Persuasion

Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you.

Level 1: Increases base Attitude with strangers by 5.

Persuasion is a civil ability in Divinity Orginal Sin 2. Persuasion's primary usage is to help achieve a potentially more desirable outcome during dialogues with non-player characters. This can include obtaining more information, defusing violent situations, or gaining profitable rewards.

In addition, Persuasion increases the base attitudes of NPCs towards that particular character, which can lead to a discount in trading. Every level of Persuasion increases the base attitude of an NPC by 5 points, each of which equals 1% of trading discount, upto a maximum of 100 attitude.

A high Persuasion score does not allow you to ignore the dialogue or context. Certain dialogue options will always fail, regardless of Persuasion and Attribute scores. Some others will always succeed, even with 0 persuasion and a low score of the relying Attribute. The game will inform you when you pick an option that is impossible to succeed.

Common sense and an NPC's base nature will ultimately trump any persuasion. You cannot "persuade" the impossible. Even when you succeed in a persuasion choice, different options for the same choice will elicit different responses, and can sometimes yield very different outcomes. For example, succeeding at a persuasion choice by threatening someone versus reasoning with them can sometimes lead to very different outcomes. Other times, success at a particular persuasion choice will not change the overall final outcome of an interaction. Some situations will always lead to violence, or an unprofitable resolution.

 

Current System of Persuasion (Patch v3.0.180.158)

1. In order to succeed at a persuasion check, you need to reach the required threshold. This threshold is a preset number and can be very different even for each individual option of the same persuasion choice with the same NPC.

2. Each point in the Persuasion skill counts as 1 point towards the threshold. Each two points of the relevant attribute ABOVE the NPC's corresponding attribute counts as 1 point towards LOWERING the threshold. Temporary buffs and equipment bonuses count towards the total point checks, so stack up if you're trying to pass a particularly difficult one.

3. If you succeed at the option, the game simply tells you "Persuasion Success". If you fail, the game will inform you of how many points you've currently satisfied towards the threshold, as well the current required total threshold (after any effects through attribute modification). e.g. "Persuasion Failure! Your Persuasion: 3, Needed: 5".

Example:

In order to pass Grog the troll, you chose the Intelligence persuasion option. It requires a threshold of 6.
Grog's Intelligence attribute is 24. A character with a total of 26 Intelligence will lower the threshold by 1, making it 5.
So to reach the threshold, that character with 26 Intelligence will also need a total of 5 Persuasion skill in order to succeed at this option.

 

 

Persuasion Notes

  • Keep in mind: The game is still evolving and being actively patched (as of March 2018). Past systems of the Persuasion skill have become obsolete. If the system described on the wiki page is inaccurate, please edit after sufficient testing and proof. Keep guesswork and conjecture to the comments section. Check comments section and the edit date of the wiki page when seeking current information.
  • Persuasion synergizes very well with Bartering, as the innate discount stacks with the second discount from high Attitude.
  • Inspecting the dialogue file (from GOG version 3.0.143.909_HOTFIX) located in Origins.pak/Origins_1.pak, Mods\DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4\Story\Dialogs\FortJoy\FTJ_CollaredPrisoner.lsj (Vasyna) shows that the Strength dialogue node's Persuasion Modifier property is set to "Hard" and has "Success" and "Failure" nodes as two possible branches, while the Intelligence Persuasion Modifier is set to "Always" and only has one possible branch of "Success", and the Wits Persuasion Modifier is set to "Impossible" and only has one possible branch of "Failure".
  • Trivia: the Alpha version of persuasion would simulate +4 stat difference per persuasion level when trying to persuade someone.

 




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    • Anonymous

      For a single character tactician run i find thievery to be most important. Persuasion makes you usually talk yourself out of free xp for killing enemies and free loot for desecrating their corpses afterwards. Better than bartering and weaker than loremaster (unless you memorized the game all the way through) mind you so do as you wish godwoken.

      • Anonymous

        From my experience, its either go all in or nothing. Low persuasion mostly works against you, forcing you out of fights that you can easily win for free xp. (unless you go psycho b and kill them after anyway )

        Tough fights you stumble into and would want to avoid for the moment will require like 5 persuasion. As do the more interesting persuasions.

        I remember only 1 time that it rewards more exp, and that is with 5 persuasion on the bloodmoon island

        The only time it really(relatively) matters is in act 3.

        • Anonymous

          if the thing about stat different is true, then using a different character that is not locked in dialog to examine the target to view the stats might be a way to efficiently weigh which option is the best.

          • Anonymous

            This i so freaking stupid. I work and work to get a set of armour I CANNOT use because i have no f*****g idea how much persuasion is needed to get contamination helm to work. Fix this goddamn broken system please.

            • Anonymous

              Legit terrible system, but I get it, they don't want it to be like Oblivion or Skyrim where you just reload your save over and over until you pass a check, but this isn't that much better.

              • Anonymous

                For those visiting the page for tips on persuasion, please note the values from the cracked file above are for ONLY ONE character, Vasnya the lizard you meet in the dungeon of Fort Joy. That's why there's only three options, and no Finesse or Constitution options--those were the only persuasion options written into that dialogue. it is meant to show that the different options for each character have different success rates, NOT be an all-inclusive guide to show how to persuade everyone all the time. The game wants you to think through which options are most likely to work in a given situation and go with those.

