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

Talent_AllSkilledUp.jpg


All Skilled Up

Grants players 2 extra Ability points. Level 3

Talent_AvoidOpportunity.jpg


Avoid Opportunists

Grants ability to evade attacks of opportunity. Expert Marksman 1

Talent_Anaconda.jpg


Anaconda

Increases damage caused with crushing weapons by 10%. Single-Handed 1

Talent_ArrowRecovery.jpg


Arrow Recovery

Grants +33% chance to recover shot Special Arrows. None

Talent_BackStabber.jpg


Back-Stabber

Allows a character to back-stab with daggers, knives, rondels and rapiers. Back-stab attacks are always critical strikes. None

Talent_BiggerAndBetter.jpg


Bigger and Better

Grants players 1 extra Attribute Point to spend. Level 5

Talent_Bully.jpg


Bully

+50% damage against opponents that arestatus_effect_Knocked_Down.png Knocked Down, Slowed or Crippled.
  • Only works with melee or ranged weapons; not with spells.
None

Talent_ComebackKid.jpg


Comeback Kid

Immunity to 1 hit-KOs. An enemy's killing blow will leave you with just 1 HP - instead of death.
  • You must have more than 1 HP before the hit for it to work.
  • Incompatible with Leech talent
Willpower 5

Talent_Courageous.jpg


Courageous

Grants you immunity to status_effect_Feared.png Fear, but you can no longer flee from combat.
None

Talent_Demon.jpg


Demon

Grants extra 15% Fire resistance. but takes 15% penalty on Water Resistance. Also increases maximum Fire Resistance by 10.
  • Max fire resistance is 110%.
  • Incompatible with Ice King talent
Pyrokinetic 4

Talent_ElementalAffinity.jpg


Elemental Affinity

Lowers the Action Point cost of spells by 1 when standing in a surface of the same element. None

Talent_ElementalRanger.jpg


Elemental Ranger

Arrows may inflict bonus elemental damage depending on the surface on which your target is standing. Expert Marksman 5

Talent_Escapist.jpg


Escapist

Allows you to flee combat even when enemies are right next to you.
None

Talent_FarOutMan.jpg


Far Out Man

Increases the range of spells and scrolls by 2 meters. None

Talent_FiveStarDiner.jpg


Five-Star Diner

Doubles the effects of food.
  • Affects many things including bonus stats and resistances.
  • Doubles water resistance bonus from eating Ishmashell.
None

Talent_GlassCannon.jpg


Glass Cannon

Grants 4 extra recovery Action Points but your total vitality is decreased by 50%.
Level 5

Talent_Guerilla.jpg


Guerrilla

Increases attack damage by 50% while sneaking. Works with any weapon. Sneaking 1

Talent_Headstrong.jpg


Headstrong

Gives you a 20% bonus against being status_effect_Frozen.pngFrozen, status_effect_stunned.png Stunned , status_effect_Petrified.png Petrified and status_effect_Knocked_Down.png Knocked Down. Scoundrel 5

Talent_EagleEyes.jpg


Hyperopia

Makes you farsighted, causing ranged attacks to be precise at longer distances, but inaccurate when your target is close by.
  • Bugged as of version 2.0.100.40
Expert Marksman 2

Talent_IceKing.jpg


Ice King

Grants extra 15% Water Resistance, but takes a 15% penalty to Fire Resistance. The maximum Water Resistance is increased by 10.
  • Max water resistance is 110%.
  • Incompatible with Demon talent
Hydrosophist 4
 

 

Iron Hide

Grants (3% x Man-at-Arms Level) extra Elemental Resistance ( Fire / Water / Earth / Air ).
  • This does not include Poison or Tenebrium Resistances.
  • The maximum cap for Resistance is 100% (this can be increased from status effects and certain talents).
Man-at-Arms 5

Talent_KnowItAll.jpg


Know-it-All

Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence. None

Talent_Leech.jpg


Leech

Heals you when standing in blood. (Usually only during your turn)
None

Talent_LightStepper.jpg


Light Stepper

Grants players +2 Perception bonus for detecting traps and secrets. None

Talent_LightningRod.jpg


Lightning Rod

Grants players immunity to being status_effect_stunned.png Stunned. Aerotheurge 5

Talent_LoneWolf.jpg


Lone Wolf

Character with no companion but receives:
  • 70% bonus to base vitality
  • 2 bonus to Turn Action Points and maximum Action Points
  • 1 extra Ability Point on level up
  • Incompatible with Glass Cannon Talent
None
 

Magician

Grants one extra use of a wand skill. Wand 1

Talent_MorningPerson.jpg


Morning Person

When resurrected, you revive to full health. Bodybuilding 1

Talent_MyPrecious.jpg


My Precious

Every time you hit or get hit, your gear has a 50% chance of not losing durability. None

Talent_Opportunist.jpg


Opportunist

Grants players ability to perform attacks of opportunity. Man-at-Arms 1

Talent_Packmule.jpg


Packmule

Doubles the amount of weight you can carry. None
 

Parry Master

Grants 10% Blocking Chance while dual wielding. Dual Wielding 4

Talent_PetPal.jpg


Pet Pal

Enables players to talk to animals.
  • This is useful for starting/completing some quests, as well as tapping into the general humor of the game.
None

Talent_PictureOfHealth.jpg


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

Talent_Politician.jpg


Politician

Grants 2 bonus points in Charisma, but you lose a point in Intelligence. None

Talent_Scientist.jpg


Scientist

Grants players a bonus point in Blacksmithing and one in Crafting. None

Talent_Sidestep.jpg


Sidestep

Grants players 10% extra chance to evade hits. Expert Marksman 4

Talent_Sidewinder.jpg


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

Talent_Speedcreeper.jpg


Speedcreeper

Allows your character to move at normal speed even while sneaking. Sneaking 1

Talent_StandYourGround.jpg


Stand Your Ground

You cannot be status_effect_Knocked_Down.png Knocked Down . Bodybuilding 5

Talent_Stench.jpg


Stench

Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat. None

Talent_SwiftFooted.jpg


Swift Footed

Grants +10% movement bonus. Scoundrel 2

Talent_ThickSkin.jpg


Thick Skin

Gives you extra base armor equal to 5 + your Man-at-Arms Level. Man-at-Arms 1

Talent_VolubleMage.jpg


Voluble Mage

Grants immunity tostatus_effect_Muted.pngMuted. Willpower 5

Talent_WalkItOff.jpg


Walk it Off

Reduces duration of all statuses that have Bodybuilding saving throw by 1 turn.
  • Strong in the early game.
  • Gets progressively worse as the game goes on and your character gets more bodybuilding levels.
None

Talent_WeatherProof.jpg


Weatherproof

Makes the player immune to Environmental Effects.
  • Applies to weather effects only (slowed in desert, etc). Standing on different elemental surfaces like poison/fire/etc still affects you normally.
Geomancer 5

Talent_WhatARush.jpg


What a Rush

Increases recovery and maximum Action Points by 2 when your health is below 30%. None

Talent_Zombie.jpg


Zombie

Lets you heal from poison but causes damage from regular healing.
  • Grants you immunity fromstatus_effect_Poisoned.pngPoisoned status effect.
  • Food, potions, or spells that normally heal will deal damage instead.
  • The only ways of healing are sleeping in bed, draining blood with the Leech talent, eating poisoned food or being exposed to poison gas, poison slime or poison spells.
None



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    • 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

        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

          "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

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