start this quest you should talk to Spirit of Mudbarrow.
Starting Map: Reaper's Coast. To start this quest you should talk to Fletcher Corbin Day.
Starting Map: Reaper's Coast. To start this quest you should talk to Spirit of Paladin Everhart.
Starting Map: Reaper's Coast. To start this quest you should talk to Ryker.
Starting Map: Reaper's Coast. This quest will be added to your journal when you approach near the Grassy Pile located in the eastern part of the Stonegarden cemetery.
Starting Map: Reaper's Coast. To start this quest you should find a salamander named Xiuh. You will find it in the Ryker's Rest.
Starting Map: Reaper's Coast. You will find Cottontail and Dot in Ryker's home, in a locked room on the second floor of the property.
Starting Map: Reaper's Coast. To start this quest you should talk to Betty.
Starting Map: Reaper's Coast. To start this quest you should find The Spirit of Vilnx Creeva in Stonegarden and talk to him.
Starting Map: Reaper's Coast. The easiest way to start this quest is to visit Memorial of Heroes in the Stonegarden cemetery.
Starting Map: Reaper's Coast. To start this quest you should talk to Ferno.
Starting Map: Reaper's Coast. You have to cast Spirit Vision and click on Deer Trophy. It's an animal so you need Pet Pal talent to be able to talk to it.
A Danger to Herself and Others
Starting Map: Reaper's Coast. To start this quest you should talk to a healer named Gregorius Swann. You will find him next to his house located northeast of the Stonegarden Cemetery.
Starting Map: Reaper's Coast. To start this quest you should talk to Gravekeeper Farimah. She walks in the Stonegarden Cemetery.
Starting Map: Reaper's Coast. To be able to start this quest you should enter the room where The Weaver is. Talk to it, so you need Pet Pal talent, and persuade it so it won't attack you.
Starting Map: Reaper's Coast. To start this quest you should find Tarquin, talk to him, and offer him your help. You will find him northeast of the Stonegarden cemetery.
Starting Map: Reaper's Coast. To start this quest you should talk to Eithne.
Starting Map: Reaper's Coast. To start this quest you should find and approach to Magisters (lvl 13) or Hannag. You must decide who you want to help.
Starting Map: Reaper's Coast. To start this quest you must approach the camp where Jahan is located.
Starting Map: Reaper's Coast. To start this quest you should talk to Ryker and offer him your help. You will find him in the Ryker's Rest.
Starting Map: Reaper's Coast. To start this quest you should find Hannag and kill Magisters (lvl 13) who are trying to capture her. Then you should offer your help.
Starting Map: Reaper's Coast. This quest will be added to your journal when you approach and talk to Magisters (lvl 13) standing in front of the burning house.
Starting Map: Reaper's Coast. To start this quest you should talk to Conway and Lyn Pryce standing near their house.
Starting Map: Reaper's Coast. This quest can be started in several ways, such as talking to Gareth (Graves) or Gareth and White Magister Jonathan or visiting Gareth's parents house in Paradise Downs.
Starting Map: Reaper's Coast. To start this quest you should talk to Spirit of a Farmer. You will find him in Paradise Downs.
Starting Map: Reaper's Coast. You will receive this quest from Almira after you escort her and Mihaly to safety - Unlikely Lovers quest.
Starting Map: Reaper's Coast. Travel to the Bloodmoon Island throught Bloodmoon Island Bridge, and talk to The Corrupted Pilgrim.
The Secrets of Bloodmoon Island
Starting Map: Reaper's Coast. This quest can be started in several ways. Generally, the idea is to visit Bloodmoon Island and come across some trace of its mystery, for example, by talking to one of the spirits that inhabit it.
Starting Map: Reaper's Coast. To start this quest you need to talk to Spirit of an Elven Pilgrim.
Starting Map: Reaper's Coast. You can start this quest in several ways, for example by finding the Map of the Bloodmoon Island or one of the Blazing Sculptures located on the Bloodmoon Island.
Starting Map: Reaper's Coast. This quest will be added to your journal after you uncover the entrance To Bloodmoon Vault #3 located under the Blazing Sculpture.
