Classes

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Classes are starting presets in Divinity: Original Sin 2. Each preset determines the character's starting Attributes, abilities, skills, talent, and equipment.

Overview

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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

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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.

Mage class presets
Class Combat abilities Starting skills Talent Civil ability Companion
Cleric Hydrosophist, Necromancer Decaying Touch Decaying Touch, Blood Sucker Blood Sucker, Restoration Restoration Hot Head Hot Head Bartering –
Conjurer Summoning, Leadership Conjure Incarnate Conjure Incarnate, Dimensional Bolt Dimensional Bolt, Elemental Totem Elemental Totem Pet Pal Pet Pal Loremaster –
Enchanter Aerotheurge, Hydrosophist Electric Discharge Electric Discharge, Hail Strike Hail Strike, Rain Rain Far Out Man Far Out Man Loremaster Lohse
Witch Necromancer, Scoundrel Mosquito Swarm Mosquito Swarm, Raise Bloated Corpse Raise Bloated Corpse, Chloroform Chloroform Leech Leech Persuasion –
Wizard Geomancer, Pyrokinetic Fossil Strike Fossil Strike, Ignition Ignition, Searing Daggers Searing Daggers Far Out Man Far Out Man Loremaster Fane

Survivor classes

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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.

Survivor class presets
Class Combat abilities Starting skills Talent Civil ability Companion
Metamorph Polymorph, Two-Handed Bull Horns Bull Horns, Chicken Claw Chicken Claw, Tentacle Lash Tentacle Lash Opportunist Opportunist Persuasion –
Ranger Huntsman, Pyrokinetic Elemental Arrowheads Elemental Arrowheads, Ricochet Ricochet, Peace Of Mind Peace Of Mind Arrow Recovery Arrow Recovery Lucky Charm –
Rogue Scoundrel, Dual Wielding Throwing Knife Throwing Knife, Backlash Backlash, Adrenaline Adrenaline The Pawn The Pawn Sneaking Sebille
Shadowblade Polymorph, Scoundrel Backlash Backlash, Chameleon Cloak Chameleon Cloak, Chicken Claw Chicken Claw Guerrilla Guerrilla Thievery –
Wayfarer Geomancer, Huntsman Elemental Arrowheads Elemental Arrowheads, Pin Down Pin Down, Fossil Strike Fossil Strike Pet Pal Pet Pal Bartering Ifan ben-Mezd

Warrior classes

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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.

Warrior class presets
Class Combat abilities Starting skills Talent Civil ability Companion
Battlemage Warfare, Aerotheurge Battering Ram Battering Ram, Blinding Radiance Blinding Radiance, Shocking Touch Shocking Touch Comeback Kid Comeback Kid Persuasion Beast
Fighter Warfare, Geomancer Battle Stomp Battle Stomp, Bouncing Shield Bouncing Shield, Fortify Fortify Opportunist Opportunist Bartering The Red Prince
Inquisitor Warfare, Necromancer Battering Ram Battering Ram, Blood Sucker Blood Sucker, Mosquito Swarm Mosquito Swarm Executioner Executioner Telekinesis –
Knight Warfare, Two-Handed Battle Stomp Battle Stomp, Battering Ram Battering Ram, Crippling Blow Crippling Blow Opportunist Opportunist Bartering –

Starting attributes

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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.

Starting attribute bonuses by class (base 10)
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

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  • 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.