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. 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).
|Grants players 2 extra Ability points.||Level 3|
|Grants ability to evade attacks of opportunity.||Expert Marksman 1|
|Increases damage caused with crushing weapons by 10%.||Single-Handed 1|
|Grants +33% chance to recover shot Special Arrows.||None|
|Allows a character to back-stab with daggers, knives, rondels and rapiers. Back-stab attacks always are always critical strikes.||None|
|Grants players 1 extra Attribute Point to spend.||Level 5|
|+50% damage against opponents that are Knocked Down, Slowed or Crippled.
|Immunity to 1 hit-KOs. An enemy's killing blow will leave you with just 1 HP - instead of death.
|Grants you immunity to Fear, but you can no longer flee from combat.
|Grants extra 15% Fire resistance. but takes 15% penalty on Water Resistance. Also increases maximum Fire Resistance by 10.
|Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.||None|
|Arrows may inflict bonus elemental damage depending on the surface on which your target is standing.||Expert Marksman 5|
|Allows you to flee combat even when enemies are right next to you.
|Increases the range of spells and scrolls by 2 meters.||None|
|Doubles the effects of food.
|Grants 4 extra recovery Action Points but your total vitality is decreased by 50%.
|Increases attack damage by 50% while sneaking. Works with any weapon.||Sneaking 1|
|Gives you a 20% bonus against being Frozen, Stunned , Petrified and Knocked Down.||Scoundrel 5|
|Makes you farsighted, causing ranged attacks to be precise at longer distances, but inaccurate when your target is close by.
||Expert Marksman 2|
|Grants extra 15% Water Resistance, but takes a 15% penalty to Fire Resistance. The maximum Water Resistance is increased by 10.
||Grants (3% x Man-at-Arms Level) extra Elemental Resistance ( Fire / Water / Earth / Air ).
|Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence.||None|
|Heals you when standing in blood. (Usually only during your turn)
|Grants players +2 Perception bonus for detecting traps and secrets.||None|
|Grants players immunity to being Stunned.||Aerotheurge 5|
|Character with no companion but receives:
|Grants one extra use of a wand skill.||Wand 1|
|When resurrected, you revive to full health.||Bodybuilding 1|
|Every time you hit or get hit, your gear has a 50% chance of not losing durability.||None|
|Grants players ability to perform attacks of opportunity.||Man-at-Arms 1|
|Doubles the amount of weight you can carry.||None|
|Grants 10% Blocking Chance while dual wielding.||Dual Wielding 4|
|Enables players to talk to animals.
|Increases vitality by 3% x Man-at-Arms level.||Man-at-Arms 2|
|Your grenade throws will never miss again.||Scoundrel 1|
|Grants 2 bonus points in Charisma, but you lose a point in Intelligence.||None|
|Grants players a bonus point in Blacksmithing and one in Crafting.||None|
|Grants players 10% extra chance to evade hits.||Expert Marksman 4|
|Removes your defense rating penalty when flanked.||Man-at-Arms 5|
|Adds a 5 meter distance to your grenade throws.||Man-at-Arms 1|
|Allows your character to move at normal speed even while sneaking.||Sneaking 1|
|You cannot be Knocked Down .||Bodybuilding 5|
|Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat.||None|
|Grants +10% movement bonus.||Scoundrel 2|
|Gives you extra base armor equal to 5 + your Man-at-Arms Level.||Man-at-Arms 1|
|Grants immunity toMuted.||Willpower 5|
|Reduces duration of all statuses that have Bodybuilding saving throw by 1 turn.
|Makes the player immune to Environmental Effects.
|Increases recovery and maximum Action Points by 2 when your health is below 30%.||None|
|Lets you heal from poison but causes damage from regular healing.