Divinity Original Sin Wiki

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Divinity Original Sin Wiki
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Skills abilities are required to learn [[skills]] and use them effectively.
 
Skills abilities are required to learn [[skills]] and use them effectively.
   
* '''Aerothurge'''
+
* '''[[Aerotheurge]]'''
* '''Expert Marksman'''
+
* '''[[Expert Marksman]]'''
* '''Geomancer'''
+
* '''[[Geomancer]]'''
* '''Hydrosophist'''
+
* '''[[Hydrosophist]]'''
* '''Man-at-Arms'''
+
* '''[[Man-at-Arms]]'''
* '''Pyrokinetic'''
+
* '''[[Pyrokinetic]]'''
* '''Scoundrel'''
+
* '''[[Scoundrel]]'''
* '''Witchcraft'''
+
* '''[[Witchcraft]]'''
   
 
=== Personality ===
 
=== Personality ===

Revision as of 14:56, 22 July 2014

List

Weapons

Weapons abilities increase damage with the associated weapon by 10% per point.

  • Bow
  • Crossbow
  • Single-handed
  • Two-handed
  • Tenebrium

Defence

  • Armour Specialist: Increases armour rating by 5% per point and decreases heavy armor movement penalty by 20% per point.
  • Body Building: +10 to saving throws against physical statuses per point.
  • Shield Specialist: +5% chance to block with shields per point.
  • Willpower: +10 to saving throws against magical and mental statuses per point.

Skills

Skills abilities are required to learn skills and use them effectively.

Personality

  • Bartering: Improves vendor prices. The sell price factor of the vendor is 250%, minus 20% per point of Bartering up to 5, minus 0.5% per point of Attitude. The buy price factor is the reciprocal. [1]
  • Charisma: Increases all attitudes by 5 per point; increases chance to Intimidate, Charm, and Reason.
  • Leadership: Gives bonuses to allies within line-of-sight (not including self). Leadership bonuses from multiple characters do not stack. Bonuses are listed below; they are cumulative.
Leadership Bonuses
1 +5 Initiative, +10% damage, +1 Willpower with the Obedient trait
2 +10% chance to hit
3 +2% critical chance
4 +5 Initiative, +5% damage, +10% armor
5 +1 Willpower (stacks with Willpower from Obedient), Immune to DOS statIcons Frightened.png Fear
6 +1 Bodybuilding, +5% chance to hit
  • Lucky Charm: Gives a chance to find extra items when looting. Possible items are listed below.
Lucky Charm Chance Possible items
1 2% Scroll, Arrow, Gold, Precious (gems, finery)
2 3% Scroll, Arrow, Normal/Magic armour (no breast or jewelery), Precious (gems, finery)
3 4% Scroll, Arrow, Normal/Magic armour, Precious (gems, finery)
4 6% Scroll, Arrow, Normal/Magic items, Precious (gems, finery)
5 7% Scroll, Arrow, more Gold, Normal/Magic/Rare items, Precious (gems, finery)
6 8% Scroll, Arrow, more Gold, Normal/Magic/Rare items, Precious (gems, finery)

Craftsmanship

  • Blacksmithing: Required to repair equipment (required number of points depends on item level) and for metalworking (required number of points depends on the recipe).
  • Crafting: Required for most crafting; required number of points depends on the recipe.
  • Loremaster: Required to identify equipment and enemies.
  • Telekinesis: Can pick up and throw items remotely.

Nasty Deeds

  • Lockpicking
  • Pickpocketing
  • Sneaking

Possible bonuses from gear boosts

Skill Weapons Shields Helmets Breasts Gloves Boots Amulets Leggings Rings Belts
Aerothurge
Geomancer
Hydrosophist
Pyrokinetic
+1
Bow
Crossbow
+1 +1
Two-handed +1 +1
Single-handed +1 +1 +1 +1
Leadership +1 +1
Willpower +1 +2
Bodybuilding +1 +1 +1
Lucky Charm +2 +6 +1 +1 +1 +1 +1 +1 +1 +1
Sneaking +1 +1 +1 +1 +1 +1 +1 +1
Armour Mastery +1 +1
Sneaking +1
Tenebrium +1 +1
Bartering +1 +1
Charisma +1* +1* +1*
Blacksmithing +1 +1
Crafting +1 +1
Loremaster +1 +1
Telekinesis +1 +1
Lockpicking +1 +1
Pickpocketing +1 +1
  • Crafted Tooth Rings, Amulet, and Belt; not available as random affixes on items. Also, unique item: Smelly Panties

References