Explore the unique traits and special abilities of each race in Divinity: Original Sin 2, including Humans, Elves, Dwarves, Lizards, and Undead, to make the best character choice.
If you choose not to play an Origin character, you can select from one of four player races, each with an undead variant, totaling eight distinct options. All custom characters begin with the Dome of Protection Source skill, which restores allies' Physical and Magic armour in a 13m radius for 5 turns.
Human
Humans possess the Thrifty trait (+1 Bartering) and Ingenious trait (+5% Critical Chance, +10% Critical Multiplier). Their special ability is Encourage, which grants a level-dependent boost to allies' attributes in a 13m radius for 3 turns.
| Lvl | STR | FIN | INT | CON |
|---|---|---|---|---|
| 1 | +1 | +1 | +1 | +1 |
| 5 | +1 | +1 | +1 | +2 |
| 7 | +2 | +2 | +2 | +2 |
| 9 | +2 | +2 | +2 | +3 |
| 14 | +3 | +3 | +3 | +3 |
Elf
Elves have the Ancestral Knowledge trait (+1 Loremaster) and the Corpse Eater trait, allowing them to consume body parts to access memories. Their special ability is Flesh Sacrifice, which sacrifices 1-6 CON to gain +1 AP and +10% damage for 2 turns, also creating a blood surface.
Dwarf
Dwarves have the Dwarven Guile trait (+1 Sneaking) and the Sturdy trait (+5% Dodging, +10% max Vitality). Their special ability is Petrifying Touch, which incapacitates a target within 2m for 1 turn, dealing Earth damage and removing negative statuses. This ability is resisted by Magic Armour.
Lizard
Lizards can dig without a shovel and have the Spellsong trait (+1 Persuasion) and the Sophisticated trait (+10% Fire resistance, +10% Poison resistance). Their special ability is Dragon's Blaze, which deals Fire damage in a 7m cone for 2 turns, scaling with INT and Pyrokinetic, and leaves a fire surface. This ability is resisted by Magical Armour.
Undead
Undead characters must wear masks to avoid NPC hostility. They can open locks without lockpicks and possess a racial trait: either Ingenious, Corpse Eater, Sturdy, or Sophisticated. They are healed by poison but damaged by regular healing. Their special ability is Play Dead, causing enemies to ignore them for 3 turns. While playing dead, they can drink potions and receive healing without breaking the effect. If they are the last party member, combat ends.
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