New Players Guide to Divinity: Original Sin 2 Edit

Back to Guides and Tips.


Some things before it starts. I am no super elite mathematician so please don't expect crunched numbers to get the best min/max, this is a simple guide filled with simple information and with links to pages so that you can learn how things in the game work before you dive in.

Due to the game being in early access expect things to possibly change over the course of the EA and after launch of DoS2.

Before we begin.. Edit


You may want to go to Options > Gameplay and enable Edge-Panning, it just feels..right.

Subtitles also may be helpful.

Adjust other options to your liking.

Character Creation Edit

We'll begin with the first thing a player really does, creates their character.

Character Customization Edit

When creating your character you will be presented with a lot of options to adjust, the first selection you should make is which character you want to play as. DoS2 has 5 character options (at this moment in time(EA)) Sebille, The Red Prince, Ifan Ben-Mezd and Lohse, each of them have their own unique stories and personalities along with unique personal quests that can only be gotten by playing as one of them. The fifth option is to play as a custom character, you will have no personal story like the other 4, but you get better customization and the character will feel more your own compared to playing as a pre-made. The custom can play as any of the races. Note that there is currently no playable companion that is a dwarf, only the custom character may be a dwarf.

It should also be noted that, even though this seems obvious, if you play as a pre-made character that one will not be in the world for you to have as a companion and the other three will be.

Character creation
Race Bonus Stats Racial Ability Racial Talents
Human +2 Wit, +3 Critical Chance, +1 Leadership Encourage Ingenious, Human Resolve
Lizard +2 Intelligence, +1 Persuasion Dragon's Blaze Sophisticated, Spellsong
Dwarf +2 Strength, +1 Sneaking Metamorph Sturdy, Dwarven Guile
Elf +2 Finesse Flesh Sacrifice Elegant, Corpse Eater
Undead Unknown Unknown Unknown

Choosing a race to playEdit

Main article: Divinity: Original Sin 2 Races

Humans Edit

Humans are an all around balanced race like in any game, they rarely excel at anything, but are good for everything. However, due to their bonuses in Wits and Critical Chance, they make excellent Rogues, Shadowblades or Rangers.

With a free point in Leadership and their innate ability Encourage, having at least one in the party is near essential for the buffs they give.


Lizards excel at caster roles such as Wizards, Witches and Enchanters due to their innate Intelligence boost due to Sophisticated, they also have Spellsong which grants them a free Persuasion point. The Lizard race has an ability called Dragon's Blaze which is a low cost, low damage, cone shaped fire field.


Dwarves get an innate bonus to Strength and Sneaking, they make for powerful Fighters or Knights and along with their innate ability Metamorph, which allows them to turn a target into stone via Petrification

Dwarfs make for great warriors or tanks, they also get a sneaking bonus, but a warrior role seems better suited to them. Metamorph is free CC which can at times prove very useful.


Elves, in my opinion, are the best by a lore standpoint as Corpse Eater allows you to consume body parts which are free heals, they give you backstory to the person the limb belonged to and most importantly they give you free spells when you consume certain body parts. Flesh Sacrifice is also a good damage boost, especially combined with Haste.


Undead are currently unknown on all fronts and will be updated when they are released.

After selecting the character you want to play as fiddle with their looks until you are happy with how they look.

For this guide any reference to the player will be as if they are playing a custom character.


If you have selected to play as a custom character you will need to select your character's tags. Tags help define who a character is and how they interact with things and people in the world.

Below your character's class selection you will see a box that says Tags, under it is another box that has a few empty spaces along with two tags already filled out that state the character you are and race.

Select manage and this will take you to a list of tags to select. They are the following.


Tags most often interact with dialogue from NPCs and can assist you in getting new information, I suggest you try talking to NPCs using multiple characters in your party as they can use their tags to get more information if it is applicable to the NPC you are interacting with.

Class Selection Edit

Now you will want to choose what class you want to play as, please know that classes are merely templates, with adding points elsewhere during leveling you can be anything you want, however classes due dictate starting stats and skills so you should pick something you will want to build into.

I will break down the classes here in an info box to help you get an idea of what they are and you can follow the links to learn more.

