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
Southwest of Driftwood near coordinatesx:193 y:14,the party will find a lamp resting in the sand. Upon interacting with it,players must choosewhether 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
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 onedemanding 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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Wishes & Rewards
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.
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After granting the wish, whether the reward was good or bad, the Djinn will vanish and leave the player with aHollow Lamp worth 2000 gold. The quest will close, and the party will receive 9,750 EXP (or 6,950 in Definitive Edition).
Choosing Combat
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 simplyintiate 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 usesprimarily 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.