Attributes are the base stats of your characters in Divinity: Original Sin 2.
All characters begin with a basic 10 points in each attribute. Characters can be customized with 3 additional attribute points at the start and acquire 2 more points per level. A total of 30 points can be added to an attribute for a maximum of 40 points. This maximum can be further be augmented through equipment. The Lone Wolf talent allows players to double their investment in attributes and combat skills.
Perks Above 10
Losses Below 10
|Increases the damage dealt with strength-based weapons and skills, as well as the carry weight and the ability to move heavier objects.||
|Increases damage dealt with finesse-based weapons and skills.||
|Increases damage dealt with intelligence-based weapons and skills.||
|Determines the amount of Vitality the character has.||
|Determines how many Skills can be memorized at any one time. Most skills only require a single memory slot. More powerful skills require more memory slots and source points.||
|Affects your Critical Chance, Initiative, and ability to detect traps and find hidden treasures.||
These statistics are determined by your character’s base statistics. They can be affected by skills, stances, statuses, gear, abilities, and talents.
The damage a character inflicts when successfully hitting an enemy or an item with their equipped weapon or while unarmed.
The chance a character has of dealing extra damage. Each weapon has a base critical chance which is further modified by Wits and any additional increases found on equipment.
A critical damage multiplier is the amount of extra damage the attack will do. For example, if a weapon states 180% Critical Damage, a normal hit that does 10 damage will now do 18.
Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses% [if attack]) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 x Misc Bonus% [if spell])
Accuracy determines the chance to hit an enemy. Any number past 100% will subtract from an enemy's chance to dodge.
Dodging determines the ability to evade attacks.
Physical armor acts as an additional layer of health on top of Vitality that will absorb physical damage first. Once physical armor reaches 0, the character is vulnerable to physically-based crowd control and Vitality will drop from physical attacks. Example of crowd control effects include:
- Knocked Down
- Chicken Form
Magical Armor acts as a secondary layer of health that protects against elemental attacks that also include those that come from weapons. Once magical armor reaches 0, Vitality will start taking damage from magical attacks. The character is also vulnerable to magically-based crowd control. Examples include:
The amount of points needed to gain a level. This can be gained by:
- Completing quests
- Exploring new areas
- Killing enemies
- Furthering the story
The distance a character can traverse with one action point. This can be modified by equipment, buffs, or debuffs.
Initiative affects when a character's takes their turn in combat will be taking their turn in combat. In a party and in large enough battles, characters alternate between enemy and ally turns to act.
Vitality is the amount of health a character has. The amount of vitality gained per level becomes exponential throughout the game, even if the amount of constitution is low.
The ability to act during a character's turn is determined by their action points. A normal character starts with 4 points at the start of a fight and regenerates another 4 points per turn. Actions points can be saved if a character skips their turn. A maximum of 6 points can be saved, unless the character acquired the Lone Wolf talent, which adds 2 maximum action points, for a total of 8.
Source Points are a new resource introduced during Act II. A player can gain these for their characters during certain quests. A maximum of 3 points can be acquired throughout the act.
Elemental damage is decreased by a percentage based off of the resistance a character has. For every number past 100%, a character will instead be healed by the attack instead. For example, if a character is hit by a fireball that is set to do 500 damage and has a fire resistance of 150%, the character will be healed for 250 vitality. An undead character will always be healed by poison damage.