Starting Map: Reaper's Coast. This quest will be added to your journal after you uncover the entrance To Bloodmoon Vault #2 located under the Blazing Sculpture.
Starting Map: Reaper's Coast. This quest will be added to your journal after you uncover the entrance To Bloodmoon Vault #1 located under the Blazing Sculpture.
Starting Map: Reaper's Coast. To start this quest you should talk to Spirit of Baran Levere.
Type: Main Quest, Starting Map: The Nameless Isle. This quest will be added to your log after leaving the Reaper's Coast and reaching The Nameless Isle.
Starting Map: The Nameless Isle. To start this quest you should talk to the spirit of Knight of Xantezza.
Starting Map: The Nameless Isle. To start this quest you have to talk to Almira after you reach The Nameless Isle.
Starting Map: The Nameless Isle. This quest will be added to your journal when you come close to the Temple of Vrogir.
Starting Map: The Nameless Isle. At present, in order for the quest to appear in your journal, you must go to the Elven Temple, where the Bishop Alexandar is. When you get there, you'll also find Gareth there, they both argue with each other.
Starting Map: The Nameless Isle. To start this quest you should talk to The Watcher.
Starting Map: The Nameless Isle. This quest can be started in several ways. The easiest way to start it is by talking to Almira as soon as you arrive on The Nameless Isle.
Starting Map: The Nameless Isle. This quest is available if you sided with Black Ring and wish to enter the Academy with its help.
Starting Map: The Nameless Isle. When you approach the Altar to Rhalic, Scawl of the Black Ring will appear. Stand on Magister's side and kill Black Ring members. After the figth talk to Magisters.
Starting Map: The Nameless Isle. This quest can be started in different ways, such as talking to The Shadow Prince or talking to Elven High Priestess. You have to choose who you want to help.
Starting Map: The Nameless Isle. Talk to Delorus. He will be here if you saved him in Fort Joy prison.
Type: Main Quest, Starting Map: The Nameless Isle. This quest will be added to your journal after you enter The Council Academy.
Starting Map: The Nameless Isle. To start this quest you should talk to Spirit of Taryan Graye in the Council Academy library.
Starting Map: The Nameless Isle. To start this quest you should talk to the spirit of Ghechswol the Arena Master.
Type: Main Quest, Starting Map: The Nameless Isle. This quest will be added to your journal when you enter The Arena of the One. To enter the arena you have to complete The Academy quest.
Starting Map: The Nameless Isle. To start this quest you have to enter the Temple of Amadia - To Temple of Amadia.
Starting Map: The Nameless Isle. This quest can be started in several ways, for example by talking with Almira after you reach The Nameless Isle or by using one of the Black Mirrors that allows you to contact The Sallow Man.
Type: Main Quest, Starting Map: Arx. This quest will be added to your journal once you leave The Nameless Isle and reach Arx.
Starting Map: Arx. To start this quest you should find and read the Journal with Note.
Starting Map: Arx.
Starting Map: Arx. This quest will appear in your journal as you approach the place where the Vampiric Voidwokens (lvl 18) are fighting with the paladins.
Starting Map: Arx. Find Marie. She will ask you for help.
The Last Stand of the Magisters
Starting Map: Arx. The easiest way to start this quests is to talk to Lord Linder Kemm about the Paladins and Magisters and learn about their fate in he Magister Barracks.
Starting Map: Arx. To start this quest you should talk to Paladin Warden.
Starting Map: The Nameless Isle. You can start this task while still on the Nameless Island, just find and read the Letter from Windigo. Otherwise, you must talk to Fretful Rat or Paladin Sauer.
Starting Map: Arx. This quest will be added to your journal after you enter the room in the sewers where Karon is locked in a cage.
Starting Map: Arx. You should start this quest by talking to Dorian Gall. You will find him at the balcony of Micheil Ross house. You can also read his Diary / Groom's Diary which you can find in his laboratory.
Starting Map: The Nameless Isle. You can start this quest on The Nameless Isle as long as you find and read the Isbeil's Missive, or in a few other ways when already in Arx.
A Craftsman of Dreams and Nightmares
Starting Map: Arx. The easiest way to start this quest is to talk to Toyseller Sanders. You will find him in his house in Arx.
