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Talents in Divinity Original Sin 2 are valuable skills that become passive abilities that change player Characters permanently. Talents have requirements in order to be unlocked, often tied to leveling or investment in specific Skills. Some talents are incompatible with others, so plan accordingly. These can be reset on the Lady Vengeance when you reach Act 2.

You gain a talent at level 1, 3, 8, 13, 18, 23, 28, 33.

 

 

Divinity Original Sin 2 Talents

 

 


All Skilled Up

Grants 1 additional Combat Ability Point and 1 extra Civil Ability Point.

Requirement: Level 2


Ambidextrous

Reduces the cost of using grenades and scrolls by 1AP if your offhand is free.

Requirement: None


Arrow Recovery

Grants a 33% chance to recover a special arrow after firing it.

Requirement: None

 

 


Bigger And Better

Immediately grants 2 extra attribute points.

Requirement: Level 2


Comeback Kid

Once per combat, if an enemy lands a fatal blow, Comeback Kid will help you bounce back to life with 20% health. If you die and are resurrected in combat, Comeback Kid will be available again.

Requirement: None


Demon

Gain 15% fire resistance and 15% water weakness. Max fire resistance also increases by 10. Cannot be used with Ice King.

Requirement: Pyrokinetic 1

 

 


Duck Duck Goose

Lets you evade attacks of opportunity.

Requirement: Huntsman 1


Elemental Affinity

Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.

Requirement: None


Elemental Ranger

Arrows will deal bonus elemental damage depending on the surface the target is standing in.

Requirement:  Huntsman 1

 

 


Escapist

Allows you to flee combat even when enemies are right next to you.

Requirement: None


Executioner

Gain 2 AP after dealing a killing blow. Does not work with The Pawn.

Requirement: Warfare 1


Far Out Man

Increase the range of spells and scrolls by 2m. Does not affect melee and touch-ranged skills.

Requirement: None

 

 


Five-Star Diner

Doubles the effects of foods and potions.

Requirement: None


Glass Cannon

You start every combat round with Maximum AP, but Magic and Physical Armour do not protect you from statuses.

Requirement: Incompatible with Lone Wolf.


Guerilla

While sneaking, your attack damage is increased by 40%.

Requirement: Sneaking 1

 

 


Hothead

While you are at maximum Vitality, Hothead grants you an extra 10% critical chance and 10% more accuracy.

Requirement: None


Ice King

Grants +15% Water resistance and +15% fire weakness. Max water resistance is raised by 10. Cannot work with Demon.

Requirement: Hydrosophist 1


Leech

Heals you when standing in blood.

Requirement: None

 

 


Living Armour

35% of all healing you receive is added to your Magic Armour.

Requirement: None


Lone Wolf

Lone Wolf provides +2 Max AP, +2 Recovery AP, +30% Vitality, +30% Physical Armour, +30% Magic Armour, and doubles invested points in attributes and combat abilities (except Polymorph ability), while you are adventuring solo or with at most one companion. This bonus is temporarily removed while there are more than two members in the current party.

Requirement: Incompatible with Glass Cannon


Mnemonic

Gives you 3 extra points in your Memory attributes.

Requirement: None

 

 


Morning Person

When resurected, you resurrect to full health.

Requirement: None


Opportunist

Gives you the ability to perform attacks of opportunity.

Requirement: None


Parry Master

Gives you a 10% bonus dodge chance while dual wielding.

Requirement: None

 

 


Pet Pal

Enables you to talk to animals.

Requirement: None


Picture of health

Grants +3% extra Vitality for every point of Warfare.

Requirement: Warfare 1


Savage Sortilege

Gives all magical skills a critical chance equal to your critical chance score.

Requirement: None

 

 


Slingshot

Adds an extra 5m range to your grenade throws.

Requirement: None


Stench

Decreases everyone's attitude towards you by 25, but melee combatants will find you less attractive.

Requirement: None


The Pawn

Permits your character 1 AP worth of free movement per turn. Does not work with Executioner.

Requirement: Scoundrel 1

 

 


Torturer

Increases the duration of damage statuses caused by your skills and surfaces by 1 turn.

Requirement: None


Unstable

You explode upon death, dealing 50% of your vitality as physical damage in a 3 meter radius.

Requirement: None


Walk it off

Reduces all status durations by 1 turn. This also affects positive statuses.

Requirement: None

 

 


What a Rush

Increases your recovery and maximum Action Points by 1 when your health is below 50%.

