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All '''Attributes''' start at base 5. A newly created character has five Attribute points to spend. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. Each [[Skills (Original Sin)|Skill]] is boosted by a particular Attribute and has a [[Skills (Original Sin)#Minimum Attribute Effectiveness|soft Attribute requirement]] based on its Skill Level. Each Attribute point below the requirement reduces the effectiveness of the Skill by 10%, while each Attribute point above the requirement grants a 5% bonus. Attributes cannot exceed 15 unless it is boosted by equipment.
 
All attributes start at base 5. A newly created character has five attribute points to spend. Each even level grants an additional attribute point.
 
   
 
== Effects ==
 
== Effects ==
 
* Each skill has a base attribute requirement based on its level:
 
:{| class="wikitable"
 
! Attribute !! Skill level
 
|-
 
| 7 || 0
 
|-
 
| 8 || 1-4
 
|-
 
| 9 || 5-8
 
|-
 
| 10 || 9-12
 
|-
 
| 11 || 13-16
 
|-
 
| 12 || 17-20
 
|}
 
:Each attribute point below the requirement gives a -10% penalty to the skill. Each attribute point above the requirement gives a 5% bonus to the skill.
 
* Each point above 5 in an attribute gives +6 Offense rating when using a weapon based on that attribute.
 
   
 
=== Strength ===
 
=== Strength ===
   
* Boosts [[Divinity:_Original_Sin_Skills#Man-at-Arms_Skills|Man-at-Arms]] skills
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* Boosts [[Man-at-Arms (Divinity: Original Sin)|Man-at-Arms]] skills
 
* +20 Weight per point (base 10)
 
* +20 Weight per point (base 10)
 
* +6 Offense Rating per point for Strength-based Weapons
* Increases offense rating with strength-based weapons by 6
 
   
 
=== Dexterity ===
 
=== Dexterity ===
   
* Boosts [[Divinity:_Original_Sin_Skills#Expert_Marksman_skills|Expert Marksman]] skills
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* Boosts [[Expert Marksman (Divinity: Original Sin)|Expert Marksman]] skills
* Boosts [[Divinity:_Original_Sin_Skills#Scoundrel_Skills|Scoundrel]] skills
+
* Boosts [[Scoundrel]] skills
 
* +5 Defense rating per point above 5? (base 4xLevel)
 
* +5 Defense rating per point above 5? (base 4xLevel)
  +
* +6 Offense Rating per point for Dexterity-Based Weapons
* Increases offense rating with dexterity-based weapons by 6
 
   
 
=== Intelligence ===
 
=== Intelligence ===
   
* Boosts Elemental skills ([[Divinity:_Original_Sin_Skills#Aerotheurge_Skills|Aerotheurge]], [[Divinity:_Original_Sin_Skills#Geomancer_Skills|Geomancer]], [[Divinity:_Original_Sin_Skills#Hydrosophist_Skills|Hydrosophist]], [[Divinity:_Original_Sin_Skills#Pyrokinetic_Skills|Pyrokinetic]])
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* Boosts Elemental skills ([[Aerotheurge (Divinity: Original Sin)|Aerotheurge]], [[Geomancer (Divinity: Original Sin)|Geomancer]], [[Hydrosophist (Original Sin 2)|Hydrosophist]], [[Pyrokinetic]])
* Boosts [[Divinity:_Original_Sin_Skills#Witchcraft_Skills|Witchcraft]] skills
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* Boosts [[Witchcraft (Divinity: Original Sin)|Witchcraft]] skills
  +
* Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn until 10, then you don't reduce spells cooldown until 13. 
* -1 turn cooldown of spells per 2 points above 2
 
  +
* +6 Offense Rating per point for Intelligence-Based Weapons
* -1 AP cost of spells per 5 points
 
* +6 offence rating per point for intelligence-based weapons
 
   
 
=== Constitution ===
 
=== Constitution ===
   
 
* +1 Maximum Action Points per point (base 7)
 
* +1 Maximum Action Points per point (base 7)
* +10 Vitality per point
+
* +6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus)
   
 
=== Speed ===
 
=== Speed ===
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* +0.5 Initiative per point
 
* +0.5 Initiative per point
 
* +0.5 Start Action Points per point (base 2)
 
* +0.5 Start Action Points per point (base 2)
* +0.4 Turn Action Points per point (base 4)
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* +0.5 Turn Action Points per point (base 3.5)
   
 
=== Perception ===
 
=== Perception ===
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* +0.5 Start Action Points per point (base 2)
 
* +0.5 Start Action Points per point (base 2)
 
* +2% Critical Chance per point above 5
 
* +2% Critical Chance per point above 5
 
* Ability to detect traps
* Accuracy when shooting over long distances
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* Accuracy when shooting over distances
* Ability to detect traps
 
  +
** Every 0.2 meters from the target reduces chance to hit by 1%
  +
** Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters.
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  +
<!--Interwiki links-->
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[[ru:Характеристики в Original Sin]]
  +
[[Category:Original Sin gameplay]]

Revision as of 04:08, 30 November 2019

All Attributes start at base 5. A newly created character has five Attribute points to spend. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. Each Skill is boosted by a particular Attribute and has a soft Attribute requirement based on its Skill Level. Each Attribute point below the requirement reduces the effectiveness of the Skill by 10%, while each Attribute point above the requirement grants a 5% bonus. Attributes cannot exceed 15 unless it is boosted by equipment.

Effects

Strength

  • Boosts Man-at-Arms skills
  • +20 Weight per point (base 10)
  • +6 Offense Rating per point for Strength-based Weapons

Dexterity

  • Boosts Expert Marksman skills
  • Boosts Scoundrel skills
  • +5 Defense rating per point above 5? (base 4xLevel)
  • +6 Offense Rating per point for Dexterity-Based Weapons

Intelligence

  • Boosts Elemental skills (Aerotheurge, Geomancer, Hydrosophist, Pyrokinetic)
  • Boosts Witchcraft skills
  • Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn until 10, then you don't reduce spells cooldown until 13. 
  • +6 Offense Rating per point for Intelligence-Based Weapons

Constitution

  • +1 Maximum Action Points per point (base 7)
  • +6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus)

Speed

  • +0.1 Movement per point
  • +0.5 Initiative per point
  • +0.5 Start Action Points per point (base 2)
  • +0.5 Turn Action Points per point (base 3.5)

Perception

  • +1.0 Hearing per point
  • +0.5 Initiative per point
  • +0.5 Start Action Points per point (base 2)
  • +2% Critical Chance per point above 5
  • Ability to detect traps
  • Accuracy when shooting over distances
    • Every 0.2 meters from the target reduces chance to hit by 1%
    • Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters.