Talents in Divinity: Original Sin Enhanced Edition are obtained once every few levels. Each character starts with 2 talent points. The character will gain another point at level 3 and will continue to gain 1 more every four levels afterwards. Players typically end the game at level 19 - 21, meaning a character can expect to gain up to 7 talents. They are valuable, because they become passive abilities that change your Characters permanently. They can be used to further improve a character's strength, to offset his or her weaknesses, or just give the character a different look in combat. Characters don't have any base talents, but can choose two talents to begin with during Character Creation phase.
Talents have prerequisites based on both Abilities and Attributes. Talents that cannot be taken will be listed at the bottom of the window and the text will be red. Besides some talents that are available for all the characters, most of them (particularly those more powerful) depend on the number of points in a given specialization. For example Arrow Recovery allows a Ranger to recover 33% of his magic arrows and Elemental Affinity reduces the Action Point cost of a spell of the type on which a mage is standing. You should pay attention to what talents you choose, because some of them might actually do harm, if you plan a specific strategy.
Divinity: Original Sin Enhanced Edition has a total of 50 talents. Below is a list of those talents (in alphabetical order).
Talents
Icon | Talents | Description | Minimum Requirement |
---|---|---|---|
|
All Skilled Up |
Grants players 2 extra Ability points. | Level 3 |
|
Avoid Opportunists |
Grants ability to evade attacks of opportunity. | Expert Marksman 1 |
|
Anaconda |
Increases damage caused with crushing weapons by 10%. | Single-Handed 1 |
|
Arrow Recovery |
Grants +33% chance to recover shot Special Arrows. | None |
|
Back-Stabber |
Allows a character to back-stab with daggers, knives, rondels and rapiers. Back-stab attacks are always critical strikes. | None |
|
Bigger and Better |
Grants players 1 extra Attribute Point to spend. | Level 5 |
|
Bully |
+50% damage against opponents that are![]()
|
None |
|
Comeback Kid |
Immunity to 1 hit-KOs. An enemy's killing blow will leave you with just 1 HP - instead of death.
|
Willpower 5 |
|
Courageous |
Grants you immunity to ![]()
|
None |
|
Demon |
Grants extra 15% Fire resistance. but takes 15% penalty on Water Resistance. Also increases maximum Fire Resistance by 10.
|
Pyrokinetic 4 |
|
Elemental Affinity |
Lowers the Action Point cost of spells by 1 when standing in a surface of the same element. | None |
|
Elemental Ranger |
Arrows may inflict bonus elemental damage depending on the surface on which your target is standing. | Expert Marksman 5 |
|
Escapist |
Allows you to flee combat even when enemies are right next to you.
|
None |
|
Far Out Man |
Increases the range of spells and scrolls by 2 meters. | None |
|
Five-Star Diner |
Doubles the effects of food.
|
None |
|
Glass Cannon |
Grants 4 extra recovery Action Points but your total vitality is decreased by 50%.
|
Level 5 |
|
Guerrilla |
Increases attack damage by 50% while sneaking. Works with any weapon. | Sneaking 1 |
|
Headstrong |
Gives you a 20% bonus against being ![]() ![]() ![]() ![]() |
Scoundrel 5 |
|
Hyperopia |
Makes you farsighted, causing ranged attacks to be precise at longer distances, but inaccurate when your target is close by.
|
Expert Marksman 2 |
|
Ice King |
Grants extra 15% Water Resistance, but takes a 15% penalty to Fire Resistance. The maximum Water Resistance is increased by 10.
|
Hydrosophist 4 |
Iron Hide |
Grants (3% x Man-at-Arms Level) extra Elemental Resistance ( Fire / Water / Earth / Air ).
|
Man-at-Arms 5 | |
|
Know-it-All |
Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence. | None |
|
Leech |
Heals you when standing in blood. (Usually only during your turn)
|
None |
|
Light Stepper |
Grants players +2 Perception bonus for detecting traps and secrets. | None |
|
Lightning Rod |
Grants players immunity to being ![]() |
Aerotheurge 5 |
|
Lone Wolf |
Character with no companion but receives:
|
None |
Magician |
Grants one extra use of a wand skill. | Wand 1 | |
|
Morning Person |
When resurrected, you revive to full health. | Bodybuilding 1 |
|
My Precious |
Every time you hit or get hit, your gear has a 50% chance of not losing durability. | None |
|
Opportunist |
Grants players ability to perform attacks of opportunity. | Man-at-Arms 1 |
|
Packmule |
Doubles the amount of weight you can carry. | None |
Parry Master |
Grants 10% Blocking Chance while dual wielding. | Dual Wielding 4 | |
|
Pet Pal |
Enables players to talk to animals.