Class Type Extra Info.
Battlemage Hybrid. Melee + Magic Dual Wielding spell caster
Cleric Hybrid. Melee + Magic Tanky spell caster
Enchanter Magic. Support spell caster
Fighter Melee. Tanky frontline fighter
Inquisitor Magic. Staff wielding melee necromancer
Knight Melee. High damage 2-Handed weapon fighter
Ranger Ranged. Long range bow user
Rogue Melee. Close range stealthy backstabber
Shadowblade Hybrid. Melee + Magic Close range, stealthy, uses necromancy
Wayfarer Hybrid. Ranged + Magic Long range crossbow user, has earth and poison spells
Witch Magic. Casts earth, poison and necromancy spells
Wizard Magic. Fire and earth mage, big AoE damage dealer

Stat Adjustment Edit

DoS2 uses a fairly simple stat system made up of the following stats..


Strength, Finesse, Intelligence, Constitution, Memory and Wits. For more details click the stat to go to the stat's page.

For the shorter version here is how the stats work.

Strength - Determines damage dealt with Strength weapons and provides a bonus to Physical Armor.

Finesse - Determines damage dealt with Finesse weapons, Daggers, Bows and X-Bows, also provides a bonus to Dodging.

Intelligence - Determines magical damage and bonus to Magical Armor.

Constitution - Hitpoints.

Memory - How many spells you can use at one time. Recommend you look at the memory page for this stat.

Wits - Critical chance and initiative, also helps detect traps and treasure.

Abilities Edit

Abilities are broken into two categories Combat and Civic.

Combat abilities determine weapon proficiency, defensive proficiency and spell proficiency.

Civic abilities determine your proficiency when interacting with NPCs using Persuasion and Bartering; Lucky Charm can increase the rarity of loot you find; Loremaster allows you to identify items; Telekinesis allows you to grab things from a distance; Sneak makes it easier to move unnoticed by NPCs and Thievery lets you steal more items from NPCs.

You are awarded Combat points every level and Civic points every (currently unknown) level.

Learn more about Attributes and Abilities here.


Talent Selection Edit

Talents are varied in their affects, some give you more resistances while lowering others, some introduce new mechanics to think about when engaging combat situations.

An example would be my favorite talent, Glass Cannon, it allows a character to start combat with full Action Points, but the trade-off is that their armor, both magical and physical, no longer block special effects. Say you get hit by Battering Ram, normally the physical armor could block the knockdown effect, but with Glass Cannon you no longer can block it.

The list of talents is fairly large and will most likely increase by more before launch/at launch so I will put a link here so you may read up on them individually.

Some of my favorites however are Glass Cannon, listed above in the example.

Pet Pal which allows you to speak to animals and while not useful for anything else but speaking to them I find it a nearly required talents to take as animals sometimes can give you quests, rewards or tips that you wouldn't have gotten without them.

The Pawn allows you to move the distance of 1 Action Point for free at the start of that characters turn, extremely useful for positioning and shouldn't be underestimated.

Gathering your party Edit

Divinity: Original Sin 2, currently, contains 4 possible companions if you do not select to play as one of them during character creation.

Note that as of v3.0.31.292 on 2/2/2017 we may now select what class the companions should be upon recruitment of them, thus you should pick the companions you want because you like them and not because of necessity, this also allows more flexibility when creating your own character as you will not run into the problem of missing out on a key role.

Combat and using the environment to your advantageEdit

Status Effects Edit

Status effects are much like they are in most games, however, in DoS2 inspecting your environment and making use of status effect inducing abilities are one of the key aspects of combat compared to the usual one stun and burst down. Below you can see a list of statuses, what causes them and how they interact with other things.

