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Scoundrel skills in Divinity: Original Sin 2 are Dexterity-based. These skills are very specialised in Status Effects and require a dagger to be equipped most the time.

NOTE: The information below is based on Divinity Original Sin II Early Access. It will be updated as more info becomes available.

 

Divinity Original Sin 2 Scoundrel Skills

 

Adrenaline

Borrow Action Points from your next turn.

 

special-icon.jpgSPECIAL

  • Gain 2 Action Points immediately, but lose 1 Action Point next turn.
  • 1 Memory Slot
  • Does not breaking Invisibility or sneaking.

action_point-icon.jpgAP COST

  • 0 Use

PROPERTIES

  • 4 turn(s) Cooldown

Chloroform

Destroys X-Y magic armour and then tries to set Sleeping.

 

special-icon.jpgSPECIAL

  • 100% chance to set Sleeping for 1 turn.
  • 1 Memory Slot
  • Does not breaking Invisibility or sneaking.

action_point-icon.jpgAP COST

  • 1 Use

saving_throws-icon.jpgARMOUR CHECK

  • Magic Armour

PROPERTIES

  • 3 turn(s) Cooldown

Range: 8.0m

Sawtooth Knife

Pierces the enemy's Physical Armour and directly deals X-Y piercing damage. Sets Bleeding if the enemy has no Physical Armour.

 

special-icon.jpgSPECIAL

  • 100% chance to set Bleeding for 1 turns.
  • 1 Memory Slot

action_point-icon.jpgAP COST

  • 2 Use

saving_throws-icon.jpgARMOUR CHECK

  • Physical Armour

PROPERTIES

  • 4 turn(s) Cooldown
  • Requires a Dagger

Throwing Knife

Throw a knife at the opponent, dealing X-Y piercing damage. Can backstab! (You do not lose your equipped knife or dagger.)

 

special-icon.jpgSPECIAL

  • Can Backstab
  • 1 Memory Slot

action_point-icon.jpgAP COST

  • 2 Use

PROPERTIES

  • 3 turn(s) Cooldown

 

Vault

Jump over the enemy, landing behind their back and backstabbing them for X-Y physical damage.

 

special-icon.jpgSPECIAL

  • 100% chance to Backstab
  • 1 Memory Slot

action_point-icon.jpgAP COST

  • 1 Use

PROPERTIES

  • Requires a Dagger
  • 3 turn(s) Cooldown

Cloak and Dagger

 

Teleport without breaking sneaking.

 

special-icon.jpgSPECIAL

  • Does not break Invisibility or sneaking
  • 1 Memory Slot

action_point-icon.jpgAP COST

  • 1 Use

PROPERTIES

  • 3 turn(s) Cooldown

Range 15.0m

Fatality

 

Deals double normal damage. Damage is increased by 500% if you are sneaking or invisible.

 

special-icon.jpgSPECIAL

  • 3 Memory Slots

action_point-icon.jpgAP COST

  • 2 Use

Source Point Cost

  • 1 use

PROPERTIES

  • 3 turn(s) Cooldown
  • Requires a dagger

Range: 3.0m

Walk in Shadows

 

Become one with the shadows.

 

special-icon.jpgSPECIAL

  • 100% chance to set Invisible status for 3 turns
  • 3 Memory Slots

action_point-icon.jpgAP COST

  • 2 Use

Source Point Cost

  • 1 use 

PROPERTIES

  • 10 turn(s) Cooldown

Breaks when casting or attacking.




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