Actions Points are special kind of attribute used by characters in order to act during combat in Divinity: Original Sin II.
How Action Points Work[]
Action Points are attribute which all characters possess and use in order to: move, attack, use skills and items during combat. All player characters start the combat with 4 points by default, unless special conditions are met. Player character can have at most 6 Action Points in one turn. Note that this limit does not apply to enemies as some enemies (bosses in particular) may have 9 Action Points in total.
Every action in combat costs Action Points. Base attack by weapon (by clicking unto an enemy) will always cost 2 Action Points. Action Point price for using skills however, is more varied.
The price for using skills is always displayed in the upper part of the display window in form of green dots. The number of green dots shows how much Action Points will casting said skill cost. If player does not have enough Action Points to cast said skill the skill will be greyed out and the action points used for said skill will be colored red.
Action Points Management[]
Gaining Action Points[]
Characters always regain action points at the start of their next turn in combat. Unless characters have Glass Cannon talent, or are under effects of spells they will always regain 4 Action Points.
- Adrenaline - Scoundrel Skill, Immediatelly gain 2 Action Points but lowers Action Point recovery for the next turn by 2 points
- Flesh Sacrifice - Elven racial skill - grants 1 Action Point and increases damage dealt by 10 %.
- Time Warp - Source skill of Fane - Target character gains 1 extra turn immediately after their current turn ends.
- Deviant Blood - Necromancer skill of Bloated Corpse gained by Blood Infusion and unlocked via Gift Bag: Pet Power - target gains 1 Action Point and increases damage dealt by 10 % whilst lowering their Constitution by 6 points.
- Executioner - Once per turn you gain 2 Action Points when you deal killing blow to an enemy.
- Glass Cannon - Start with maximum AP every round, but Physical and Magic armour do not protect you from statuses
- Lone Wolf - Increases maximum amount of Action Points a player character can have by 2 (Maximum of 8 in total). Increases Action Point recovery by 2 (6 Action Points restored per turn). Works ONLY if there are at most 2 characters in the party.
- What a Rush - Increases recovery of action points and maximum action points character may have by 1 (Maximum of 7 Action Points and 5 Action Point Recovery in total). Works ONLY if said character is below 50 % health.
- Ferocity Herbmix / Potent Ferocity Herbmix -
- White Tea - Increases Maximum Action Points character can have by 2
- White Tea Leaves - Increases Maximum Action Points character can have by 1
Losing Action Points[]
In the game there are few ways to lose Action Points gained. The most notorious way of lowering Action Points gained is by using Adrenaline which is a scoundrel skill that allows character to instantly get 2 Action points in their current turn, but they will loose additional 2 points they would have gained next turn. Thus, instead of 4 Action Points they will receive 2 Action Points next turn.
Lowering Action Point Cost[]
While player has limited amount of Action Points which they can use in single turn, it is possible to increase the amount of stuff the player can do by using mechanics which lower the cost of action points for said action.
- Ambidextrous - Reduces the cost of using grenades and scrolls by 1 AP when your offhand is free.
- Elemental Affinity - Lowers the AP cost of spells by 1 when standing in a surface of the same element.
- Guerilla - While sneaking, Guerrilla increases attack damage by 40%. Reduces cost for entering Sneak Mode during combat by 1 Action Point.
- The Pawn - Permits character 1 AP worth of free movement per turn.
- Ferocity Herbmix / Potent Ferocity Herbmix - Increases Action Point recovery by 2 points and Starting Action Points by 2.
- Green Tea - Lowers Action Point cost by 2 points (but never below 1 Action Point).
- Equipment
- AP cost for moving is increased if characters wear heavy armour.
Saving Action Points[]
During combat it may be wise to end the turn prematurely, especially when character has only 1 Action Point left and are unable to do anything besides movement. This spare Action Point will be carried over to the next turn. Character will therefore start their next turn with 5 Action Points as they gain 4 action points each turn.
Gift Bags[]
With the release of Definitive Edition Larian added Gift Bags into the game, which add additional content. Some of these Gift Bags need to be manually activated.
- Song Of Nature
- 8 Action Points - Increases permanently the maximum of Action Points player characters can hold up to 8.