Abilities in Divinity Original Sin 2 are the foundation stats of your characters. The Abilities are divided into combat abilities and civil abilities. 


Combat Abilities
Civil Abilities

Combat Abilities in Divinity Original Sin 2 are listed here. These abilities increase the character's effectiveness with various weapon types, boost their defence, or allow them to learn more Skills. You cannot invest more than 10 points into any single Combat Ability, but you can take it higher than 10 via equipment. Players with the Lone Wolf Talent can invest an additional 10 points per Combat Ability for a total of 20 points per Ability, the only exception being Polymorph, which is not affected by Lone Wolf.


Combat Abilities


Ability Name Description Effects

Dual Wielding
Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons. +5% Damage and +1% Dodge Chance.
Ranged Ranged increase damage and Critical Chance with bows and crossbows. +5% Damage and +1% Critical Chance.

Single-handed increase damage and Accuracy when using a one-handed weapon (dagger, sword, axe, mace or wand) with a shield or empty off-hand. +5% Damage and +5% Accuracy.

Two-Handed increase damage and critical multiplier when using two-handed melee weapon (Sword, axe, mace, spear or staff). +5% Damage and +5% Critical Multiplier.

Leadership grants dodging and resistance bonuses to all allies in a 5m radius. +3% Dodging and +3% to all Resistances
Perseverance Perseverance restores Magic Armor after you recover from Frozen or Stunned, and restores Physical Armor after knocked down or Petrified. +5% Armor restored
Retribution Retribution reflects received damage to your attacker. 5% damage reflected.

Aerotheurge increase all Air damage you deal. Air attacks deal +5% more damage.

Geomancer increase all Poison damage you dealt and any Physical Armour restoration that you cause. +5% Poison and Earth Damage. Restoring Physical Armour gets a +5% bonus.
Huntsman Huntsman increases the damage bonus when attacking from high ground. +5% Damage from high ground.

Hydrosophist increases all healing and Magic Armour restoration that you cause. Healing increased by +5%. Restoring Magic Armour is increased by +5%.
Necromancer Necromancer heals you every time you deal damage to Vitality. Damage from reflection effects yields half heal. Heal +10% of the damage dealt to Vitality.
Polymorph Polymorph provides one free attribute point per point invested. +1 Attribute Point

Pyrokinetic increase all damage you deal. +5% Damage.

Scoundrel increases movement speed and boosts your Critical Modifier. +5% Critical Multiplier, +5% Movement speed.
Summoning Summoning increases Vitality, Damage, Physical Armour and Magical Armour of your summons and totems. Summons starts with 5% more Vitality, Damage, Physical Armour and Magical Armour.
Warfare Warfare increases all Physical damage you deal. Physical attacks deal +5% more damage.



Civil Abilities in Divinity Original Sin 2 are listed here. These abilities  will save money while buying or selling goods, increase the likelihood of dialogue persuasions/intimidations, confer bonuses to party members, or simply increase the chances of finding loot. You gain a civil ability at level 1, 2, 6, 10, 14, 18, 22, 26, 30, 34. You cannot invest more than 5 points into any Civil Ability, but you can take them past this with gear. Lone Wolf has no effect on Civil Abilities.


Civil Abilities


Ability Description Effects

Bartering improves your haggling skills with traders. Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.

Lucky Charm
Lucky Charm increases your likelihood of finding extra treasure whenever loot is stashed. Lucky Charm increases your likelihood of finding extra treasure whenever loot is stashed.
Persuasion Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you. Next Level 1: Increases base Attitude with strangers by 5.

Loremaster identifiles enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster. To identify, use an identifying glass and click on the item you want to identify. To examine a monster or NPC, right click them and choose Examine.

Telekinesis determines the range and weight of items you can move telepathically. Next Level 1: up to 4m range.

Sneaking determines how well you can sneak without getting caught. A higher sneaking ability improves your movement speed while sneaking and shrinks NPC sight cones.
Thievery Thievery improves your lockpicking and pickpocketing skills. To lockpick, use a lockpick and click on the item you want to lockpick.

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