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Attributes are a character's basic stats that affect their health, offense and defense, weight capacity, sight, skill effectiveness, etc. These are assigned at character creation and grow as the character levels, along with [[Talents (Divinity: Original Sin)|Talents]] ([[Talents (DOS EE)|EE]]) and [[Abilities (Original Sin)|Abilities]] ([[Abilities (DOS EE)|EE]]). Note that this page covers classic Original Sin; Enhanced Edition's [[Attributes (Divinity: Original Sin Enhanced Edition)|Attributes]] have changed slightly.
   
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== Initial Assignment and Growth ==
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 [[Divinity:_Original_Sin_Skills|Skill]] is boosted by a particular Attribute and has a [[Divinity:_Original_Sin_Skills#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.
 
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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. Attributes cannot exceed 15 unless it is boosted by equipment.
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{| class="article-table"
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!Character Level
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!Points Gained
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!Total
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|-
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|1
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|5
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|5
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|-
  +
|2
  +
|1
  +
|6
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|-
  +
|4
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|1
  +
|7
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|-
  +
|6
  +
|1
  +
|8
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|-
  +
|8
  +
|1
  +
|9
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|-
  +
|10
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|1
  +
|10
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|-
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|12
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|1
  +
|11
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|-
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|14
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|1
  +
|12
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|-
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|16
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|1
  +
|13
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|-
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|18
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|1
  +
|14
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|-
  +
|20
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|1
  +
|15
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|}
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== Effect on Skills ==
 
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.
   
 
== Effects ==
 
== Effects ==
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=== 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
 
* +6 Offense Rating per point for Strength-based Weapons
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=== 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
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* 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
 
* +6 Offense Rating per point for Dexterity-Based Weapons
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=== 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 untill 10, then you don't reduce spells cooldown untill 13. 
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* 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
 
* +6 Offense Rating per point for Intelligence-Based Weapons
   
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<!--Interwiki links-->
 
<!--Interwiki links-->
 
[[ru:Характеристики в Original Sin]]
 
[[ru:Характеристики в Original Sin]]
[[Category:DOS Character]]
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[[Category:Original Sin gameplay]]

Revision as of 19:57, 5 April 2020

Attributes are a character's basic stats that affect their health, offense and defense, weight capacity, sight, skill effectiveness, etc. These are assigned at character creation and grow as the character levels, along with Talents (EE) and Abilities (EE). Note that this page covers classic Original Sin; Enhanced Edition's Attributes have changed slightly.

Initial Assignment and Growth

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. Attributes cannot exceed 15 unless it is boosted by equipment.

Character Level Points Gained Total
1 5 5
2 1 6
4 1 7
6 1 8
8 1 9
10 1 10
12 1 11
14 1 12
16 1 13
18 1 14
20 1 15

Effect on Skills

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.

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.