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



    • 25 Sep 2017 10:29  

      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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