Initiative is one of the Attributes in Divinity Original Sin 2. These statistics are determined by your character’s base statistics. They can be affected by skills, stances, statuses, gear, abilities, and talents.

Initiative Information

  • In Divinity Original Sin 2, Initiative is used to determine who gets to move first in battle. 

Initiative Notes

  • Due to the round-robin nature of Divinity 2's combat, no matter how high a character's initiative is they can never (without killing the enemy who goes after they do or summoning a minion) have two allied turns in a row. There must always be an ally-enemy-ally rotation to the turn order.
  • Many (but not all) boss type enemies have higher initiative than a player can legitimately obtain at the point they'd fight them, and as such will always go first in the turn order. These enemy types can be denoted by a spiky golden border around their health bar.

 

 

Extended Statistics
Accuracy  ♦  Air Resistance  ♦  Damage  ♦  Dodging  ♦  Earth Resistance  ♦  Experience  ♦  Fire Resistance  ♦  Magical Armour  ♦  Movement  ♦  Physical Armour  ♦  Poison Resistance  ♦  Water Resistance

 




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    • Anonymous

      I think the round robin thing is true. I’m playing on honour mode, lone wolf, so my characters have relatively high initiative and I’m keeping their scores 1 apart from each other. I noticed there is ALWAYS an enemy action in between the two of them. As I write this, I’m fighting a voidwoken who has a wits score 7 lower than my second character’s initiative score, and they get to go before him (but after my first character who has a higher initiative). There is no way that they have at least a +7 to initiative from "gear" since they aren’t wearing any. This may be different in multiplayer games, or in larger parties. I’m playing in single player.

      • Anonymous

        The round robin thing is false. The initiative order is simply the highest (at least in tactician Definitive Edition). If you have low initiative on your characters the NPCs will all go first and wipe you out before you have a chance to act.

        • Anonymous

          initiative is good for summoners, you can go 1st, cast yr buffs on summon (crucial), then your summon gets next turn.

          • Anonymous

            As long as my rouge gets to go first I'm fine. If you invis, and have the highest initative, you can delay your turn to attack last and first giving you a ton of burst. Aditionally if you are an undead, you can alternate between invis and play dead to do whatever you want to do in enemy territory. So long as you have the highest initiative.

            • Anonymous

              not sure what happend i blinked and my posts was gone research tactician turns its allways you/enemy/you unless they engage you then its vice versa in order of highest with my mains high wit rest are in order tank 10/ dd 11/ dd"damage dealer "12

              • Anonymous

                hunter / crossbow / teleports "self and enemy" / farsight / Adrenaline and flesh sacrifice / he will have skin graft aswell etc for ap gains / invis / flyer "poly" / main scroll/bombs user etc just think of being a pure pain in the ass with any low cost debuffs/aoe you can use oil being a absolute great friend. now thats my tactician guy!

                • Anonymous

                  if for exemple my initiative is twice as high as an enemy does it mean i get 2turns for every 1 turn my enemy has?

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