Abilities in Divinity Original Sin 2 (DOS 2) are core stats that define a character's strengths and playstyle. These are split into two main categories: Combat Abilities and Civil Abilities. Combat Abilities determine a character's proficiency in battle, influencing their effectiveness with various weapon types, magic schools, and combat maneuvers. Civil Abilities, on the other hand, shape a character’s non-combat skills, impacting interactions with NPCs, exploration, and problem-solving. Both sets of abilities are crucial for shaping a well-rounded character, allowing players to tailor their party’s strengths to their preferred approach to both combat and the world around them.

 

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Divinity: Original Sin 2 (DOS 2) All Abilities

All Abilities Comparison Table

DOS 2 All Abilities Comparison Table

Quick Search of all Abilitiesin

Name

Type

Description

Effects

abi aerotheurge
Aerotheurge

Combat Aerotheurge increase all Air damage you deal. Air attacks deal +5% more damage.

abi barteringBartering

Civil 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.

abi dualwield
Dual Wielding

Combat Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons. +5% Damage and +1% Dodge Chance.

abi geomancer
Geomancer

Combat 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.

abi huntsman
Huntsman

Combat Huntsman increases the damage bonus when attacking from high ground. +5% Damage from high ground.

abi hydrosophist
Hydrosophist

Combat 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.

abi leadership
Leadership

Combat Leadership grants dodging and resistance bonuses to all allies in a 5m radius. +2% Dodging and +3% to all Resistances

abi loreLoremaster

Civil 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.

abi luckyLucky Charm

Civil 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.

abi necromancer
Necromancer

Combat Heals you every time you deal damage to Vitality. Damage from reflection effects yields half heal. Heal +10% of the damage dealt to Vitality.

abi perseverance
Perseverance

Combat Perseverance restores Magic Armor after you recover from Frozen or Stunned, and restores Physical Armor after knocked down or Petrified. +5% Armor restored.

abi persuasionPersuasion

Civil 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.

abi polymorph
Polymorph

Combat Polymorph provides one free attribute point per point invested. +1 Attribute Point

abi pyrokinetic
Pyrokinetic

Combat Pyrokinetic increase all Fire damage you deal. +5% Damage.

abi ranged
Ranged

Combat Ranged increase damage and Critical Chance when using bows and crossbows. +5% Damage and +1% Critical Chance.

abi retribution
Retribution

Combat Retribution reflects received damage to your attacker. 5% damage reflected.

abi scoundrel
Scoundrel

Combat Scoundrel increases movement speed and boosts your Critical Modifier. +5% Critical Multiplier, +0.3 Movement speed.

abi onehand
Single-Handed

Combat 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.

abi sneakSneaking

Civil 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.

abi summoning
Summoning

Combat 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.

abi telekinesisTelekinesis

Civil Telekinesis allows you to move items telepathically regardless of weight. Range of telekinesis is 4m per point. 

abi thiefThievery

Civil 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)

abi twohand
Two-Handed

Combat 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.

abi warfare
Warfare

Combat Warfare increases all Physical damage you deal. Physical attacks deal +5% more damage.



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    • Anonymous

      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?

      • 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%

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