Status What can cause this? Effects and How these interact with other things?
Chilled Being hit with ice damage Water on the ground freezes into ice which can cause knockdown, being Wet can near guarantee Frozen if hit with an ice spell.
Frozen Being hit with ice damage Freezes characters making them unable to take action
Stunned Most Aerothurge spells or air damage Water and blood pools can be electrified to stun in large areas, being Wet also increases, if not guarantee's Stunned.
Knocked Down Spells like Battering Ram or slippery surfaces like Ice Ice fields can knock you down when you try moving in them.
Bleeding Many spells have a bleeding effect Bleeds for damage every turn
Fire Pyro spells, fire bombs, fire being contacted by oil or poison Fire can light oil fields aflame, torches and the light sources can also light oil on fire. Poison fields + fire cause explosions and both effects. Can melt frozen and warm chilled.
Poisoned Earth spells, poison bombs and arrows Poison fields can be exploded by fire fields/effects
Disease Necromancy spells, enemies, bad food Reduces stats
Wet Water and ice spells, bombs, water fields Amplifies chance to become Frozen or Stunned, puts out fire both in the environment and on characters
Warm Some fire spells, approaching light sources like fire Being Warm can help negate ice spells by reducing the chance to get frozen or chilled
Slowed Oil, earth spells, oil kegs Can be lit on fire with any fire source, slows characters movement inside and causes you to start with less AP every turn. One of the most brutal environment effects.
Hasted Pyro spell Haste Improves character speed and grants bonus AP every turn under the effect.


Environmental Effects Edit

Environmental effects cover a wide range of things, to begin with note that I will call sources of these things Fields.

There are a great many ways to create, clear and make use of environmental effects in DoS2, many of which are from spells and consumable equipment like bombs and arrows.

To gloss over a few we have Fire fields, Water fields, Poison fields, Oil fields, Ice fields, Smoke fields, etc, each with their own special properties, uses and sources.

Lets go over some of the most common you will encounter.

Fire fields in my opinion are the most common as they are produced by basically anything that has a fire effect. They cause burning on targets and interact very nastily with Poison and Oil fields by creating massive explosions (poison fields) or spreading rapidly into a large area with Oil fields. They can be put out by a Water field, spells like Rain or ice spells can put them out, however note that you are creating a brand new battlefield by doing so which will segue into the next one.

Water fields, the second most common, created by spells like Rain or water kegs being destroyed. These water fields can put out fire fields and spread water fields, but at the cost of soaking everything nearby turning the battlefield into an electric playground. Casting most Aero spells at anything inside the water field will cause an Electrified field which stuns anything inside of it until the field is destroyed. This applies to weapons with an electric damage type, like wand's basic attacks.

Oil fields, now these are often encountered and in my opinion the most deadly. Oil fields will slow any characters inside raising the AP cost of moving dramatically and most importantly setting up a prime area for a massive Fire field which can decimate your party, or the enemies, very quickly.

Poison fields alone are not the most deadly, the poison is more an irritant, but in combination with a Fire field it is, if only barely, the second most deadly field combination. Fire and Poison create an explosion that can wipe out a whole party in one sweep and if it doesn't kill them in one go it will Poison and set them aflame with hardly a sliver of Hitpoints left.


Kegs Edit

You'll often come across kegs laying around some places, on most occasions they indicate an encounter is possible or likely in the area and they are there for you or your enemy to make use of. These can vary in what they contain, but the most often you'll see are Oil, Water and Poison.

Keg What it does
Oil Spreads a puddle of oil that can be lit on fire. Acts as any other oil surface does.
Water Spreads a puddle of water that can be frozen, electrified or turned into steam. Also puts out fire fields and burning.
Poison Spreads a puddle of poison that will inflict poison damage on anything that isn't immune to it, can also be lit on fire for a combo explosion causing severe damage.

As of the AI 2.0 patch enemies now clearly recognize and seek to use kegs against the player's party, with this in mind you should stop and analyze what barrels are where and decide to eliminate them before the fight, re-position them for your benefit or remove them from battle completely.

Kegs can turn the tide of fights for or against you and should never be ignored under any circumstance. They can also be taken with you and used at a later time, although they weigh around 60kg and takes up half if not more than half of a characters weight limit.


Height Edit

Height is a mix of what you'd expect and what you didn't expect.

Naturally you are out of range for melee attacks and it costs the enemy more to get to you, but unlike most games it gives you an actual bonus to range allowing something that is say 5m range to be 8m range and alongside that you get a bonus to damage if you are higher than the enemy, Huntsman can raise this with points. The advantage is nothing to scoff at either, it can be a deciding factor in battles and should be scouted for in advance.

However being significantly lower than the enemy will not only block your abilities pathing, it will also reduce your damage by 20% of more due to the height difference.

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