

Bonuses can be found on Weapons, Leggings, and from the Independent/Obedient Trait.Each point adds a 10% chance to resist such effects.

Remove Petrification, Slowed -64 Movement Purifying Fire, Cursed -30% Chance to Hit, Fear Run away in fear, Frozen -20% Water Resistanceīurning, Mute Cannot use Spells or Scrolls

Self Medicate, Burning -20% Fire Resistance Self Medicate, Blinded Cannot target non-adjacent units Affects saving throws against Bleeding Damage Over Time.Bonuses can be found on Helmets and Chest Armor.Each point increases total armor by 5% and reduces movement penalties from wearing heavy armor by 20%.In game versions before 1.0.250.0, each point increased damage by 10% when using a Tenebrium weapon.In the current version (1.0.250.0), the Tenebium skill acts as a requirement for wielding any Tenebrium weapon.Each point increases damage by 10% when using Two-Handed Weapons.Each point increases damage by 10% when using Single-Handed Weapons.Each point increases damage by 10% when using Crossbows.In the current version (1.0.252.0), the Tenebrium skill no longer affects weapon damage. 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.Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.Each point increases damage by 10% when using Bows.

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).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. For example, leveling Leadership from 2 to 3 costs 3 points.Leveling up an ability costs ability points equal to the new level.While some abilities offer gains only up to level 5, some benefit from 6 or more points. Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters.Ībilities are divided into 6 branches that offer different bonuses.Every 0.2 meters from the target reduces chance to hit by 1%.+0.5 Turn Action Points per point (base 3.5).+0.5 Start Action Points per point (base 2).+6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus).+1 Maximum Action Points per point (base 7).+6 Offense Rating per point for Intelligence-Based Weapons.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.Boosts Elemental skills ( Aerotheurge, Geomancer, Hydrosophist, Pyrokinetic).+6 Offense Rating per point for Dexterity-Based Weapons.+5 Defense rating per point above 5? (base 4xLevel).+6 Offense Rating per point for Strength-based Weapons.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. Attributes cannot exceed 15 unless it is boosted by equipment.Įach Skill is boosted by a particular Attribute and has a soft Attribute requirement based on its Skill Level. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. A newly created character has five Attribute points to spend. These are assigned at character creation and grow as the character levels, along with Talents ( EE) and Abilities ( EE).Īll Attributes start at base 5. 2 Divinity: Original Sin Enhanced Editionĭivinity: Original Sin Attributes Īttributes are a character's basic stats that affect their health, offense and defense, weight capacity, sight, skill effectiveness, etc.
