Classes
Classes are starting presets in Divinity: Original Sin 2. Each preset determines the character's starting Attributes, abilities, skills, talent, and equipment.
Overview
[edit | edit source]A class is chosen during character creation, when recruiting an origin companion, and when hiring a mercenary. Classes are grouped into three archetypes based on playstyle: mage, survivor, and warrior.
Classes are not a permanent choice. Every attribute, ability, talent, and skill can be changed freely on each level-up, and full respecification is available from Act Two onward via the magic mirror aboard the Lady Vengeance. Enabling the Fort Joy Magic Mirror gift bag feature also places a mirror in Act One. The character creation screen likewise allows complete customisation of the preset before starting the game.
Players are encouraged to focus primarily on one type of damage – physical or magical – in order to strip enemy armour as quickly as possible. Enemies without armour become vulnerable to crowd control effects such as knockdown, stun, and freeze, which can prevent them from acting entirely. Maximising the primary damage attribute (Strength, Finesse, or Intelligence) and the corresponding damage type ability (Warfare for physical damage, or the appropriate elemental school for magical damage) is the most effective way to increase damage output.
Mage classes
[edit | edit source]Mages rely primarily on Intelligence and deal magical damage through elemental spells. They mainly wield wands, staves, or daggers, and focus on destroying enemies' magic armour.
| Class | Combat abilities | Starting skills | Talent | Civil ability | Companion |
|---|---|---|---|---|---|
| Cleric | Hydrosophist, Necromancer | Decaying Touch, Blood Sucker, Restoration | Hot Head | Bartering | – |
| Conjurer | Summoning, Leadership | Conjure Incarnate, Dimensional Bolt, Elemental Totem | Pet Pal | Loremaster | – |
| Enchanter | Aerotheurge, Hydrosophist | Electric Discharge, Hail Strike, Rain | Far Out Man | Loremaster | Lohse |
| Witch | Necromancer, Scoundrel | Mosquito Swarm, Raise Bloated Corpse, Chloroform | Leech | Persuasion | – |
| Wizard | Geomancer, Pyrokinetic | Fossil Strike, Ignition, Searing Daggers | Far Out Man | Loremaster | Fane |
Survivor classes
[edit | edit source]Survivors rely primarily on Finesse and deal physical damage with bows, crossbows, daggers, or spears. They complement their physical attacks with utility magic and excel at mobility and positioning.
| Class | Combat abilities | Starting skills | Talent | Civil ability | Companion |
|---|---|---|---|---|---|
| Metamorph | Polymorph, Two-Handed | Bull Horns, Chicken Claw, Tentacle Lash | Opportunist | Persuasion | – |
| Ranger | Huntsman, Pyrokinetic | Elemental Arrowheads, Ricochet, Peace Of Mind | Arrow Recovery | Lucky Charm | – |
| Rogue | Scoundrel, Dual Wielding | Throwing Knife, Backlash, Adrenaline | The Pawn | Sneaking | Sebille |
| Shadowblade | Polymorph, Scoundrel | Backlash, Chameleon Cloak, Chicken Claw | Guerrilla | Thievery | – |
| Wayfarer | Geomancer, Huntsman | Elemental Arrowheads, Pin Down, Fossil Strike | Pet Pal | Bartering | Ifan ben-Mezd |
Warrior classes
[edit | edit source]Warriors rely primarily on Strength and deal physical damage at close range with swords, maces, axes, or shields. They focus on destroying enemies' physical armour through knockdowns, charges, and heavy strikes.
| Class | Combat abilities | Starting skills | Talent | Civil ability | Companion |
|---|---|---|---|---|---|
| Battlemage | Warfare, Aerotheurge | Battering Ram, Blinding Radiance, Shocking Touch | Comeback Kid | Persuasion | Beast |
| Fighter | Warfare, Geomancer | Battle Stomp, Bouncing Shield, Fortify | Opportunist | Bartering | The Red Prince |
| Inquisitor | Warfare, Necromancer | Battering Ram, Blood Sucker, Mosquito Swarm | Executioner | Telekinesis | – |
| Knight | Warfare, Two-Handed | Battle Stomp, Battering Ram, Crippling Blow | Opportunist | Bartering | – |
Starting attributes
[edit | edit source]All classes start with a base of 10 in every attribute and distribute 3 additional points among their primary attributes. The table below shows the bonus each class receives above the base.
| Class | Strength | Finesse | Intelligence | Constitution | Memory | Wits |
|---|---|---|---|---|---|---|
| Battlemage | +1 | – | +1 | +1 | – | – |
| Cleric | +1 | – | +1 | +1 | – | – |
| Conjurer | – | – | +1 | +2 | – | – |
| Enchanter | – | – | +2 | +1 | – | – |
| Fighter | +1 | – | – | +2 | – | – |
| Inquisitor | +1 | – | +1 | +1 | – | – |
| Knight | +2 | – | – | +1 | – | – |
| Metamorph | +2 | +1 | – | – | – | – |
| Ranger | – | +2 | – | – | – | +1 |
| Rogue | – | +2 | – | – | – | +1 |
| Shadowblade | – | +2 | – | – | – | +1 |
| Wayfarer | – | +2 | +1 | – | – | – |
| Witch | – | +1 | +1 | +1 | – | – |
| Wizard | – | – | +2 | +1 | – | – |
Notes
[edit | edit source]- All preset values listed on this page are for a level 1 character at Fort Joy.
- Companions recruited at a higher level have their stats adjusted accordingly.
- For mercenary details, refer to individual class pages or the mercenaries section of the Companions page.