For attributes and abilities in Divinity: Original Sin and Divinity: Original Sin Enhanced Edition, see Attributes and Abilities (Original Sin).
This page provides a list of all attributes and abilities in Divinity: Original Sin II.
Attributes[]
Stat | Description | Effect |
---|---|---|
Strength | Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items. | + 1 point = + 5% damage. |
Finesse | Finesse increases your damage with finesse-based weapons and skills | + 1 point = + 5% damage. |
Intelligence | Determines intelligence-based damage you deal. | + 1 point = + 5% damage. |
Constitution | Constitution determines how much Vitality you have. | 1 point would add + 7% Vitality. |
Memory | Memory affects your amount of Memory Slots, which are required to learn skills. More powerful skills cost more Memory Slots. | + 1 point = + 1 Slot. |
Wits | Wits affect your Critical Chance, Initiative, and your ability to detect traps and find hidden treasures. | 1 point would add 1 % Critical Chance and + 1 Initiative. |
Civil Abilities[]
Craftsmanship[]
Icon | Name | Description | Notes |
---|---|---|---|
Loremaster | Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster. To identify, use an identifying glass and select the item you want to identify. To examine a monster or NPC, select them and choose examine. |
N/A | |
Telekinesis | Telekinesis allows you to move items telepathically regardless of weight. | + 1 point = + 4m range |
Personality[]
Icon | Name | Description | Notes |
---|---|---|---|
Bartering | Bartering improves your haggling skills. With each point invested, traders item's become cheaper and your items become more expensive. |
N/A | |
Lucky Charm | Lucky charm increases your likelyhood of finding extra treasure wherever loot is stashed. | N/A | |
Persuasion | Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you. |
+ 1 point = increases base Attitude with strangers by 5 |
Nasty Deeds[]
Icon | Name | Description | Notes |
---|---|---|---|
Sneaking | Sneaking determines how well you can sneak without getting caught. Increasing this ability shrinks NPC sight cones and improves your movement speed while sneaking. |
N/A | |
Thievery | Thievery improves your lockpicking and pickpocketing skills. To pick locks, use a lockpick or the context menu of a door or container. To pickpocket, interact with a character while sneaking. |
+ 1 point = + 2 kg and 150 total gold value |
Combat Abilities[]
Defense[]
Icon | Name | Description | Effect |
---|---|---|---|
Leadership | Leadership grants Dodging and Resistance bonuses to all allies in a 8m radius. | + 1 point = 2% Dodging and + 3% to all resistances | |
Perseverance | Perseverance restores Magic Armour when Frozen or Stunned, and restores Physical Armour after Knocked Down or Petrified. | + 1 point = + 5% Armour restored. | |
Retribution | Retribution reflects received damage to your attacker. | + 1 point = + 5% damage reflected. |
Skills[]
Icon | Name | Description | Effect |
---|---|---|---|
Aerotheurge | Aerotheurge increases all Air damage you do. | + 1 point = Air attacks deal + 5 % more damage. | |
Geomancer | Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. | + 1 point = Poison and Earth attacks deal + 5 % more damage, + 5% Physical Armour from skills and potions. | |
Huntsman | Huntsman increases the damage bonus when attacking from high ground. | + 1 point = + 5 % to all damage when attacking from high ground. Note that this bonus is applied after all other bonuses have been applied. | |
Hydrosophist | Hyrosophist increases all Water damage you deal, and any Vitality healing or Magic armour restoration that you cause. | + 1 point = Water attacks deal + 5 % more damage, + 5 % Vitality healed, + 5 % Magic Armour from skills and potions. | |
Necromancer | Necromancer heals you whenever you deal damage directly to Vitality. | + 1 point = heal for 10 % of damage dealt. | |
Polymorph | Polymorph provides 1 free Attribute Point per point invested. | + 1 point = 1 + Attribute point | |
Pyrokinetic | Pyrokinetic increases all Fire damage you deal. | + 1 point = + 5 % more damage | |
Scoundrel | Scoundrel increases movement speed and boosts your Critical Modifier. | + 1 point = + 5 % Critical Multiplier, + 0.3 movement speed. | |
Summoning | Summoning increases Vitality, Damage, Physical Armour and Magic Armour of your summons and totems. | + 1 point = + 10% Vitality, Damage, Physical Armour and Magic Armour. | |
Warfare | Warfare increases all Physical Damage you deal. | + 1 point = Physical attacks deal 5 % more damage. |
Weapons[]
Icon | Name | Description | Effect |
---|---|---|---|
Dual Wielding | Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons. | + 1 point = + 5 % Damage and + 1 % Dodging. | |
Ranged | Ranged increases damage and Critical Chance when using bows and crossbows. | + 1 point = + 5 % Damage and + 1 % Critical Chance | |
Single Handed | Single-Handed increases damage and Accurancy when using a single-handed weapon (dagger, sword, axe, mace or wand) with a shield or empty off-hand. | + 1 point = + 5 % Damage and + 5 % Accurancy. | |
Two-Handed | Two-Handed increases damage and the Critical Multiplier when using two-handed melee weapons (sword, axe, mace, spear or staff). | + 1 point = + 5% Damage and + 5% Critical Multiplier |