For talents in Divinity: Original Sin II, see Original Sin 2 Talents.
For talents in Divinity: Original Sin (Enhanced Edition), see Talents (DOS EE).
Each character start 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 at level 20.
Note that this page covers Original Sin Classic talents, which are different from Enhanced Edition's Talents.
Talents[]
Talent | Effect | Requirements |
---|---|---|
All Skilled Up | Gives you 2 extra Ability Points to spend. (Note that if you wait for it to be unlocked in your Homestead, you can instead trade 1 unused Talent Point for 10 Ability Points.) | Level 3 |
Anaconda | Increases your damage with crushing weapons by 10%. | Single-Handed 1 |
Arrow Recovery | Gives you 20% chance to recover a special arrow after shooting it. | |
Back-Stabber | Allows a character to backstab with daggers and knives. Backstabs always get a 100% chance to critical (using the weapon's critical multiplier, e.g. x2), assuming you position properly. | Scoundrel 1 |
Bigger and Better | Gives you 1 extra Attribute Point to spend. (Note that if you wait for it to be unlocked in your Homestead, you can instead trade 1 unused Talent Point for 10 Ability Points, and then trade 5 Ability Points for each additional Attribute Point.) | Level 5 |
Bully | Gives you 50% extra damage against opponents that are slowed, crippled or knocked down. Only works with melee or ranged weapons; not with spells. | |
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. | 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 a chance to burn an opponent who strikes with a melee weapon but takes a 25% penalty to Water Resistance. | Pyrokinetic 5 |
Elemental Affinity | Lowers the Action Point cost of spells by 1 when standing in a surface of the same element. | |
Elemental Ranger | Arrows may inflict bonus elemental damage depending on the surface on which your target is standing. | 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 2.0m. | |
Five-Star Diner | Doubles the effects of food. | |
Glass Cannon | Doubles your recovery AP but your total vitality is decreased by 50% (including the bonus from Lone Wolf). | Level 5 |
Guerrilla | Doubles your attack damage while sneaking. Works with any weapon, not just daggers/knives. | Sneaking 1 |
Headstrong | Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down. | Scoundrel 5 |
Ice King | A character with Ice King has a chance to chill an opponent who strikes with a melee weapon but takes a 25% penalty to Fire Resistance. | Hydrosophist 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. (Note: usually only during your turn) | |
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 60% bonus to base vitality, 1 bonus to Recovery and maximum Action Points and an extra ability point on level up. | |
Morning Person | When resurrected, you revive to full health. (Note: Revive normally raises you at 20% HP) | 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 |
Packmule | Doubles the amount of weight you can carry. | |
Pet Pal | Enables you to talk to animals. (Note: This is useful for starting/completing some quests, as well as tapping into the general humor of the game) | |
Picture of Health | Gives you 5% × Man-at-arms extra Vitality. | Man-at-Arms 2 |
Politician | Gives you 2 bonus points in Charisma, but you lose a point in Intelligence. | |
Quickdraw | Reduces 1 AP from the cost of using ranged weapons (Note: This affects only simple range attacks, but not the marksman skills or special arrows). | Expert Marksman 5 |
Scientist | Gives you a bonus point in Blacksmithing and one in Crafting. | |
Sidestep | Gives you 10% extra chance to evade hits. | Expert Marksman 2 |
Sidewinder | Removes your defense rating penalty when flanked.
(Note: The penalty is normally 10 per adjacent enemy beyond the 1st. Visual bug: Although the combat tooltip says that this talent only halve the penalty, sidewinder eliminates it outright.) |
Man-at-arms 5 |
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 20% total movement bonus. (Note: affects both out of combat and in combat movement) | Scoundrel 2 |
Thick Skin | Gives you 5 + Man-at-Arms × 2 extra base armour. (Up to +15 armor) | Man-at-Arms 1 |
Voluble Mage | Gives you immunity to Muted. | Willpower 5 |
Walk it Off | Reduces all status duration by 1 turn. This also affects positive statuses. | |
Weather the Storm | Gives you a 5% × Man-at-arms extra Elemental Resistance. (+25% Fire/Water/Earth/Air resist, but not Poison or Tenebrium. Resistances still cap at 80 without temporary bonuses.) | Man-at-Arms 5 |
Weatherproof | Makes you immune to environmental effects. (Note: Weather effects only, such as desert Slow status; standing on different elemental surfaces like poison/fire/etc still affects you normally. Lava is also still lethal.) | Geomancer 5 |
What a Rush | Increases your recovery and maximum Action Points by 2 when your health is below 30%. | |
Zombie | Lets you heal from poison but causes damage from regular healing. (Note: This grants 200% Poison Resistance and makes you immune to the Poisoned status. This stacks with other poison resistance effects, e.g. from equipment. Any other elemental resistance higher than 100% will also heal you, as does sleeping in a bed, draining blood with Leech, and few other limited methods. However, other forms of healing will harm you, even food or spells like Vampiric Touch.) |