Attributes are the base stats of your characters in Divinity: Original Sin 2.

All characters begin with a basic 10 points in each attribute. Characters can be customized with 3 additional attribute points at the start and acquire 2 more points per level. A total of 30 points can be added to an attribute for a maximum of 40 points. This maximum can be further be augmented through equipment. The Lone Wolf talent allows players to double their investment in attributes and combat skills.




Strength increases the damage dealt with strength-based weapons and skills, as well as the carry weight and the ability to move heavier objects.

For every point increased, the character gains:

  • +5% damage
  • +10 additional carry weight
  • +7.5 object movement weight

 For every point decreased below 10, the character loses 5% damage on abilities that are based off of strength.


Finesse increases damage dealt with finesse-based weapons and skills.

For every point increased past 10, the character gains:

  • +5% damage

  For every point decreased below 10, the character loses 5% damage on abilities that are based off of agility.


Intelligence increases damage dealt with intelligence-based weapons and skills.

For every point increased past 10, the character gains:

  • +5% damage

  For every point decreased below 10, the character loses 5% damage on abilities that are based off of intelligence.


Constitution determines the amount of Vitality the character has.

For every point increased past 10, the character gains:

  For every point decreased below 10, the character loses 7% vitality.


Wits affects your Critical ChanceInitiative, and ability to detect traps and find hidden treasures.

For every point, the character gains:

  • +1 Initiative

For every point increased past 10, the character gains:



Memory is a new attribute that determines how many Skills can be memorized at any one time.  Unlike in previous versions, there is no limit on how many skills can be learned, only how many will be available during combat.  Most skills only require a single memory slot. More powerful skills require more memory slots and source points.

For every point increased past 10, the character gains:


Extended statistics

These statistics are determined by your character’s base statistics. They can be affected by skills, stances, statuses, gear, abilities, and talents.

  • Damage

    The damage a character inflicts when successfully hitting an enemy or an item with their equipped weapon or while unarmed.
  • Critical Chance

  • The chance a character has of dealing extra damage. Each weapon has a base critical chance which is further modified by Wits and any additional increases found on equipment.
  • A critical damage multiplier is the amount of extra damage the attack will do. For example, if a weapon states 180% Critical Damage, a normal hit that does 10 damage will now do 18.
  • Formula for calculating damage = (Base Damage)*(1+Elemental Bonus%)*(1+Attribute Bonus%+Weapon Skill Bonus%+Misc Bonuses%)*(1+High Ground Bonus% + Crit Bonus%)
  • Accuracy

    Accuracy determines the chance to hit an enemy. Any number past 100% will subtract from an enemy's chance to dodge.
  • Dodging

    Dodging determines the ability to evade attacks.
  • Physical Armor

    Physical armor acts as an additional layer of health on top of Vitality that will absorb physical damage first. Once physical armor reaches 0, the character is vulnerable to physically-based crowd control and Vitality will drop from physical attacks. Example of crowd control effects include:
  • Knocked Down
  • Bleeding
  • Atrophy
  • Chicken Form
  • Crippled
  • Magical Armor

    Magical Armor acts as a secondary layer of health that protects against elemental attacks that also include those that come from weapons. Once magical armor reaches 0, Vitality will start taking damage from magical attacks. The character is also vulnerable to magically-based crowd control. Examples include:
  • Sleeping
  • Frozen
  • Shocked
  • Chilled
  • Charmed


    The amount of points needed to gain a level. This can be gained by:
  • Completing quests
  • Exploring new areas
  • Killing enemies
  • Furthering the story


  • Movement

    The distance a character can traverse with one action point. This can be modified by equipment, buffs, or debuffs.
  • Initiative

    Initiative affects when a character's takes their turn in combat will be taking their turn in combat. In a party and in large enough battles, characters alternate between enemy and ally turns to act.

Elemental Resistances

Elemental damage is decreased by a percentage based off of the resistance a character has. For every number past 100%, a character will instead be healed by the attack instead. For example, if a character is hit by a fireball that is set to do 500 damage and has a fire resistance of 150%, the character will be healed for 250 vitality. An undead character will always be healed by poison damage.

