Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you.
Level 1: Increases base Attitude with strangers by 5.
Persuasion is a civil ability in Divinity Orginal Sin 2. Persuasion's primary usage is to help achieve a potentially more desirable outcome during dialogues with non-player characters. This can include obtaining more information, defusing violent situations, or gaining profitable rewards.
In addition, Persuasion increases the base attitudes of NPCs towards that particular character, which can lead to a discount in trading. Every level of Persuasion increases the base attitude of an NPC by 5 points, each of which equals 1% of trading discount, upto a maximum of 100 attitude.
A high Persuasion score does not allow you to ignore the dialogue or context. Certain dialogue options will always fail, regardless of Persuasion and Attribute scores. Some others will always succeed, even with 0 persuasion and a low score of the relying Attribute. The game will inform you when you pick an option that is impossible to succeed.
Common sense and an NPC's base nature will ultimately trump any persuasion. You cannot "persuade" the impossible. Even when you succeed in a persuasion choice, different options for the same choice will elicit different responses, and can sometimes yield very different outcomes. For example, succeeding at a persuasion choice by threatening someone versus reasoning with them can sometimes lead to very different outcomes. Other times, success at a particular persuasion choice will not change the overall final outcome of an interaction. Some situations will always lead to violence, or an unprofitable resolution.
Current System of Persuasion (Patch v184.108.40.206)
1. In order to succeed at a persuasion check, you need to reach the required threshold. This threshold is a preset number and can be very different even for each individual option of the same persuasion choice with the same NPC.
2. Each point in the Persuasion skill counts as 1 point towards the threshold. Each two points of the relevant attribute ABOVE the NPC's corresponding attribute counts as 1 point towards LOWERING the threshold. Temporary buffs and equipment bonuses count towards the total point checks, so stack up if you're trying to pass a particularly difficult one.
3. If you succeed at the option, the game simply tells you "Persuasion Success". If you fail, the game will inform you of how many points you've currently satisfied towards the threshold, as well the current required total threshold (after any effects through attribute modification). e.g. "Persuasion Failure! Your Persuasion: 3, Needed: 5".
In order to pass Grog the troll, you chose the Intelligence persuasion option. It requires a threshold of 6.
Grog's Intelligence attribute is 24. A character with a total of 26 Intelligence will lower the threshold by 1, making it 5.
So to reach the threshold, that character with 26 Intelligence will also need a total of 5 Persuasion skill in order to succeed at this option.
- Keep in mind: The game is still evolving and being actively patched (as of March 2018). Past systems of the Persuasion skill have become obsolete. If the system described on the wiki page is inaccurate, please edit after sufficient testing and proof. Keep guesswork and conjecture to the comments section. Check comments section and the edit date of the wiki page when seeking current information.
- Persuasion synergizes very well with Bartering, as the innate discount stacks with the second discount from high Attitude.
- Inspecting the dialogue file (from GOG version 220.127.116.119_HOTFIX) located in Origins.pak/Origins_1.pak, Mods\DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4\Story\Dialogs\FortJoy\FTJ_CollaredPrisoner.lsj (Vasyna) shows that the Strength dialogue node's Persuasion Modifier property is set to "Hard" and has "Success" and "Failure" nodes as two possible branches, while the Intelligence Persuasion Modifier is set to "Always" and only has one possible branch of "Success", and the Wits Persuasion Modifier is set to "Impossible" and only has one possible branch of "Failure".
- Trivia: the Alpha version of persuasion would simulate +4 stat difference per persuasion level when trying to persuade someone.