                • Anonymous

                  Does persuasion scale with the game, or should I stop putting points into it once i get to level 7 or 10 or something?

                  • Anonymous

                    This is simply not true. The most important persuasion I have encountered in the game so far is in Act III after doing all the plot points necessary to enter the Academy. Well, one needs to persuade each of the three followers to keep going so the main character can attempt the next step with them along (sorry for the vague but avoiding spoilers here). Even though my main character has 1 persuasion point, and his intelligence is vastly above the other characters (being an Enchanter), he is only getting 1 persuasion toward the goal with each follower on an intelligence-persuasion check, and I'm just so stuck I'm about to delete the game from my ps4. Note to the game designers: if your game requires google searches to figure out, and it is a one-player game, you have FAILED at game design!

                    • Anonymous

                      Well i doubt it ... with lone wolf my rouge has over 70 finesse and for example to pass check on elf guarding last rites I still need 4 persuation. While i have 9 (-2 from kiss +1 from blood rose) costitution and 1 persuation (from amulet :D) and I passed costitution check on that elf ;v.

                      • Anonymous

                        Even though the information linked in the steamcommunity page from Futeko's post below is very thorough, unfortunately I don't believe it is still relevant in the current version of the game.The devs appears to have made some significant changes.
                        Since the "threshold" level of a persuasion check is now displayed, it's much easier to figure out. Based on some quick tests and conjecture, I believe the general rules of persuasion in the current version of the game works like this:

                        1. Different options of a persuasion choice have different preset thresholds. This applies even for different options in the same choice of the same NPC. Sometimes, certain options will always succeed, certain options always fail, and not all will lead to the same succeed or fail result. (i.e. Succeeding by threatening someone versus reasoning with them will yield different results, sometimes with very different outcomes). The game now tells you when a certain option is impossible to succeed.

                        2. In order to succeed at a persuasion check, you need to reach the required threshold.

                        3. Each point in the Persuasion skill counts as 1 point towards the threshold. Each two points of the relevant attribute ABOVE the NPC's same attribute counts as 1 point towards LOWERING the threshold. Temporary buffs and equipment bonuses count towards the total point checks, so stack up if you're trying to pass a particularly difficult one.

                        Example:
                        In order to get past Grog the troll, you chose the Intelligence persuasion option. It requires a threshold of 6.
                        Grog's Intelligence attribute is 24. A character with a total of 26 Intelligence will lower the threshold by 1, making it 5.
                        So in order to succeed at this option, that character with 26 Intelligence will also need a total of 5 Persuasion skill in order to succeed at this choice.

                        All of this is based on some quick testing. There may be mistakes or the game may change in future patches again. This is why I didn't add this directly to the official wiki page. Feel free to add your own correction.

                        • A few notable facts about persuasion:
                          - In order to succeed at a Persuasion check, you need to beat the Persuasion Threshold of the dialogue option with your Persuasion ability score.
                          - The Threshold depends on (1) the level of the NPC, and on (2) the option itself (some give bonuses, some penalties, some are just impossible to win).
                          - The related attribute (e.g. Wits, Strength, Intelligence ...) only matters if you meet the Threshold but do not exceed it (e.g. Persuasion 2 vs a Threshold of 2). It is then compared with the NPC's own attribute as a tie-breaker (you win if your attribute is at least 2 points higher than the NPC's).
                          - Otherwise, if you exceed the Threshold (e.g. Persuasion 3 vs a Threshold of 2), you will succeed regardless of your attribute. If you are below the Threshold (e.g. Persuasion 1 vs a Threshold of 2), you will fail regardless of your attribute.
                          - There is thus no randomness involved in Persuasion checks (as opposed to D:OS 1).

                          For a full breakdown of the mechanics of Persuasion and a list of Persuasion checks & Thresholds per area, see https://steamcommunity.com/sharedfiles/filedetails/?id=1166202484

                          • Anonymous

                            I kept maxing persuasion on red prince as fast as I could ,never failed with str and con attributes ,the only time I had to reload was in that djien quest that even with passing on str check ,djien tricks you ,overall this system worked fine for me ,my only minor problem is I always have to use red prince to talk to someone first instead of my main charactor Ifan

                            • Anonymous

                              Persuasion definitely is attribute based, In drift wood at 1 persuasion and 21 strength I consistently failed the persuasion check for the executioner but after eating a mushroom and a strength pot to get to 24 strength I passed the check. Similarly on the boat to fort joy I would consistently failed the speech check to convince the magisters hiding in the room up stairs to let me go, but after buffing my intelligence by 1 i succeeded.

                              • Anonymous

                                In the very first room I have stolen a book next to Magister Siwan. When she accused me of thievery, I vehemently denied that. Persuasion failed and a combat was initiated. Upon reload, I got a persuasion success. That means that persuasion is a chance check.

                                • Anonymous

                                  I have been able to successfully persuade multiple times with characters that have 0 points in persuasion and only 2-3 points stat difference. Maybe you just need at least as much persuasion as the other character or the difficulty of persuasion is not based on teir stats.

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