This page provides a summary list of all attributes and abilities in Divinity: Original Sin and Divinity: Original Sin Enhanced Edition.
Divinity: Original Sin[]
Attributes[]
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).
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.
- 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.
Abilities[]
Abilities are divided into 6 branches that offer different bonuses. While some abilities offer gains only up to level 5, some benefit from 6 or more points.
- Leveling up an ability costs ability points equal to the new level.
- For example, leveling Leadership from 2 to 3 costs 3 points. The cost of leveling an ability is not affected by bonuses gained from Gear or Traits giving significant reduction in the cost of maxing out abilities.
- Gear and Traits add to your total level for the ability's effects, but do not count towards requirements for talents (such as Comeback Kid requiring Willpower at level 5).
- For example, leveling Leadership from 2 to 3 costs 3 points. The cost of leveling an ability is not affected by bonuses gained from Gear or Traits giving significant reduction in the cost of maxing out abilities.
Ability Level | Next cost to upgrade | Total Cost |
---|---|---|
0 | 1 | 0 |
1 | 2 | 1 |
2 | 3 | 3 |
3 | 4 | 6 |
4 | 5 | 10 |
5 | 15 |
Character Level | Ability Points Per Level |
With Lone Wolf |
---|---|---|
1 | 5 | 5 |
2-5 | 1 | 2 |
6-10 | 2 | 3 |
11-20 | 3 | 4 |
Total | 49 | 68 |
Abilities Table[]
Weapons | Defence | Skills | Personality | Craftmanship | Nasty Deeds |
---|---|---|---|---|---|
|
Summary of Abilities[]
Weapons[]
- Bow
- Each point increases damage by 10% when using Bows.
- Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.
- In game versions before 1.0.250.0, the damage bonus from weapons skills (Single-Handed, Two-Handed) and Tenebrium did not stack when wielding a Tenebrium weapon. In the current version (1.0.252.0), the Tenebrium skill no longer affects weapon damage.
- Crossbow
- Each point increases damage by 10% when using Crossbows.
- Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.
- In game versions before 1.0.250.0, the damage bonus from weapons skills (Single-Handed, Two-Handed) and Tenebrium did not stack when wielding a Tenebrium weapon. In the current version (1.0.252.0), the Tenebrium skill no longer affects weapon damage.
- Single-Handed
- Each point increases damage by 10% when using Single-Handed Weapons.
- Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.
- In game versions before 1.0.250.0, the damage bonus from weapons skills (Single-Handed, Two-Handed) and Tenebrium did not stack when wielding a Tenebrium weapon. In the current version (1.0.252.0), the Tenebrium skill no longer affects weapon damage.
- Two-Handed
- Each point increases damage by 10% when using Two-Handed Weapons.
- Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.
- In game versions before 1.0.250.0, the damage bonus from weapons skills (Single-Handed, Two-Handed) and Tenebrium did not stack when wielding a Tenebrium weapon. In the current version (1.0.252.0), the Tenebrium skill no longer affects weapon damage.
- Tenebrium
- In the current version (1.0.250.0), the Tenebium skill acts as a requirement for wielding any Tenebrium weapon.
- In game versions before 1.0.250.0, each point increased damage by 10% when using a Tenebrium weapon.
Defense[]
- Armour Specialist
- Each point increases total armor by 5% and reduces movement penalties from wearing heavy armor by 20%.
- Bonuses can be found on Helmets and Chest Armor.
- Body Building
- Affects saving throws against BleedingDamage Over Time
Removed by:
Cleansing Water
First Aid
Self Medicate ,BlindedCannot target non-adjacent units
Removed by:
Cleansing Water
Doctor
Self Medicate ,Burning-20% Fire Resistance
+40% Water Resistance
Fire Damage Over Time
Removed by:
Helping Hand
Purifying Fire , Crippled-4 AP Recovery
-6 Movement
Removed by:
Cleansing Water
First Aid
Self Medicate , Diseased-3 Constitution
-2 Body Building
Removed by:
Cleansing Water
First Aid , Drunk+2 Luck
-3 Intelligence
-5 Initiative ,Infectious Disease-3 Constitution
-2 Body Building
Can infect nearby creatures
Removed by:
Cleansing Water
Doctor , Knocked DownCannot Move or Act
Removed by:
Helping Hand and Weak-50% Damage
-2 Strength
Removed by:
Doctor
Self Medicate . - Each point adds +10 to saving throw rolls against these effects.
- Bonuses can be found on Chest Armor, Belts, and Leggings.
- Shield Specialist
- Each point adds 5% to blocking when using Shields.
- Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.