Requirement: None


Spider's Kiss

Spider's Kiss gives you -2 CON and +2 to another Attribute.  (depends on your choice in quest) 

Requirement: A Web of Desire


Trader's Secrets

Gives +1 Bartering from eating Garvan's head

Requirement: Aggressive Takeover

 

 


Ancestral Knowledge

Gives you +1 to Loremaster.

Requirement: Elf race


Corpse Eater

Lets you eat body parts to access the memory of the dead.

Requirement: Elf race


Dwarven Guile

Gives you +1 in Sneaking.

Requirement: Dwarf race

 

 


Sturdy

Gives you +10% max Vitality and +5% Dodging.

Requirement: Dwarf race


Ingenious

Gives you with +2 bonus Initiative and +5% extra Critical Chance.

Requirement: Human race


Thrifty

Gives +1 to Bartering

Requirement: Human race

 

 


Sophisticated

Gives you +10% Fire Resistance and +10% Poison Resistance.

Requirement: Lizard race


Spellsong

Gives you +1 to Persuasion

Requirement: Lizard race


Undead

Lets you heal from poison, but regular healing will damage you instead.

Requirement: Undead race

 

 


Rooted

Gives you 3 extra points in your Memory attribute.

Requirement: Sebille talks to Elven Scion after The Mother Tree Quest


Ghost Tree

??

Requirement: ??




    • Anonymous

      22 Oct 2017 07:15  

      All skilled up is almost a must for summoners. They get very good increase to their Incarnate summon on level 10 of Summoning. And this talent let's you achieve this one level earlier. Combined with the fact that summoners don't need a lot of the other stuff, it means that choice even easier. For the same reasons Pet Pal is good on summoner because it doesn't take place of anything really important.

      • Anonymous

        09 Oct 2017 21:57  

        Just a bit of commentary on the better talents:

        Morning Person is more or less the strongest talent in the game, as far as allowing you to beat tough fights. The game's mechanics are extremely generous to resurrection: a resurrected character gets a turn at the end of the current round, even if that character acted before getting killed. This means that, if you use a Resurrection Scroll on someone and then Fortify or Magic Shell them, you spent 4 AP and got 4 AP back for it, while healing someone to full health and placing armor on them.There's not a whole lot that the enemy can do to deal with a full team of Morning People with decent stacks of resurrection scrolls on hand, and the scrolls' cost quickly becomes insignificant.

        The Pawn is extremely valuable to any character, essentially giving one free AP on any round where you need to reposition.

        Get Pet Pal on at least one character, especially if it's your first playthrough. Animals tend to give very helpful hints.

        Elemental Ranger is pretty strong. An archer's first shot will cause the target to bleed if it can bleed, and any subsequent shot will get a strong physical damage boost from the blood surface, without the need to actually set up anything.

        Elemental affinity is good for mages who create surfaces everywhere -- mostly fire and earth mages.

        Glass Cannon can be good in some cases: the AI --absolutely loves-- to tunnel vision on a character with Glass Cannon, so you can use it to set up a tank of sorts, or at least someone who'll draw all the aggro. It's also usable offensively on an archer character, but you'll need to be meticulous with positioning and status effect removal (try starting fights with your other three characters, and then sneaking the GC archer in), or your GC wonderboy will spend the entire fight under crowd control.

        If you're going to play Lone Wolves, you'd better know what you're doing. Like in Original Sin 1, it makes the early game significantly harder, and the mid-game onward significantly easier as your Wolves turn into total wrecking balls. Just pick a game plan and one type of damage, and stick to them. I used dual-wielding lone wolves who stacked initiative and each put one enemy out of the fight from the outset with Backlash -> Rupture Tendons -> Chicken Claw. They had zero magic damage, and only had 1 point into each school of magic for the support spells.

        Parry Master is pretty good. Combined with the passive Dodge chance from the Dual Wielding skill and a party member with a high Leadership score, your dual wielder will be seriously hard to hit.

        Comeback Kid will usually force an enemy to spend an extra 2 AP to kill a party member, which is pretty good. Like most strategy games, DOS2 is won on AP economics.

        Picture of Health is okay to have for anyone who'll get a lot of points into Warfare, but you should wait to pick it until later on, as the increase is too marginal early on.

        All Skilled Up is worth taking after you've grabbed everything you need. It's especially valuable to Lone Wolves, who get two combat skill points for the price of one and have a serious dearth of civil skill points.

        In my view, the other talents are either of marginal utility, too situational to help much, or entirely useless.

        • Anonymous

          21 Sep 2017 08:22  

          lone wolf is a trap when you first start. you really need to plan ahead if you take it.
          also, i love the +3 memory one, it is extremely useful if you plan to use a lot of magic that takes more than a round to refresh. the wands don't seem all that helpful except for creating niche situations

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