|
None |
|
Picture of Health |
Increases vitality by 3% x Man-at-Arms level. | Man-at-Arms 2 |
Pinpoint |
Your grenade throws will never miss again. | Scoundrel 1 | |
|
Politician |
Grants 2 bonus points in Charisma, but you lose a point in Intelligence. | None |
|
Scientist |
Grants players a bonus point in Blacksmithing and one in Crafting. | None |
|
Sidestep |
Grants players 10% extra chance to evade hits. | Expert Marksman 4 |
|
Sidewinder |
Removes your defense rating penalty when flanked. | Man-at-Arms 5 |
Slingshot |
Adds a 5 meter distance to your grenade throws. | Man-at-Arms 1 | |
|
Speedcreeper |
Allows your character to move at normal speed even while sneaking. | Sneaking 1 |
|
Stand Your Ground |
You cannot be ![]() |
Bodybuilding 5 |
|
Stench |
Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat. | None |
|
Swift Footed |
Grants +10% movement bonus. | Scoundrel 2 |
|
Thick Skin |
Gives you extra base armor equal to 5 + your Man-at-Arms Level. | Man-at-Arms 1 |
|
Voluble Mage |
Grants immunity to![]() |
Willpower 5 |
|
Walk it Off |
Reduces duration of all statuses that have Bodybuilding saving throw by 1 turn.
|
None |
|
Weatherproof |
Makes the player immune to Environmental Effects.
|
Geomancer 5 |
|
What a Rush |
Increases recovery and maximum Action Points by 2 when your health is below 30%. | None |
|
Zombie |
Lets you heal from poison but causes damage from regular healing.
|
None |
- Anonymous
DOS is a turn based game and controlling turns and AP efficiency come in practice In various ways and that power is to be considered when weighting on what perks to chose.
With this in mined Pinpoint (+ Slingshot ), Far Out Man become obvious.
Morning Person is a hidden gem (peoples ego and save scamming got many blinded to this fact), first of it is basically free full instant healing and teleport positioning and essentially it give way more AP then you spend by huge magnitude and you can focus AP on aggression, just think about a battle of AP efficiency and this wins by far and in most painful time at that.
Elemental Affinity is really strong but only if you go all out on this else don't take it unless you can properly utilize it as perks after level 3 will take some time to get (level 7 and 11) so consider timing when taking it.
Bully is in similar position but more dependent on party composition and initiatives dictating turns of members as to who get to hit and who gets to debuff is to determinate effectives.
Glass Cannon is weary special perk, can be used to transition Constitution character to achieve huge maximum AP and high AP recovery rate along side of some extra life instead of investing into speed (can be hugely beneficial for initiative order for DPS) or to give extra edge to back row rangers or mages but its most commonly offset with shield in mind.
Other perk category is one that make you stand out early game, in combat Walk it Off, Zombie, Leech (in a way armor absorption equivalent that scale with maximum life), Back-Stabber, Avoid Opportunists, Opportunists, other non combat like Pet Pal, Scientist, Light Stepper.
If you don't give your character chance with ability it sure to be waste its AP to achieve nothing.
- Anonymous
- Anonymous
- Anonymous
"Talents in Divinity: Original Sin Enhanced Edition are obtained once every few levels. Each character starts with 2 talent points. The character will gain another point at level 3 and will continue to gain 1 more every four levels afterwards. Players typically end the game at level 19 - 21, meaning a character can expect to gain up to 7 talents."
This statement is very much false, I don't know if it was changed in the definitive edition or not. You get a talent every 5 levels post level 3. And by level 21 you would only have 5 talents. This is of course not counting the bonus talents you get.
- Anonymous
Why is this wiki so incomplete? The amount of stuff missing is ridiculous, this page doesn't even mention the bonus talents you can get in the game. From being sworn and karon ect
DOS is a turn based game and controlling turns and AP efficiency come in practice In various ways and that power is to be considered when weighting on what perks to chose.
With this in mined Pinpoint (+ Slingshot ), Far Out Man become obvious.
Morning Person is a hidden gem (peoples ego and save scamming got many blinded to this fact), first of it is basically free full instant healing and teleport positioning and essentially it give way more AP then you spend by huge magnitude and you can focus AP on aggression, just think about a battle of AP efficiency and this wins by far and in most painful time at that.
Elemental Affinity is really strong but only if you go all out on this else don't take it unless you can properly utilize it as perks after level 3 will take some time to get (level 7 and 11) so consider timing when taking it.
Bully is in similar position but more dependent on party composition and initiatives dictating turns of members as to who get to hit and who gets to debuff is to determinate effectives.
Glass Cannon is weary special perk, can be used to transition Constitution character to achieve huge maximum AP and high AP recovery rate along side of some extra life instead of investing into speed (can be hugely beneficial for initiative order for DPS) or to give extra edge to back row rangers or mages but its most commonly offset with shield in mind.
Other perk category is one that make you stand out early game, in combat Walk it Off, Zombie, Leech (in a way armor absorption equivalent that scale with maximum life), Back-Stabber, Avoid Opportunists, Opportunists, other non combat like Pet Pal, Scientist, Light Stepper.
If you don't give your character chance with ability it sure to be waste its AP to achieve nothing.
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