- Willpower
- Affects saving throws against CharmedTurnover to opponent's side
Removed by:
Purifying Fire , Cursed-30% Chance to Hit , FearRun away in fear , Frozen-20% Water Resistance
+40% Fire Resistance
+65 Armour
Cannot Move or Act
Removed by:
Purifying Fire
Burning , MuteCannot use Spells or Scrolls
Removed by:
Cleansing Water
Doctor , PetrifiedCannot Move or Act
Removed by:
Purifying Fire
Remove Petrification , Slowed-64 Movement
-4 Starting AP
-4 Maximum AP
-4 Recovery AP
Removed by:
Hasted and StunnedCannot Move or Act . - Each point adds a 10% chance to resist such effects.
- Bonuses can be found on Weapons, Leggings, and from the Independent/Obedient Trait.
Skills[]
- Aerotheurge
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- Probably THE BEST school of magic due to its damage type (electricity) and its many abilities which inflict the Stunned condition.
- Combines well with the Rain skill (Hydrosophist).
- Expert Marksman
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- Geomancer
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- Oil and poison areas made with Geomancer skills combine well with fire damage from the Pyrokinetic school.
- Hydrosophist
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- Probably the SECOND BEST school of magic due to its damage type (water and cold) its many abilities which inflict the Chilled/Frozen condition.
- Combines well with the Rain skill (Hydrosophist).
- Man-At-Arms
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- If you start a Man-At-Arms main character, learn DUST DEVIL during character creation since this skill book is unavailable in the game! (1.0.252.0)
- Buy a spare skillbook or few of Whirlwind between levels 4 and 6. Vendors stop selling the Whirlwind skillbook starting at level 7! (1.0.252.0)
- Pyrokinetic
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- Fiery spells ignite poison clouds, oil, and green ooze, such as made with the Geomancer school.
- Fire damage is reduced on Wet targets, such as from the Rain spell (Hydrosophist).
- Fire damage can unfreeze Frozen targets.
- Scoundrel
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
- If you start a Scoundrel main character, learn WALK IN SHADOWS during character creation since this skill book is unavailable until much later in the game! (1.0.252.0)
- Witchcraft
- The first rank lets you learn 3 skills of this school. The second, third, and fourth rank each expand this skill cap by 2. The fifth rank removes the number of skills you can learn of this school.
- Each rank lets you use certain skills with no action point penalty.
Personality[]
- Bartering
- Influences the cost of trading with merchants. More so than Charisma and/or Reputation.
- Bonuses can be found on Boots and Amulets.
- Gains +1 from the Egotistical Trait.
- Charisma
- Each point increases attitude towards you by 5.
- Reduces the cost of trading with merchants.
- Influences your skill in Intimidate, Charm or Reason within the Rock Paper Scissors minigame.
- Bonuses can be obtained from crafted Rings (tooth), Amulets (tooth), and Belts (tooth).
- Gains +2 Charisma (and -1 Intelligence) from the Politician talent; +1 from the Considerate trait (no Intelligence penalty).
- Leadership
- Each point provides bonuses to every nearby party member and allied NPC (including summons) in range EXCEPT the person with this skill.
- Bonuses include +5–+10 Initiative, +10%–+15% Damage, +10% Chance to Hit, +2% Critical Chance, +10% Armour, Fear Immunity, +1 Willpower and +1 Bodybuilding.
- Bonuses can be found on Helmets, Weapons and the Righteous trait.
- Leadership is best put on 2 party members - probably the main characters - due to its plethora of always-on spiffy bonuses.
- Lucky Charm
- Each point increases your chance to find extra loot and also the quality of the loot from chests and containers.
- Each point slightly increases your critical hit chance (2% at rank 1 and +1% more per rank).
- Bonuses can be found on Boots and Shields.
- Gains +1 from the Romantic trait.
- Craftsmanship
- Blacksmithing
- Increases the quality of weapons and armor you can make.
- Having at least 1 rank of Blacksmithing allows you to use a Repair Hammer to repair a damaged item.
- Bonuses can be found on Bracers and Belts. Some Bracers and Belts will give +1 to both Blacksmithing and Crafting.
- The Scientist talent gives +1 Blacksmithing and Crafting.
- Crafting
- Increases the range and quality of magical items that you can craft.
- Bonuses can be found in Bracers, Belts, the Scientist talent and also the Pragmatic trait.
- Loremaster
- Each point increases the level of items that you can identify.
- Each point provides more information on enemies and objects when using Ctrl + hover.
- Bonuses can be found on Amulets and Rings.
- The Materialistic Trait gives +1 Loremaster.
- Telekinesis
- Allows picking up items from a distance. Each point increases range by 2.0 meters.
- Bonuses can be found on Rings and Bracers.
Nasty Deeds[]
- Lockpicking
- Each point allows you to pick locks on higher level chests and doors.
