Wits is an Attribute 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.
Information about Wits
Wits increases critical chance, initiative, and your ability to detect traps and find hidden treasures.
Notes for Wits
- +1% Critical Chance per point
- 1 Initiative per point
In other languages
- Français: Perception
- Anonymous
Wits does not match Crit Chance when wearing no armor and no talents on all characters. Doesn’t give base 10% crit chance for base 10 wits either. Haven’t used Hothead talent so can’t figure out if this is a bug or not
- Anonymous
60+ wits and you still get half a second to react to some traps while at walking speed, funny
- Anonymous
That +1% critical chance isn't even a consolation, it's an insult.
Base critical damage is +50%, so this increases your average damage by 0.5%.
Strength, for example, increases your damage by 5% and lets you carry more items and lift giant stuff like a cool guy.
You can increase critical damage by putting points in Scoundrel, but backstabs always crit, making this +1% crit completely useless on rogue characters. You can also increase it by putting points in Two Handed, but if you're playing a warrior, you're already starved for attribute points. Besides, those options would increase it from +50% to +100%. Unless there are items in the game that increase your crit bonus to +900%, this is garbage.
...Is the ability to reveal more traps and secrets really worth it?
- Anonymous
- Anonymous
This is the most important attribute in the game. It may not seem great at first glance and it might be tempting to invest points into the primary attribute of your class for extra damage and utility, but most battles(especially on tactician), are determined by which group is able to effectively CC their enemies first.
Ensuring your party members get the ability to make the first move means you can effectively kill or neutralize 1-2 enemies before they even get the chance to do anything. This is the difference between a fight being a cakewalk and struggling with 1-2 of your characters being stunlocked every turn.
We need a list of how much wits we need for each act in the game to always go first. Act 1 is prob 16... I'll update this
20
+11
-1