For talents in Divinity: Original Sin II, see Original Sin 2 Talents.
For talents in Divinity: Original Sin, see Original Sin Talents.
Each character starts with 2 talents points. The character will gain another point at level 3 and will continue to gain more every four levels afterwards, ending up with 7 talent points.
Note: This page covers Enhanced Edition, which is different from Original Sin Classic's Talents.
Character Level | Talents Gained | Total |
---|---|---|
1 | 2 | 2 |
3 | 1 | 3 |
7 | 1 | 4 |
11 | 1 | 5 |
15 | 1 | 6 |
19 | 1 | 7 |
Talent | Effect | Requirements |
---|---|---|
All Skilled Up | Gives you 2 extra Ability Points to spend. | Level 3 |
Anaconda | Increases your damage with crushing weapons by 10%. | Single-handed 1 |
Arrow Recovery | Gives you 33% chance to recover a special arrow after shooting it. | |
Avoid Opportunists | Gives you the ability to evade attacks of opportunity. | Expert Marksman 1 |
Back-Stabber | Allows a character to backstab with daggers, knives, rondels and rapiers. | |
Bigger and Better | Gives you 1 extra Attribute Point(s) to spend. | Level 5 |
Bully | Boosts non-magical attacks against opponents that are knocked down, slowed or crippled by 50%. | |
Comeback Kid | When an opponent lands the blow that should kill you, Comeback Kid will leave you with 1 health as long as you had more than 1 left. Incompatible with Leech |
Willpower 5 |
Courageous | Grants you immunity to Fear, but you can no longer flee from combat. Incompatible with Escapist |
|
Demon | A character with Demon has an extra 15% Fire Resistance but takes a 15% penalty to Water Resistance. In addition the maximum Fire Resistance is raised by 10. Incompatible with Ice King |
Pyrokinetic 4 |
Elemental Affinity | Lowers the Action Point cost of spells by 1 when standing in a surface of the same element. | |
Elemental Ranger | Arrows will inflect bonus elemental damage depending on the surface your target is standing in. | Expert Marksman 5 |
Escapist | Allows you to flee combat even when enemies are right next to you. Incompatible with Courageous |
|
Far Out Man | Increases the range of spells and scrolls by 2m. | |
Five-Star Diner | Doubles the effects of food. | |
Glass Cannon | Gives 4 extra Recovery Action Points, but your total Vitality is decreased by 50%. Incompatible with Lone Wolf |
Level 5 |
Guerrilla | Increases attack damage while sneaking by 50%. | Sneaking 1 |
Headstrong | Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down. | Scoundrel 5 |
Hyperopia | Makes you farsighted, causing your ranged attacks to be precise at long distances, but inaccurate when your target is close by. | Expert Marksman 2 |
Ice King | A character with Ice King has an extra 15% Water Resistance, but takes a 15% penalty to Fire Resistance. In addition the maximum Water Resistance is raised by 10. Incompatible with Demon |
Hydrosophist 4 |
Iron Hide | Gives you 3% x Man-at-Arms extra Elemental Resistance. | Man-at-Arms 5 |
Know-it-All | Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence. | |
Leech | Heals you when standing in blood. Incompatible with Comeback Kid |
|
Light Stepper | Gives you a +2 Perception bonus for detecting traps and secrets. | |
Lightning Rod | Makes you immune to stun. | Aerotheurge 5 |
Lone Wolf | A character with Lone Wolf can no longer have a companion but receives a 70% bonus to base vitality, 2 bonus to Turn Action Points and Maximum Action Points and an extra ability point on level up. Incompatible with Glass Cannon |
|
Magician | Gives your one extra use of a wand skill. | Wand 1 |
Morning Person | When resurrected, you revive with full health. | Body Building 1 |
My Precious | Every time you hit or get hit, your gear has a 50% chance of not losing durability. | |
Opportunist | Gives you the ability to perform attacks of opportunity. | Man-at-Arms 1 |
Pack Mule | Doubles the amount of weight you can carry. | |
Parry Master | Grants 10% Blocking Chance while dual wielding. | Dual Wielding 4 |
Pet Pal | Enables you to talk to animals. | |
Picture of Health | Gives you 3% x Man-at-Arms extra Vitality. | Man-at-Arms 2 |
Pinpoint | Your grenade throws will never miss again. | Scoundrel 1 |
Politician | Gives you 2 bonus points in Charisma, but you lose a point in Intelligence. | |
Scientist | Gives you a bonus point in Blacksmithing and one in Crafting. | |
Sidestep | Gives you 10% extra chance to evade hits. | Expert Marksman 4 |
Sidewinder | Removes your defense penalty when flanked. | Man-at-Arms 5 |
Slingshot | Adds a 5-meter distance to your grenade throws. | Man-at-Arms 1 |
Speedcreeper | A character with Speedcreeper moves at normal speed while sneaking. | Sneaking 1 |
Stand Your Ground | A character with Stand Your Ground cannot be knocked down. | Body Building 5 |
Stench | Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat. | |
Swift Footed | Gives you a 10% movement bonus. | Scoundrel 2 |
Thick Skin | Gives you extra armour equal to your Man-at-Arms ability +5. | Man-at-Arms 1 |
Voluble Mage | Grants you immunity to Muted. | Willpower 5 |
Walk it Off | Reduces the duration of statuses that have a Bodybuilding saving throw by one turn. | |
What a Rush | Increases your Turn Action Points and Maximum Action Points by 2 when your vitality is below 30%. | |
Weatherproof | Makes you immune to environmental effects. | Geomancer 5 |
Zombie | Lets you heal from poison but causes damage from regular healing. |