- Bonuses can be found on Bracers, Boots, Belts., Rings
- Pickpocketing
- Each point allows you to pickpocket higher level targets, increases the amount you can pickpocket by 200 gold and the weight of the items you can steal up to 5.0 weight.
- Bonuses can be found on Bracers, Boots, Rings
- The Renegade Trait gives +1 Pickpocketing.
- Sneaking
- Each point improves sneaking mode by reducing a NPC's cone of vision.
- Bonuses can be found on Helmets and Boots.
- The Cautious Trait gives +1 Sneaking.
Divinity: Original Sin Enhanced Edition[]
Attributes[]
This section is missing, please fill it in. |
Abilities[]
Leveling up an ability costs ability points equal to the new level. For example, leveling Leadership from 2 to 3 costs 3 points. The cost of leveling an ability is not affected by bonuses gained from Gear or Traits giving significant reduction in the cost of maxing out abilities.
Ability Level | Next cost to upgrade | Total cost |
---|---|---|
0 | 1 | 0 |
1 | 2 | 1 |
2 | 3 | 3 |
3 | 4 | 6 |
4 | 5 | 10 |
5 | 15 |
Level | Ability Points Per Level |
With Lone Wolf |
---|---|---|
1 | 5 | 5 |
2-5 | 1 | 2 |
6-10 | 2 | 3 |
11-20 | 3 | 4 |
Total | 49 | 68 |
- Weapons
Ability | Description |
---|---|
Bow | Increases the damage you do using Bows. Each point boosts damage by 10%. |
Crossbow | Increases the critical chance and the critical damage you do using Crossbows. Each point gives +4% critical chance boost (10% at level 1) and +20% critical strike multiplier (base 200%). |
Dual Wielding | Reduces damage penalty and total Action Point cost when wielding two weapons. Level 1: Sets dual wielding damage penalty to -20% and reduces cost of attacking by 1AP. Level 2: Sets dual wielding damage penalty to -20% and reduces cost of attacking by 2AP. Level 3: Sets dual wielding damage penalty to -10% and reduces cost of attacking by 2AP. Level 4: Sets dual wielding damage penalty to -0% and reduces cost of attacking by 2AP. Level 5: Sets dual wielding damage penalty to -0% and reduces cost of attacking by 3AP. Level 6: Sets dual wielding damage penalty to +5% and reduces cost of attacking by 3AP. |
Single-handed | Increases damage when using Single-Handed Weapons (Daggers, Swords, Axes or Maces). Each point boosts damage by 10%. |
Two-handed | Increases critical chance and critical multiplier when using a Two-Handed Weapon. Each point gives +4% critical chance boost (10% at level 1) and +20% critical strike multiplier (base 200%). |
Wand | Increases damage from main hand Wand attacks. Each point boosts damage by 10%. |
- Defense
Ability | Description |
---|---|
Armour Specialist | Improves your armour rating and decreases your heavy armour movement penalty. Each point: +3 armour rating and -20% movement penalty. |
Body Building | Improves your saving throws against Knocked Down, Burning, Frozen, Bleeding, Crippled, Blinded, Weak, Diseased, Infected, and Drunk. Each point reduces the chance to receive a status by 15%. |
Shield Specialist | Increases chance of blocking when using shields. Each point gives 5% blocking boost to shields. |
Willpower | Improves your saving throws against Feared, Mute, Charmed, Stunned, Cursed, Slowed, Petrified, Decaying Touch, Mark of Death, Remorse, and Shackles of Pain. Each point reduces the chance to receive a status by 15%. |
- Skills
Ability | Description |
---|---|
Aerotheurge | Determines how many Aerotheurge spells you can learn and how many Action Points it costs to use higher level Aerotheurge spells. Level 1: Can learn 3 Novice spells. Level 2: Can learn 5 Novice, 2 Adept spells. Level 3: Can learn 6 Novice, 3 Adept spells. Level 4: Can learn 6 Novice, 4 Adept and 1 Master spells. Level 5: Can learn 6 Novice, 4 Adept and 2 Master spells. |
Expert Marksman | Determines how many Expert Marksman skills you can learn and how many Action Points it costs to use higher level Expert Marksman skills. Level 1: Can learn 3 Novice skills. Level 2: Can learn 5 Novice, 2 Adept skills. Level 3: Can learn 6 Novice, 3 Adept skills. Level 4: Can learn 6 Novice, 4 Adept and 1 Master skills. Level 5: Can learn 6 Novice, 4 Adept and 2 Master skills. |
Geomancer | Determines how many Geomancer spells you can learn and how many Action Points it costs to use higher level Geomancer spells. Level 1: Can learn 3 Novice spells. Level 2: Can learn 5 Novice, 2 Adept spells. Level 3: Can learn 6 Novice, 3 Adept spells. Level 4: Can learn 6 Novice, 4 Adept and 1 Master spells. Level 5: Can learn 6 Novice, 4 Adept and 2 Master spells. |
