Like anyother RPG game, Divinity: Original Sin 2 also features different Classes – each of them comes with their own attributes such as: starting weapons and abilities, talents, races, and many other things. Here’s is a list of all Classes in Divinity: Original Sin and their Attributes.
Divinity: Original Sin 2 brings a single-player and co-op multiplayer rpg game featuring a tactical turn-based combat game. The highly interactive world of Divinity: Original Sin 2 can be tough to understand if you are new to it, the game involves a lot of choices on the basis of each character that will define what your next quest is.
So you have to be quiet peculiar about things you are picking up. The choices have full impact on the gameplay. The game also provides freedom to players to build their own single and multi-player adventures and then publish them online. The game brings character races and tags. Tags are the one that will let you to define the way your character talks to others. So in this guide you will get the list of Classes, Attributes, Talents, Starting Abilities, Starting Weapons, Races and Origin Characters. Thanks to Steam source.
Divinity: Original Sin 2 Classes Attribute
MARTIAL (STRENGTH) BUILDS:
Fighter:
Abilities & Attributes:
- Warfare – Str + 1
- Geomancer – Con + 2
- Bartering +1
Talents:
- Opportunist
Starting Abilities:
- Battle Stomp
- Bouncing Shield
- Fortify
Starting Weapons:
- Knife on a stick
- Shield
Battlemage:
Abilities & Attributes:
- Warfare – Str + 1
- Aerothurge – Int + 1
- Persuasion +1
Talents:
- Comeback Kid
Starting Abilities:
- Blinding Radiance
- Shocking Touch
- Battering Ram
Starting Weapons:
- Sharp stone on a stick
Inquisitor:
Abilities & Attributes:
- Warfare – Str + 1
- Necromancer – Int + 1
- Telekinesis + 1 – Con + 1
Talents:
- Executioner
Starting Abilities:
- Blood Sucker
- Battering Ram
- Mosquito Swarm
Starting Weapons:
- Makeshift club
Knight:
Abilities & Attributes:
- Warfare – Str + 2
- Two-Handed +1- Con + 1
Talents:
- Opportunist
Starting Abilities:
- Battering Ram
- Crippling Blow
- Battle Stomp
Starting Weapons:
- Cracked Two-Hander
DEXTEROUS (FINESSE) BUILDS:
Ranger:
Abilities & Attributes:
- Huntsman – Fin + 1
- Pyrokinetic – Wits + 1
- Lucky Charm + 1
Talents:
- Arrow Recovery
Starting Abilities:
- Ricochet
- Peace of Mind
- Elemental Arrowheads
Starting Weapons:
- Twig with a string
Rogue:
Abilities & Attributes:
- Scoundrel – Fin + 2
- Sneaking + 1 – Con + 1
- Dual Wielding + 1
Talents:
- The Pawn
Starting Abilities:
- Throwing Knife
- Backlash
- Adrenaline
Starting Weapons:
- Shiv
Shadowblade:
Abilities & Attributes:
- Scoundrel – Fin + 2
- Polymorph – Wits + 2
- Thievery + 1
Talents:
- Guerilla
Starting Abilities:
- Chameleon Cloak
- Backlash
- Chicken Claw
Starting Weapons:
- Shiv
Wayfarer:
Abilities & Attributes:
- Huntsman – Fin + 2
- Geomancer – Int + 1
- Bartering +1
Talents:
- Petpal
Starting Abilities:
- Pin Down
- Fossil Strike
- Elemental Arrowheads
Starting Weapons:
- Toy crossbow
Metamorph:
Abilities & Attributes:
- Polymorph – Str + 2
- Two-Handed +1 – Fin + 2
- Persuasion +1
Talents:
- Opportunist
Starting Abilities:
- Tentacle Lash
- Chicken Claw
- Bull Horns
Starting Weapons:
- Wooden pitchfork
ARCANE (INTELLIGENCE) BUILDS:
Cleric:
Abilities & Attributes:
- Hydrosophist – Str + 1
- Necromancer – Int + 1
- Bartering +1 – Con +1
Talents:
- Hothead
Starting Abilities:
- Decaying Touch
- Restoration
- Blood Sucker
Starting Weapons:
- Claw hammer
- Makeshift shield
Conjurer:
Abilities & Attributes:
- Summoning – Int + 1
- Loremaster +1 – Con +2
- Leadership +1
Talents:
- Petpal
Starting Abilities:
- Conjure Incarntate
- Dimension Bolt
- Elemental Totem
Starting Weapons:
- Makeshift wand
- Makeshift shield
Enchanter:
Abilities & Attributes:
- Hydrosophist – Int + 1
- Aerothurge – Con +2
- Loremaster +1
Talents:
- Far Out Man
Starting Abilities:
- Electric Discharge
- Hail Strike
- RainE
Starting Weapons:
- Improvised staff
Wizard:
Abilities & Attributes:
- Pyrokinetic – Int + 2
- Geomancer – Con + 1
- Loremaster +1
Talents:
- Far Out Man
Starting Abilities:
- Searing Daggers
- Fossil Strike
- Ignition
Starting Weapons:
- Makeshift wand
Witch:
Abilities & Attributes:
- Scoundrel – Fin + 1
- Necromancer – Int + 1
- Persuasion +1 – Con + 1
Talents:
- Leech
Starting Abilities:
- Raise Bloated Corpse
- Chloroform
- Mosquito Swarm
Starting Weapons:
- Shiv
RACE:
Human: Adaptable, expansionist and superstitious, humans are the dominant race of Rivellon. Civil wars have ravaged their lands, but not their authority.
Talents:
- Ingenious (+2 initiative and +5 Crit)
- Thrifty (+1 Bartering)
Special Abilities:
- Encourage
- Dome of Protection
Elf: Elegant and long-lived, elves are skilled sourcerors. Memory is the keystone of elven culture; they can absorb memories by consuming the flesh of others.
Talents:
- Ancestral Knowledge (+1 Lore)
- Corpse Eater (Memory from eating body parts)
Special Abilities:
- Flesh Sacrifice
- Dome of Protection
Dwarf: Dwarves are fiercely nationalistic followers of their empress. Their proud society reveres Source and is clan-based, deeply divided between haves and have-nots.
Talents:
- Sturdy (+10% max Vit and +5 Dodge)
- Dwarven Guile (+1 Sneak)
Special Abilities:
- Petrifying Touch
- Dome of Protection
Lizard: Lizards of the Ancient Empire are cultured aristocrats – Source adepts who follow rules of law. Outsiders see their society as elitist. Lizards see outsiders as servants.
Talents:
- Sophisticated (+10% Fire Resist and +10% Poison Resist)
- Spellsong (+1 Persuasion)
Special Abilities:
- Dragon Blaze
- Dome of Protection
Undead: The Undead are an abhorred race in Rivellon, considered abominations of the natural order. Those who wish to walk among the living must mask themselves or risk provoking violence.
Talents:
- Undead (Heal From Poison, Healing Spells Harm)
- Varies on the basis of race
Special Abilities:
- Play Dead
- Dome of Protection
This is the end of this guide you can share your comments in the below section.
Source: Steam
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Raj Shrivastava
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