Abilities in Divinity Original Sin 2 are the foundation stats of your characters. The Abilities are divided into combat abilities and civil abilities.
Combat Abilities in Divinity Original Sin 2 are listed here. These abilities represent the character's prowess in a given field. They increase the character's damage with weapons or elemental magic, provide defensive bonuses, and/or allow them to learn more combat skills. Characters start with 2 points and gain one point each time they level up. If you pick the All Skilled Up talent, you'll immediately receive a single extra point to spend. If you pick the Lone Wolf talent, the value of your combat ability points will double so long as your party has two or less members. No skill can be raised above the base value of 10 upon level up, although you can boost abilities above 10 with bonuses from equipment.
Combat Abilities
Weapons |
||
Ability Name | Description | Effects |
![]() Dual Wielding |
Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons. | +5% Damage and +1% Dodge Chance. |
![]() Ranged |
Ranged increase damage and Critical Chance when using bows and crossbows. | +5% Damage and +1% Critical Chance. |
![]() Single-Handed |
Single-handed increase damage and Accuracy when using a one-handed weapon (dagger, sword, axe, mace or wand) with a shield or empty off-hand. | +5% Damage and +5% Accuracy. |
![]() Two-Handed |
Two-Handed increase damage and critical multiplier when using two-handed melee weapon (Sword, axe, mace, spear or staff). | +5% Damage and +5% Critical Multiplier. |
Defence |
||
![]() Leadership |
Leadership grants dodging and resistance bonuses to all allies in a 5m radius. | +2% Dodging and +3% to all Resistances |
![]() Perseverance |
Perseverance restores Magic Armor after you recover from Frozen or Stunned, and restores Physical Armor after knocked down or Petrified. | +5% Armor restored. |
![]() Retribution |
Retribution reflects received damage to your attacker. | 5% damage reflected. |
Skills |
||
![]() Aerotheurge |
Aerotheurge increase all Air damage you deal. | Air attacks deal +5% more damage. |
![]() Geomancer |
Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. | Poison and Earth attacks deal +5% more damage, +5% Physical Armour from skills and potions. |
![]() Huntsman |
Huntsman increases the damage bonus when attacking from high ground. | +5% Damage from high ground. |
![]() Hydrosophist |
Hydrosophist increases all Water damage you deal, and any Vitality healing or Magic Armour restoration that you cause. | Water attacks deal +5% more damage, +5% Vitality healed, +5% Magic Armour from skills and potions. |
![]() Necromancer |
Heals you every time you deal damage to Vitality. Damage from reflection effects yields half heal. Also increase the damage dealt by Necromancy skills. | Heal +10% of the damage dealt to Vitality. |
![]() Polymorph |
Polymorph provides one free attribute point per point invested. | +1 Attribute Point |
![]() Pyrokinetic |
Pyrokinetic increase all Fire damage you deal. | +5% Damage. |
![]() Scoundrel |
Scoundrel increases movement speed and boosts your Critical Modifier. | +5% Critical Multiplier, +0.3 Movement speed. |
![]() Summoning |
Summoning increases Vitality, Damage, Physical Armour and Magical Armour of your summons and totems. | Summons starts with 5% more Vitality, Damage, Physical Armour and Magical Armour. |
![]() Warfare |
Warfare increases all Physical damage you deal. | Physical attacks deal +5% more damage. |
Civil Abilities in Divinity Original Sin 2 are listed here. These abilities will save money while buying or selling goods, increase the likelihood of dialogue persuasions/intimidations, confer bonuses to party members, or simply increase the chances of finding loot. You gain a civil ability at level 1, 2, 6, 10, 14, 18, 22, 26, 30, 34. You cannot invest more than 5 points into any Civil Ability, but you can take them past this with gear. Lone Wolf has no effect on Civil Abilities.
Civil Abilities
Ability | Description | Effects |
![]() |
Bartering improves your haggling skills with traders. | Bartering improves your haggling skills. With each point invested, traders' items become 2% cheaper and your items become 4% more expensive. |
![]() |
Lucky Charm increases your likelihood of finding extra treasure whenever loot is stashed. | Every time the character opens a loot stash, Lucky Charm gives a chance that it will have more loot than usual . A unique sound and animation will play if Lucky Charm successfully triggers. |
![]() |
Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you. | Increases base Attitude with strangers by 5 per point. |
![]() |
Loremaster identifiles enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster. | To identify, use an identifying glass and click on the item you want to identify. To examine a monster or NPC, right click them and choose Examine. Higher level equipment will need higher Loremaster. |
![]() |
Telekinesis allows you to move items telepathically regardless of weight. | Range of telekinesis is 4m per point. |
![]() |
Sneaking determines how well you can sneak without getting caught. | A higher sneaking ability improves your movement speed while sneaking and shrinks NPC sight cones. |
![]() |
Thievery improves your lockpicking and pickpocketing skills. | To lockpick, use a lockpick and click on the item you want to lockpick. Or right-click the item and choose from the menu.(+2kg and xx gold value) |
When recruiting a new party member in Fort Joy or the Lady Vengeance, each class has one Civil Ability that they specialize in.
Fighter | Bartering |
Battlemage | Persuasion |
Knight | Bartering |
Inqusitor | Telekinesis |
Ranger | Lucky Charm |
Rogue | Sneaking |
Shadowblade | Thievery |
Wayfarer | Bartering |
Metamorph | Persuasion |
Cleric | Bartering |
Enchanter | Loremaster |
Witch | Persuasion |
Wizard | Loremaster |
Conjurer | Loremaster |
- Anonymous
The tooltips for this in-game are hilariously inaccurate. Of the ones I KNOW are false...
- Points in Necromancy also increase the damage dealt by Necromancy skills.
- Points in Summoning increase the Vitality, Damage, Physical Armor, and Magical Armor of Summons by 10%, not 5%
- Points in Hydrosophist also increase the damage dealt by Hydrosophist spells
- Points in Leadership provide 2% dodging for allies (per point), not 3%
Why would you ever get huntsman (Aside for base spell stats) it gives +5% damage from high ground, but on the other hand, warfare would increase all physical damage by 5%, I get that there is some ways this could be useful (Elemental arrows) but it doesn't seem to be the right way to go, if I'm playing archer, and am mostly using physical damage, should I just get warfare?
12
+16
-1