Hydrosophist | Determines how many Hydrosophist spells you can learn and how many Action Points it costs to use higher level Hydrosophist spells. Level 1: Can learn 3 Novice spells. Level 2: Can learn 5 Novice, 2 Adept spells. Level 3: Can learn 6 Novice, 3 Adept spells. Level 4: Can learn 6 Novice, 4 Adept and 1 Master spells. Level 5: Can learn 6 Novice, 4 Adept and 2 Master spells. |
Man-at-Arms | Determines how many Man-at-Arms skills you can learn and how many Action Points it costs to use higher level Man-at-Arms skills. Level 1: Can learn 3 Novice skills. Level 2: Can learn 5 Novice, 2 Adept skills. Level 3: Can learn 6 Novice, 3 Adept skills. Level 4: Can learn 6 Novice, 4 Adept and 1 Master skills. Level 5: Can learn 6 Novice, 4 Adept and 2 Master skills. |
Pyrokinetic | Determines how many Pyrokinetic spells you can learn and how many Action Points it costs to use higher level Pyrokinetic spells. Level 1: Can learn 3 Novice spells. Level 2: Can learn 5 Novice, 2 Adept spells. Level 3: Can learn 6 Novice, 3 Adept spells. Level 4: Can learn 6 Novice, 4 Adept and 1 Master spells. Level 5: Can learn 6 Novice, 4 Adept and 2 Master spells. |
Scoundrel | Determines how many Scoundrel skills you can learn and how many Action Points it costs to use higher level Scoundrel skills. Level 1: Can learn 3 Novice skills. Level 2: Can learn 5 Novice, 2 Adept skills. Level 3: Can learn 6 Novice, 3 Adept skills. Level 4: Can learn 6 Novice, 4 Adept and 1 Master skills. Level 5: Can learn 6 Novice, 4 Adept and 2 Master skills. |
Witchcraft | Determines how many Witchcraft spells you can learn and how many Action Points it costs to use higher level Witchcraft spells. Level 1: Can learn 3 Novice spells. Level 2: Can learn 5 Novice, 2 Adept spells. Level 3: Can learn 6 Novice, 3 Adept spells. Level 4: Can learn 6 Novice, 4 Adept and 1 Master spells. Level 5: Can learn 6 Novice, 4 Adept and 2 Master spells. |
- Personality
Ability | Description |
---|---|
Bartering | Determines your haggling skills with traders. Each point: Traders' items are 10% cheaper, and they will give you 10% more for yours. |
Charisma | Determines the first impression you make on other people and your talent for Charming, Intimidating, and Reasoning. |
Leadership | Will give boosts to party members and friends that can see you. Level 1: +5 Initiative, +5% Damage Level 2: +5 Initiative, +5% Damage, +10% Chance to Hit Level 3: +5 Initiative, +5% Damage, +10% Chance to Hit, +3% Chance to Crit Level 4: +10 Initiative, +10% Damage, +10% Chance to Hit, +3% Chance to Crit, +6 Armor Level 5: +10 Initiative, +10% Damage, +10% Chance to Hit, +3% Chance to Crit, +10 Armor, +1 Willpower, Immune to Fear Level 6: +10 Initiative, +10% Damage, +15% Chance to Hit, +5% Chance to Crit, +7 (?) Armor, +1 Willpower, Immune to Fear, +1 Body Building |
Lucky Charm | Determines your luck in finding extra treasure and improves your Offence Rating. |
- Craftsmanship
Ability | Description |
---|---|
Blacksmithing | Allows you to repair your own items; the more you invest, the faster you'll work. Required to create and improve metal-enhanced weapons and armour. To repair, use a repair hammer and click on the item you want to repair. |
Crafting | Determines what you can craft and the quality of your crafted items. The more invested it is, the faster you can craft. |
Loremaster | Allows you to examine enemies and identify items. The more invested it is, the more in-depth your intel. To identify, use an Identifying Glass on the item you want to identify. |
Telekinesis | With Telekinesis you can move items from a distance. The higher your Telekinesis score, the heavier the items you can telepathically lift, and the farther you can move them. |
- Nasty Deeds
Ability | Description |
---|---|
Lockpicking | Determines what complexity of locks you can pick and how fast you can do it. To lock pick, use a lock pick and click on the item you want to crack. |
Pickpocketing | Determines what you can steal and who you can successfully pickpocket. A higher score allows you to pickpocket more intelligent and more perceptive characters. It also allows you to pickpocket heavier and more valuable items. To pickpocket, enter sneaking mode and interact with the target. |
Sneaking | Determines how well you can sneak without getting caught. A higher sneaking ability improves your movement speed while sneaking and shrinks NPC sight cones. |
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