Belts in Divinity: Original Sin 2 are protective equipment worn by player characters and NPCs on their waist. Players can find belts as part of quest rewards, purchase them from Merchants and obtain them from defeated Enemies. Players can create belts via Crafting.

 

Belts

 

Click the table header to sort. Default sorting is alphabetical

Name

Armor

Effects

Reqs

Location

An Mey Falin 54 Physical +2 Constitution
+1 Wits
+20% Poison Resistance
+1 Warfare
+1 Single-Handed
+1 Polymorph
Grants Deflective Barrier

Lv 13

In Cloisterwood, purchase it with the trader Eithne.
Dallis' Panties ?? ??

??

??
Decomposing Pyromancer's Belt

6 Physical

1 Magical

+15% Earth Resistance
+15% Poison Resistance
Lv 4 Drops from undead near Zaleskar in Hollow Marshes
Decomposing Terramancer's Belt Physical

+10% Earth Resistance
+10% Poison Resistance

None Drops from undead near Zaleskar in Hollow Marshes
Halla's Shiny Ribbon Physical

+2 Finesse
+20% Poison Resistance
+1 Sneaking
+1 Thievery

None

Located at Halla's Buried Valuables. To unlock the market you must beat Undead Heroes in the Stonegraveyard
Old Antique Belt ??  ?? ?? ??
Withermoore's Girdle Physical +1 Memory

None

Drops from Lord Withermoore 
Ancient Belt 142 Physical

+10% Fire Resistence
+10% Water Resistence
+10% Earth Resistence
+10% Air Resistence
+10% Poison Resistence
Restore 581 vitality at lv 20

(Restore Vitality scales with level and Hydrosophist 872 vitality with 10 Hydrosophist. Damage to Undead characters.)

 

On Trader Adam in front of Lord Kemm's Mansion at Arx for ~140,000 gold. 

 

An May Falin 70 Physical +2 Consitution
+1 Wits
+1 Warfare
+1 Single-Handed
+1 Polymorph
+20% Poison Resistance
  On Eithne in Reaper's Coast
X:167,Y:222
Sash of the Faithful 278 Physical

+3 Consitution
+20% Fire Resistance
+20% Earth Resistance
+0.2 Movement
+351 HP

  Pilgrim in front of statue by Cathedral in Arx X:298, Y:393

 

Notes for Loot Belts:

An Uncommon Belt gets 1 "Roll" (described below), Rare 2, Epic 3, Legendary 4, and Divine 5. A slot is not possible for a loot belt. Unlike rings or amulets, 2 of these can roll "strong" and give a higher magnitude effect.

 

Rolls

Attributes:
A loot belt cannott have most of the standard 6 attributes (str/fin/int/mem/wits), but can have Constitution and sub-attributes. These include Crit Chance, Dodge and Hit Points and Initiative. HP's are affected by Lone Wolf and Picture of Health multipliers, but regardless, this is a bad roll. Crit varies from 2-4%, Dodge from 3-7%, initiative from 2-??, and HP's based on level of item, and whether or not the roll was "strong" (81 vs 199 on two different level 18 belts). Higher than minimum for Crit or Dodge uses a strong roll.


Resistances:
Loot belts cannot have resistance rolls.

 

Combat Skills:
They can roll Weapon and Defensive skills at +1 or +2. The author has not seen a belt roll 2 separate Weapon Skills, and believes it is not possible. +2 is a "strong" roll. They cannot have other combat skills like Warfare, Pyro etc

Up to 3 of these, at least, can be rolled on one belt (I have a Ret/Leader/Ranged belt as I type this). This author has never seen a two-handed loot belt, but presumes it is possible and that he is extraordinarily unlucky.


Civil Skills:
Random belts can have, at least, Lucky Charm, Bartering, Thievery, Telekinesis, and Sneaking. If anyone has seen a Persuasion, or Loremaster belt in an unmodded game, please add it. Belts can have, at least, 3 separate Civil skills, but never at +2.


Skill from Item:
This author is uncertain if random belts can have these, but leaning towards "no." Which is fine. They are bad anyway.


 

Example Good Roll:

Weapon skill you use, Strong roll (+2). Two handed is king unless archer or rogue.
Crit, Strong Roll (+4%)
Dodge (3%) or Leadership +1, but almost "Whatever"
Whatever
Whatever

Due to the last two (arguably 3) rolls being almost completely irrelevant, the legendary rolls from the wishing well should be enough to carry you through most of the game, unless you are as unlucky as this author and never finds a two-handed bonus.

 

Eternal Artefact:
Adds +2 Strength, a levelled amount of physical armor (small, on the order of 10% of the item's armour), and +1 Warfare. This is the strongest use of an Eternal Artefact for many classes.




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    • Anonymous

      So, for the Ancient Belt, I just straight up killed ol' Trader Adam to pick it up and see what the stats were. Equipping this item sets permanent regenerating, which gives +730 Vitality every turn (@ lvl 18).... EVERY TURN!!!

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