  • Fire Resistance

  • Water Resistance

  • Earth Resistance

  • Air Resistance

  • Poison Resistance


    Vitality is the amount of health a character has. The amount of vitality gained per level becomes exponential throughout the game, even if the amount of constitution is low.

    Action Points

    The ability to act during a character's turn is determined by their action points. A normal character starts with 4 points at the start of a fight and regenerates another 4 points per turn. Actions points can be saved if a character skips their turn. A maximum of 6 points can saved, unless the character acquired the Lone Wolf talent, which adds 2 maximum action points, for a total of 8.
  • Source Points

    Source Points are a new resource introduced during Act II. A player can gain these for their characters during certain quests. A maximum of 3 points can be acquired throughout the act.

    • Anonymous

      16 Jan 2018 20:59  

      the actual chance to hit is:

      chance = (1 + acc) * (1 - dodge)

      acc = accuracy bonus from attacker
      dodge = dodge from targer

      • Anonymous

        28 Oct 2017 13:35  

        Here is the formula for calculating damage:

        Base Damage + Combat Abilities:Skills Bonus% = Abilities Damage

        Abilities Damage+(Abilities Damage*(1*Attribute Bonus%))+(Abilities Damage*(1*Combat Abilities:Weapon Bonus%+Misc Bonus%)) = Total damage

        Damage from weapon:201
        from warframe:+55%
        from single-handed:+50%
        from finesse:+240%
        from thick of the fight:+40%

        Abilities Damage = 201 + 55% = 311.55

        Total Damage = 311.55 + (311.55 * (1 * 240%)) + (311.55 * (1 * 50% + 40%))
        = 311.55 + (311.55 * 2.4) + (311.55 * 0.9)
        = 311.55 + 747.72 + 280.395
        = 1339.665

        If High Ground and Crit:

        Total Damage * (1+High Ground Bonus%) * (1*Crit Bonus%)

        It would have been much simpler and balanced that the percentages were addictive because there the bonus Combat Abilities: Weapon and spells become very low as the game progresses.

        • Anonymous

          03 Oct 2017 22:54  

          what I really dislike about this is that you only get 2 points to spend when you level up. This means it is not viable to go for Warfare/Scoundrel because warfare depends on strength while scoundrel depends on finesse. If you spend your attribute points on those two to maximize damage, then you will lack constitution. Another disappointing fact is that finesse cannot combo with ranged or metamorph either because of weapon differences. Neither will going strength/intelligence because you will lack health. The only way is to go for a mix where comboing works, such as warfare/polymorph, ranged/warfare, etc..

          • Anonymous

            01 Oct 2017 21:15  

            Is there any point in going higher than 100% accuracy? I know in some games going higher than 100% accuracy will translate into higher crit chance.

            • Anonymous

              30 Sep 2017 00:00  

              how do I know what a (Strength/Intelligence )"finesse-based weapons" is? I assume crossbows count (as finesse) but can't find any way to back this up.

              • Anonymous

                22 Sep 2017 18:37  

                what do the damage ranges mean? Like if a weapon's damage is 25-29 and another is 23-31 which one is better? What determines when the lower or higher number is used?

                • Anonymous

                  22 Sep 2017 06:00  

                  Lone wolf no longer allow to put additional point, cap is 40 for all (need to be confirmed by another player), you still double your invested point.

                  • Anonymous

                    Attribute descriptions from the latest build01 Sep 2016 09:17  

                    Strenght:|Strenght determines your Accuracy with strenght-based weapons, improves |Warfare| skills, decreases movement penalty from heavy equipment||1 point = +12% damage bonus and 20% heavy armor movement penalty ignored|Finesse:|Finesse determines your chance to hit with finesse-based weapons, improves |Hunting| and |Rogue| skills and increases your Dodge chance||1 point = +12% damage bonus and 4% Dodge bonus|Intelligence:|Intelligence determines your Accuracy with intelligence-based weapons, improves Elemental, Necromency and Summoning spells||1 point = +12% damage bonus|Constitution:|Constitution determines how much Vitality you have||1 point = +5 Vitality|Memory:|Memmory affects number of skills you can use at the same time||3 points = 1 memory Slot|Wits:|Wits affects your Critical chance, Initiative, Magic Armor, your ability to detect traps and find hidden treasures||1 point = 3.0% Critical chance +2 initiative|

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