Attributes and Abilities
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This page provides a list of all attributes and abilities in Divinity: Original Sin 2.
Attributes
[edit | edit source]| Stat | Description | Effect |
|---|---|---|
| Strength | Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items. | + 1 point = + 5% damage. |
| Finesse | Finesse increases your damage with finesse-based weapons and skills | + 1 point = + 5% damage. |
| Intelligence | Determines intelligence-based damage you deal. | + 1 point = + 5% damage. |
| Constitution | Constitution determines how much Vitality you have. | 1 point would add + 7% Vitality. |
| Memory | Memory affects your amount of Memory Slots, which are required to learn skills. More powerful skills cost more Memory Slots. | + 1 point = + 1 Slot. |
| Wits | Wits affect your Critical Chance, Initiative, and your ability to detect traps and find hidden treasures. | 1 point would add 1 % Critical Chance and + 1 Initiative. |
Strength
[edit | edit source]The Strength stat determines how much physical damage you do when attacking with weapons that use Strength as their damage modifier and provides a bonus to Physical Armour. Damage is modified at 5% increase per point and 2% Physical Armor per point. Strength will also allow you to carry more items in your pack.
Finesse
[edit | edit source]Intelligence
[edit | edit source]Constitution
[edit | edit source]Memory
[edit | edit source]Memory affects how many spells you can slot at a time. Only spells/skills which have been slotted can be used, so Memory controls how many tactical options your character will have available, making this stat very important for spellcasters and less critical for melee fighters.
The base Memory amount is 10, as it is for all attributes. At 10 Memory a character will have 4 memory slots for spells/skills.
Each point above 10 adds one more slot. For example, at 14 Memory, a character will have 8 slots: the 4 base slots plus 4 more slots for each point of Memory above 10.
Skills and spells which are derived from equipment, race or origin do not require a memory slot in order to be available for use. Only learned spells/skills must be slotted before using. Skills and spells may require 1, 2, or 3 memory slots each, depending on how advanced they are.
Wits
[edit | edit source]Wits affects your Critical Chance, Initiative and your ability to detect traps and treasure. Wits also affects what position your party starts in when beginning combat, the higher your Wits on the character the better chance you will get to move before enemies.
+1% Critical Chance and +1 Initiative per point.
Civil Abilities
[edit | edit source]Craftsmanship
[edit | edit source]| Icon | Name | Description | Notes |
|---|---|---|---|
| Loremaster | Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster. To identify, use an identifying glass and select the item you want to identify. To examine a monster or NPC, select them and choose examine. |
N/A | |
| Telekinesis | Telekinesis allows you to move items telepathically regardless of weight. | + 1 point = + 4m range |
Personality
[edit | edit source]| Icon | Name | Description | Notes |
|---|---|---|---|
| Bartering | Bartering improves your haggling skills. With each point invested, traders item's become cheaper and your items become more expensive. |
N/A | |
| Lucky Charm | Lucky charm increases your likelyhood of finding extra treasure wherever loot is stashed. | N/A | |
| Persuasion | Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you. |
+ 1 point = increases base Attitude with strangers by 5 |
Nasty Deeds
[edit | edit source]| Icon | Name | Description | Notes |
|---|---|---|---|
| Sneaking | Sneaking determines how well you can sneak without getting caught. Increasing this ability shrinks NPC sight cones and improves your movement speed while sneaking. |
N/A | |
| Thievery | Thievery improves your lockpicking and pickpocketing skills. To pick locks, use a lockpick or the context menu of a door or container. To pickpocket, interact with a character while sneaking. |
+ 1 point = + 2 kg and 150 total gold value |
Combat Abilities
[edit | edit source]Defense
[edit | edit source]| Icon | Name | Description | Effect |
|---|---|---|---|
| Leadership | Leadership grants Dodging and Resistance bonuses to all allies in a 8m radius. | + 1 point = 2% Dodging and + 3% to all resistances | |
| Perseverance | Perseverance restores Magic Armour when Frozen or Stunned, and restores Physical Armour after Knocked Down or Petrified. | + 1 point = + 5% Armour restored. | |
| Retribution | Retribution reflects received damage to your attacker. | + 1 point = + 5% damage reflected. |
Skills
[edit | edit source]| Icon | Name | Description | Effect |
|---|---|---|---|
| Aerotheurge | Aerotheurge increases all Air damage you do. | + 1 point = Air attacks deal + 5 % more damage. | |
| Geomancer | Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. | + 1 point = Poison and Earth attacks deal + 5 % more damage, + 5% Physical Armour from skills and potions. | |
| Huntsman | Huntsman increases the damage bonus when attacking from high ground. | + 1 point = + 5 % to all damage when attacking from high ground. Note that this bonus is applied after all other bonuses have been applied. | |
| Hydrosophist | Hyrosophist increases all Water damage you deal, and any Vitality healing or Magic armour restoration that you cause. | + 1 point = Water attacks deal + 5 % more damage, + 5 % Vitality healed, + 5 % Magic Armour from skills and potions. | |
| Necromancer | Necromancer heals you whenever you deal damage directly to Vitality. | + 1 point = heal for 10 % of damage dealt. | |
| Polymorph | Polymorph provides 1 free Attribute Point per point invested. | + 1 point = 1 + Attribute point | |
| Pyrokinetic | Pyrokinetic increases all Fire damage you deal. | + 1 point = + 5 % more damage | |
| Scoundrel | Scoundrel increases movement speed and boosts your Critical Modifier. | + 1 point = + 5 % Critical Multiplier, + 0.3 movement speed. | |
| Summoning | Summoning increases Vitality, Damage, Physical Armour and Magic Armour of your summons and totems. | + 1 point = + 10% Vitality, Damage, Physical Armour and Magic Armour. | |
| Warfare | Warfare increases all Physical Damage you deal. | + 1 point = Physical attacks deal 5 % more damage. |
Weapons
[edit | edit source]| Icon | Name | Description | Effect |
|---|---|---|---|
| Dual Wielding | Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons. | + 1 point = + 5 % Damage and + 1 % Dodging. | |
| Ranged | Ranged increases damage and Critical Chance when using bows and crossbows. | + 1 point = + 5 % Damage and + 1 % Critical Chance | |
| Single Handed | Single-Handed increases damage and Accurancy when using a single-handed weapon (dagger, sword, axe, mace or wand) with a shield or empty off-hand. | + 1 point = + 5 % Damage and + 5 % Accurancy. | |
| Two-Handed | Two-Handed increases damage and the Critical Multiplier when using two-handed melee weapons (sword, axe, mace, spear or staff). | + 1 point = + 5% Damage and + 5% Critical Multiplier |