Starting Map: Arx. To start this qust you should talk to Charlie. It's Lord Arhu's dog.
Starting Map: Arx.
Starting Map: Arx. You can start this quest by talking to Trader Adam. He is standing near Linder Kemm's Mansion. You can also talk directly with Cat the Appraiser.
Starting Map: Arx. The easiest and the fastest way to add this quest to your journal is to talk to Ramn Oak. You will find him at the city square in Arx
Starting Map: Reaper's Coast. To start this quest you should talk to The Ancestor Tree. See The Secrets of Bloodmoon Island quest description for more information how to do this.
Starting Map: Arx. To start this quest you should talk to Sanguinia Tell. You will find her in her house in Arx.
Starting Map: Arx. The best way to start this quest is to visit Arx Schoolhouse, talk to Beryl Griff and offer her help in reclaiming the schoolhouse from the squatters.
Starting Map: Arx. To start this quest you should find the corpse of a Dead Voidwoken lying in front of the entrance to the Lizard Consulate in Arx.
Type: Main Quest, Starting Map: Arx. This is the final main quest and it will be added to your journal when you enter the Tomb of Lucian - To Tomb of Lucian.
Starting Map: Fort Joy. This quest will be added to your journal after The Red Prince joins your team.
Starting Map: Fort Joy. Quest will be added to your journal after Lohse joins the team.
Starting Map: Fort Joy. Quest will be added to your journal after Ifan ben-Mezd joins the team.
Starting Map: Fort Joy. Quest will be added to your journal after Sebille joins the team.
Starting Map: Fort Joy. Quest will be added to your journal after Beast joins the team.
Starting Map: Fort Joy. Quest will be added to your journal after Fane joins the team.
Type: Main Quest, Starting Map: The Hold. This meta quest will be added to your journal after starting a new game. This quest describes your overall progress in the first chapter / tutorial of the game.
Chapter 2 - Escape from Reaper's Eye
Type: Main Quest, Starting Map: Fort Joy. This meta quest will automatically be added to your journal upon arrival at Fort Joy island. This quest describes your overall progress in the second chapter of the game.
Type: Main Quest, Starting Map: Lady Vengeance. This meta quest will automatically be added to your journal after you have escaped from the Fort Joy island and boarded the Lady Vengeance ship for the first time. This quest describes your overall progress in the third chapter of the game.
Chapter 4 - Mastering the Source
Type: Main Quest, Starting Map: Reaper's Coast. This meta quest will automatically be added to your journal upon arrival at the Reaper's Coast. This quest describes your overall progress in the fourth chapter of the game.
Type: Main Quest, Starting Map: The Nameless Isle. This meta quest will automatically be added to your journal upon arrival at The Nameless Isle. This quest describes your overall progress in the fifth chapter of the game.
Chapter 6 - The Hunt for Dallis
Type: Main Quest, Starting Map: Arx. This meta quest will automatically be added to your journal upon arrival to Arx. This quest describes your overall progress in the sixth chapter of the game.
Type: Main Quest, Starting Map: Arx. This meta quest will automatically be added to your journal upon entering the Tomb of Lucian. This quest describes your choices made in the final chapter of the game.
Type: Main Quest. This quest is a summary of your final choices. Below is a list of all the possible endings.
Starting Map: The Hold. You will get this quest automatically when you start a new game.
Starting Map: Fort Joy. This quest will be added to your journal after you talk to Zaleskar or Skeletal Undeads (lvl 4).
Starting Map: Reaper's Coast. To start this quest you should visit Blackpits Caverns on Reaper's Coast.
Starting Map: The Hold. This quest will automatically be added to your journal after starting a new game if your main character is The Red Prince.
Starting Map: The Hold. This quest will automatically be added to your journal after starting a new game if your main character is Ifan ben-Mezd.
Starting Map: The Hold. This quest will automatically be added to your journal after starting a new game if your main character is Sebille.
Starting Map: The Hold. This quest will automatically be added to your journal upon arrival at Fort Joy island if your main character is Lohse.
Starting Map: The Hold. This quest will automatically be added to your journal after starting a new game if your main character is Beast.
Starting Map: The Hold. This quest will automatically be added to your journal after starting a new game if your main character is Fane.