Attributes
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Attributes are the six primary statistics that define a character's capabilities in Divinity: Original Sin 2. Every character begins with a base of 10 in each attribute and receives additional points based on their chosen class preset.
Overview
editAttributes determine how much damage a character deals, how resilient they are, how many skills they can memorise, and how quickly they act in combat. Points are gained on each level-up and can be redistributed freely via the magic mirror aboard the Lady Vengeance from Act Two onward, or from Act One with the Fort Joy Magic Mirror gift bag feature enabled.
Three attributes serve as damage modifiers: Strength for melee physical damage, Finesse for ranged and finesse-weapon damage, and Intelligence for magical damage. Most builds focus on maximising one of these three.
Attribute summary
edit| Attribute | Description | Effect per point |
|---|---|---|
| Strength | Increases damage with strength-based weapons and skills; allows carrying heavier items. | +5% damage, +2% physical armour from skills and potions, +x kg carry weight |
| Finesse | Increases damage with finesse-based weapons and skills. | +5% damage |
| Intelligence | Increases damage with intelligence-based spells and skills. | +5% damage |
| Constitution | Determines maximum vitality. | +7% vitality |
| Memory | Determines the number of skill slots available. | +1 memory slot |
| Wits | Increases critical chance, initiative, and the ability to detect traps and hidden treasures. | +1% critical chance, +1 initiative |
Strength
editStrength governs physical damage dealt with swords, maces, axes, and other strength-based weapons. Each point above 10 adds 5% to damage and 2% to physical armour restored by skills and potions. Strength also increases carrying capacity, which is important for characters who loot heavily or carry multiple sets of equipment.
Warriors and fighters typically prioritise Strength alongside Warfare to maximise physical damage output.
Finesse
editFinesse governs damage dealt with bows, crossbows, daggers, and spears. Each point above 10 adds 5% to damage. Rangers and rogues rely on Finesse as their primary damage attribute.
Intelligence
editIntelligence governs damage dealt with elemental spells and staves. Each point above 10 adds 5% to magical damage. Mages of all schools – Aerotheurge, Geomancer, Hydrosophist, Necromancer, Pyrokinetic, and Summoning – benefit from Intelligence.
Constitution
editConstitution determines maximum vitality. Each point above 10 adds 7% to the character's health pool. While important for survivability, most builds invest only enough Constitution to avoid being killed in a single round, preferring to invest remaining points in damage attributes.
Memory
editMemory determines how many skills a character can have equipped at once. At the base value of 10, a character has 4 memory slots. Each additional point grants one more slot. More powerful skills require 2 or 3 slots each.
Skills granted by equipment, racial abilities, or origin abilities do not require memory slots. Only learned skills must be slotted.
Wits
editWits increases critical chance (+1% per point), initiative (+1 per point), and the ability to detect traps and hidden treasures during exploration. Higher Wits also determines turn order in combat – characters with higher Wits act earlier.
Builds that rely on critical hits, such as those using the Savage Sortilege talent, benefit significantly from Wits investment.
Notes
edit- All characters start with a base of 10 in every attribute.
- Class presets distribute 3 additional points among attributes at character creation.
- The Bigger and Better talent grants 2 bonus attribute points immediately.
- The Polymorph combat ability grants 1 free attribute point per point invested.