Divinity: Original Sin 2 thrusts players back into the world of Rivellon, where they take on the role of Sourcerers who must stop an evil tyrant from taking over the world and banishing Sourcery forever. At the start of the game, players find themselves bound by a Source Collar, which negates any magical powers they might have at their disposal. If you want to start using your magic once more, you’re going to need to know how to get rid of this Source Collar. In this article we’ll walk you through how to remove your Source Collar in Divinity: Original Sin 2, which will allow you to start casting spells upon your enemies once more.
How to Remove Your Source Collar
Removing your Source Collar isn’t a twostep process that ends early in the game. In fact, it’s going to take you a good few hours to reach the point where you can actually remove your Source Collar and start throwing around magic spells.
The first thing you need to do to remove your Source Collar is make your way into the kitchen at Fort Job. Once here, head outside and look for an NPC named Noosey. Speak with Noosey to learn about the Arena of One, and then head inside the hatch that is marked so cleverly on your map.
Once inside the arena, speak with The Thorny One to start combat. Once you’ve finished the combat trial, speak with The Thorny One again. She’ll advised you to speak with the Tinkerer to remove your Source Collar. At this point, head out of the arena and look for Nebora, a woman near several Blacksmith tools in the Fort Joy area. Speak with this woman to confirm that you are the champion of Fort Joy’s arena, and then she’ll remove the Source Collar from your personal character.
How to Remove Your Party Member’s Collars
Now, the next step in the process is to remove the Source Collars from those who remain in your party. To do this, you’re going to need to be prepared to go a bit further into the game, after you have escaped Fort Joy. Upon reaching the ruins far north you should receive a quest call Most Dangerous When Cornered. When you receive this quest, you’ll have to rescue a man named Gareth.
The quest itself is pretty straightforward, so you should make your way to the Seeker Hideout and speak with both Duggan and Leya. Once you have talked to them, they’ll offer to remove your Source Collar, but only after you save Gareth. Leave the Seeker Hideout and make your way to the Ruined Castle in the Hollow Marshes. Once here, avoid the Shrieker near the entrance, and instead head around the ruins and look for some vines that you can climb to scale the southern wall.
At the top of the wall you’ll gain access to the upper level of the castle ruins. Climb down the nearby ladder and take out the magisters in the courtyard below. During this sequence, Gareth will be in combat with another group, and you’ll need to fight off all of the Magisters and speak to Gareth. He’ll advise you of his plan to steal the magister’s ship plans, which he believes he’ll use to escape the island.
Once you’ve saved Garteh, return to Leya and speak with her once more at the Sanctuary of Amadia. She’ll be pleased to hear of Gareth’s saving, and will remove the Source Collars from the rest of your party members without any fuss.
You should now know everything you need to know to remove the Source Collars from all of your party members. Make sure you also take a look at our guide on how to find all of the artefacts of the Tyrant’s armor in Divinity Original Sin 2.