Divinity: Original Sin 2's bountiful side quests are a huge part of what give the game its flavor; however, some of these are easy to miss or hard to fully grasp. Wishful Thinking, which players can find in Act 2, falls into both of these camps. It's easy to walk right by the magic lamp that triggers the quest, and even easier to become befuddled by the Djinn who lives inside, and how he doles out rewards and punishments.

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Luckily, if players can understand the mysterious workings of a Djinn's mind, they can come away richer, wiser, or more powerful. Here's how to make sure players get the reward they want from the magic lamp.

The Lamp On The Beach

Location of the magic lamp

Southwest of Driftwood near coordinates x:193 y:14, the party will find a lamp resting in the sand. Upon interacting with it, players must choose whether to rub the lamp or destroy it.

Choosing the latter option will immediately release the Djinn and initiate combat (which, as discussed below, some players may want to do). However, those who choose to rub the lamp will get a chance to speak to this mystical creature first — and have the opportunity to be granted a boon.

Persuading The Djinn

djinn persuasion check dialogue

When the Djinn appears, he will identify the character who spoke to him as Godwoken — and express his disdain. Of the dialogue options available, the player should select the one demanding that the Djinn grant three wishes. Unfortunately, he's not exactly amenable; the player will need to persuade him to grant even one wish.

Players have four choices to select for the persuasion check, while the fifth dialogue option leads to combat. However, be warned: This persuasion check is different from most others in the game. If the player passes the check with certain dialogue options, they will receive a reward that may not be quite what they had hoped for.

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  • A good reward will be given if the player chooses either the Intelligence option, or the Finesse option with the Mystic tag.
  • A bad reward will be given if the player selects the Strength option, or the Finesse option that does not have the Mystic tag.
  • Upon failing the persuasion check, the Djinn will initiate combat.

Wishes & Rewards

Player choosing a wish

Once the persuasion check is passed, the Djinn will allow the player to make a wish. Each one grants a different good or bad reward, depending on how the player passed the check described above.

  • Wish for power
    • Good Reward: The party will receive the Djinn's Scimitar, a Level 9 One-Handed weapon.
    • Bad Reward: The party will be zapped by lightning.
  • Wish for wealth
    • Good Reward: Djinn's Gift, an amulet worth a hefty amount of gold.
    • Bad Reward: The party will receive the same item, but marked as stolen, meaning that Magisters will attempt to inspect them.
  • Wish for knowledge
    • Good Reward: A random Level 3 skill book.
    • Bad Reward: A children's book insulting the mortal races.
  • Wish to wipe enemies from one's sight
    • Good Reward: A Hail Storm scroll.
    • Bad Reward: The entire party is blinded permanently (though this can be cured with First Aid or Peace of Mind).
  • If one of the six Origin characters speaks to the Djinn, they will have a character-specific option; for example, the Red Prince will wish to return to his throne, while Sebille will wish to see the Master dead. If the player chooses any of these, the Djinn will refuse, and simply prompt them to pick a different wish.

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After granting the wish, whether the reward was good or bad, the Djinn will vanish and leave the player with a Hollow Lamp worth 2000 gold. The quest will close, and the party will receive 9,750 EXP (or 6,950 in Definitive Edition).

Choosing Combat

Party fighting the djinn

For many players, the rewards that the Djinn provides — even the good ones — aren't all that valuable, especially later on in the game. Thus, some may find it more beneficial to simply intiate combat and gain the experience for killing the Djinn. As mentioned above, the party will receive a flat amount of EXP for accepting a wish and closing the quest; however, since the Djinn's level scales with the party, players can potentially earn much more experience by accepting the quest at, for example, level 15, and initiating the fight then.

During combat, the Djinn uses primarily Hydrosophist skills. He deals water damage and inflicts Chilled and Frozen on the party, while regularly healing himself and boosting his Magic Armor. His Physical Armor is relatively low, though, so physical attackers are the best choice to fight him.

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