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


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

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 increase damage and critical multiplier when using two-handed melee weapon (Sword, axe, mace, spear or staff). +5% Damage and +5% Critical Multiplier.


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

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

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


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

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

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.

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

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

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

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

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    • Anonymous

      Necromancer information is wrong. Necromancer does not increase the damage dealt by Necromancy skills. Those skills gain bonuses from Intelligence and Warfare. In fact, on other pages of the site that discuss Necromancy skills, it says their damage is increased by Intelligence and Warfare.

      • Anonymous

        stack warfare for an easy game run. huntsmen is useless, by act 3 you should be specing into your subclass because you maxed a skill already so quite literally, stack warfare and stack physical damage. warfare/scoundrel or warfare/huntsmen

        • Anonymous

          Warfare increases all physical damage, not just physical attacks. Also increases healing damage from decay, as well as physical based spells.

          • Anonymous

            On the bottom deck of the Lady Vengeance there is a mirror that will allow you to completely respec any party member at any point. You gain access to this at the start of Act 2

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