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* [[Man-at-Arms]] skills |
* [[Man-at-Arms]] skills |
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* +20 Weight per point (base 10) |
* +20 Weight per point (base 10) |
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− | * |
+ | * +6 offense rating per point for strength-based weapons |
=== Dexterity === |
=== Dexterity === |
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* [[Elemental skills]] |
* [[Elemental skills]] |
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* [[Witchcraft]] skills |
* [[Witchcraft]] skills |
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− | * |
+ | * -1 turn cooldown of spells per 2 points above 2 |
+ | * -1 AP cost of spells per 5 points |
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+ | * +6 offence rating per point for intelligence-based weapons |
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=== Constitution === |
=== Constitution === |
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* +0.5 Initiative per point |
* +0.5 Initiative per point |
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* +0.5 Start Action Points per point (base 2) |
* +0.5 Start Action Points per point (base 2) |
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− | * +0. |
+ | * +0.5 Turn Action points per point (base 3.5) |
=== Perception === |
=== Perception === |
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* Accuracy when shooting over long distances |
* Accuracy when shooting over long distances |
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* Ability to detect traps |
* Ability to detect traps |
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+ | [[Category:Divinity: Original Sin gameplay]] |
Latest revision as of 14:21, 11 September 2017
Overview
All attributes start at 5. A newly created character has five attribute points to spend. Each even level grants an additional attribute point.
Effects
- Each skill has a base attribute requirement based on its level:
Attribute Skill level 7 0 8 1-4 9 5-8 10 9-12 11 13-16 12 17-20
- Each attribute point below the requirement gives a -10% penalty to the skill. Each attribute point above the requirement gives a 5% bonus to the skill.
- Each point above 5 in an attribute gives +6 Offense rating when using a weapon based on that attribute.
Strength
- Man-at-Arms skills
- +20 Weight per point (base 10)
- +6 offense rating per point for strength-based weapons
Dexterity
- Expert Marksman skills
- Scoundrel skills
- +5 defense rating per point
- +6 offense rating per point for dexterity-based weapons
Intelligence
- Elemental skills
- Witchcraft skills
- -1 turn cooldown of spells per 2 points above 2
- -1 AP cost of spells per 5 points
- +6 offence rating per point for intelligence-based weapons
Constitution
- +1 Maximum Action Points per point (base 7)
- +5 Vitality per point
- +5 Vitality per level per point (including level 1)
Speed
- +0.1 Movement per point
- +0.5 Initiative per point
- +0.5 Start Action Points per point (base 2)
- +0.5 Turn Action points per point (base 3.5)
Perception
- +1.0 Hearing per point
- +0.5 Initiative per point
- +0.5 Start Action Points per point (base 2)
- +2% Critical Chance per point above 5
- Accuracy when shooting over long distances
- Ability to detect traps