Divinity Original Sin 2 - Classes, Starting Weapons, Abilities & More

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. Heres is a list of all Classes in Divinity: Original Sin and their Attributes.

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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

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

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

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

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

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

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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