Explore Divinity: Original Sin 2's core mechanics: Action Points, Initiative, Armour, Vitality, Accuracy, Damage, Critical Hits, and Equipment. Master combat and gear.
This guide details the core mechanics of Divinity: Original Sin 2, covering combat systems, character attributes, and equipment progression.
Action Points
Combat in Divinity: Original Sin 2 is turn-based, with your actions dictated by Action Points (AP). You start with 4 AP, which regenerate at 4 AP per turn. AP costs are as follows:
- 1 AP: Move 5m or use a 1 AP ability
- 2 AP: Make a basic weapon attack or use a 2 AP ability
- 3 AP: Use a 3 AP ability
Additional AP can be gained through various sources:
- Adrenaline: +2 AP this turn, -2 AP next turn
- Executioner: +2 AP after killing an enemy (once per turn)
- Flesh Sacrifice: +1 AP
- Haste: +1 AP per turn
- Lone Wolf: +2 AP and +2 AP Recovery
- The Pawn: +1 AP for movement only
- What a Rush: +1 AP and +1 AP Recovery while below 50% Vitality
The Elemental Affinity talent does not grant extra AP but can reduce the AP cost of certain abilities.
Initiative
Initiative determines turn order. It is based on your Wits attribute and gear bonuses. The character with the highest Initiative goes first. Turn order within your party is based on individual Initiative scores. If Initiative is tied, the enemy goes first.
Armour and Vitality
Characters have three health bars: Physical Armour, Magic Armour, and Vitality. To kill a creature, Vitality must reach 0. Attacking Vitality directly is difficult; typically, you must first reduce either Physical or Magic Armour to 0. Once Armour is depleted, creatures become vulnerable to crowd control effects like Knockdown and Stun. The Torturer talent allows damage-over-time effects to bypass Armour.
Armour is mainly derived from equipment, with abilities like Fortify and Armour of Frost providing additional amounts. Vitality increases with character level, Constitution (+7% per point over 10), and the Picture of Health talent (+3% per point of Warfare).
Attack and Damage
Accuracy determines your chance to hit, opposed by the target's Dodging. The formula is: Hit Chance = (Accuracy - Dodging) × (1 - Block Chance). Base Accuracy is 95%. Accuracy can be increased by the Single-Handed ability and the Hothead talent. Base Dodging is 0% and can be increased by racial talents, weapon abilities, Leadership, and Parry Master. Shields can provide Block Chance.
Total damage is calculated as: Total damage = Base x (1 + High Ground Bonus) x (1 + Warfare Bonus) x (1 + Attribute Bonus + Weapon Bonus). High Ground and Warfare bonuses are multiplicative, while Attribute and weapon bonuses are additive. Base weapon damage scales with weapon level; spell damage is listed in the Skills section.
Critical Hits
Critical Hits deal bonus damage. Base Critical Chance is 0% and can be increased by weapon properties, Wits, racial traits, Ranged abilities, and Hothead. Base Critical Multiplier is 150% and can be increased by weapon properties, racial traits, Scoundrel abilities, and Two-Handed abilities.
Critical Chance or Damage Bonus? Early game, flat damage bonuses scale better. As Critical Chance increases, Critical Multiplier becomes more impactful. For example, a +5% Damage bonus is straightforward, while a +100% Critical Chance equates to a +50% damage increase.
Equipment
Equipment in Divinity: Original Sin 2 is level-dependent, with items found and bought becoming stronger as you progress. Loot in regions is pegged to that region's level, while merchants' inventories are based on your current character level.
Item rarity levels are:
- Common
- Rare
- Epic
- Legendary
- Divine (seen from level 16)
- Unique
Higher rarity items have more and better properties. Equipping gear higher than your character level incurs a -10% Accuracy penalty per level difference for weapons; other slots have no penalty.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content