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Talents (2)
Divinity: Original Sin 2

Talents (2)

Explore all talents in Divinity: Original Sin 2, including prerequisites like Level 2 for Bigger and Better, and effects like +2 Attribute points.

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Explore all talents in Divinity: Original Sin 2, including prerequisites like Level 2 for Bigger and Better, and effects like +2 Attribute points.

You start with one Talent Point at 1st level and gain an additional point at 3rd level and every five subsequent levels (8, 13, 18, etc.).

All Skilled Up

Grants +1 Combat Ability point and +1 Civil Ability point.

Ambidextrous

Reduces the cost of using grenades and scrolls by 1 AP when your offhand is free.

Arrow Recovery

Grants a 33% chance to recover a special arrow after firing it.

Bigger and Better

Grants +2 Attribute points.

Comeback Kid

Once per combat, if an enemy lands a fatal blow, you will come back to life with 20% health. If you die and are resurrected, the Comeback Kid talent can be used again.

Demon

Grants +15% Fire resistance and +10% maximum Fire resistance. Water resistance is reduced by -15%. Incompatible with _Ice King_.

Duck Duck Goose

You can evade attacks of opportunity.

Elemental Affinity

Reduces the AP cost of an ability by -1 when standing on a surface of the corresponding element. Note that this does not work with abilities which only cost 1 AP.

Elemental Ranger

Basic ranged attacks inflict bonus elemental damage when the target is standing on a surface (i.e. bonus fire damage if the enemy is standing on a fire surface, bonus physical damage if the enemy is standing on a blood surface).

Escapist

You can flee combat even when enemies are right next to you.

Executioner

Once per turn, receive +2 AP after killing an enemy. Incompatible with _The Pawn_.

Far Out Man

Increases the range of skills and scrolls by +2m. Does not affect melee and touch-range skills.

Five Star Diner

Doubles the effects of food and potions.

Glass Cannon

You start every combat round with maximum AP, but Magic and Physical Armour do not protect you from status effects. Incompatible with _Lone Wolf_.

Guerrilla

Reduces the cost of entering sneak mode by -1 AP and increases attack damage while sneaking by +40%.

Hothead

+10% Critical Chance and +10% Accuracy while at maximum Vitality.

Ice King

Grants +15% Water resistance and +10% maximum Water resistance. Fire resistance is reduced by -15%. Incompatible with _Demon_.

Leech

Heals you while standing on a blood surface.

Living Armour

Adds 35% of all healing you receive from skills or consumables to Magic Armour.

Lone Wolf

Provides +2 Max AP, +2 Recovery AP, +30% Vitality, +60% Physical Armour and +60% Magic Armour. Doubles points invested in Attributes (up to a maximum of 40) and Combat Abilities other than Polymorph (up to a maximum of 10). These bonuses only apply when adventuring alone or with a single companion. Incompatible with _Glass Cannon_.

Mnemonic

Grants +3 Memory.

Morning Person

You have full health when resurrected.

Opportunist

You can make attacks of opportunity.

Parry Master

You have +10% Dodging when dual wielding.

The Pawn

Grants 1 AP worth of free movement per turn. Incompatible with _Executioner_.

Pet Pal

You are able to talk to animals.

Picture of Health

You gain +3% Vitality for each point invested in Warfare.

Savage Sortilege

Gives all magical skills a Critical chance equal to your Critical chance score.

Slingshot

Adds an extra 5m range when throwing grenades.

Stench

NPC (non-player character — anyone the game controls, not you) attitude is decreased by -25 but melee opponents are less likely to target you in combat.

Torturer

Certain damage-over-time statuses inflicted by you are not blocked by armour and have their duration extended by one turn: Acid, Bleeding, Burning, Death Wish, Entangled, Necrofire, Poisoned, Ruptured Tendons and Suffocating.

Unstable

When you die, you explode and inflict 50% of your maximum Vitality as physical damage in a 3m radius.

Walk It Off

Reduces all status durations, including positive statuses, by 1 turn. Does not affect statuses with a duration of 1 turn.

What a Rush

Increases your recovery and maximum AP by +1 when below 50% health.

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