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Talents (DOS EE)

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Each character starts with 2 talents points. The character will gain another point at level 3 and will continue to gain more every four levels afterwards, ending up with 7 talent points.


Talent Effect Requirements
All Skilled Up Gives you 2 extra Ability Points to spend. Level 3
Anaconda Increases your damage with crushing weapons by 10%. Single-handed 1
Arrow Recovery Gives you 33% chance to recover a special arrow after shooting it.
Avoid Opportunists Gives you the ability to evade attacks of opportunity. Expert Marksman 1
Back-Stabber Allows a character to backstab with daggers, knives, rondels and rapiers.
Bigger and Better Gives you 1 extra Attribute Point(s) to spend. Level 5
Bully Boosts non-magical attacks against opponents that are knocked down, slowed or crippled by 50%.
Comeback Kid When an opponent lands the blow that should kill you, Comeback Kid will leave you with 1 health as long as you had more than 1 left.
Incompatible with Leech
Willpower 5
Courageous Grants you immunity to Fear, but you can no longer flee from combat.
Incompatible with Escapist
Demon A character with Demon has an extra 15% Fire Resistance but takes a 15% penalty to Water Resistance. In addition the maximum Fire Resistance is raised by 10.
Incompatible with Ice King
Pyrokinetic 4
Elemental Affinity Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.
Elemental Ranger Arrows will inflect bonus elemental damage depending on the surface your target is standing in. Expert Marksman 5
Escapist Allows you to flee combat even when enemies are right next to you.
Incompatible with Courageous
Far Out Man Increases the range of spells and scrolls by 2m.
Five-Star Diner Doubles the effects of food.
Glass Cannon Gives 4 extra Recovery Action Points, but your total Vitality is decreased by 50%.
Incompatible with Lone Wolf
Level 5
Guerrilla Increases attack damage while sneaking by 50%. Sneaking 1
Headstrong Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down. Scoundrel 5
Hyperopia Makes you farsighted, causing your ranged attacks to be precise at long distances, but inaccurate when your target is close by. Expert Marksman 2
Ice King A character with Ice King has an extra 15% Water Resistance, but takes a 15% penalty to Fire Resistance. In addition the maximum Water Resistance is raised by 10.
Incompatible with Demon
Hydrosophist 4
Iron Hide Gives you 3% x Man-at-Arms extra Elemental Resistance. Man-at-Arms 5
Know-it-All Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence.
Leech Heals you when standing in blood.
Incompatible with Comeback Kid
Light Stepper Gives you a +2 Perception bonus for detecting traps and secrets.
Lightning Rod Makes your immune to stun. Aerotheurge 5
Lone Wolf A character with Lone Wolf can no longer have a companion but receives a 70% bonus to base vitality, 2 bonus to Turn Action Points and Maximum Action Points and an extra ability point on level up.
Incompatible with Glass Cannon
Magician Gives your one extra use of a wand skill. Wand 1
Morning Person When resurrected, you revive with full health. Body Building 1
My Precious Every time you hit or get hit, your gear has a 50% chance of not losing durability.
Opportunist Gives you the ability to perform attacks of opportunity. Man-at-Arms 1
Pack Mule Doubles the amount of weight you can carry.
Parry Master Grants 10% Blocking Chance while dual wielding. Dual Wielding 4
Pet Pal Enables you to talk to animals.
Picture of Health Gives you 3% x Man-at-Arms extra Vitality. Man-at-Arms 2
Pinpoint Your grenade throws will never miss again. Scoundrel 1
Politician Gives you 2 bonus points in Charisma, but you lose a point in Intelligence.
Scientist Gives you a bonus point in Blacksmithing and one in Crafting.
Sidestep Gives you 10% extra chance to evade hits. Expert Marksman 4
Sidewinder Removes your defense penalty when flanked. Man-at-Arms 5
Slingshot Adds a 5 meter distance to your grenade throws. Man-at-Arms 1
Speedcreeper A character with Speedcreeper moves at normal speed while sneaking. Sneaking 1
Stand Your Ground A character with Stand Your Ground cannot be knocked down. Body Building 5
Stench Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat.
Swift Footed Gives you a 10% movement bonus. Scoundrel 2
Thick Skin Gives you extra armour equal to your Man-at-Arms ability +5. Man-at-Arms 1
Voluble Mage Grants you immunity to Muted. Willpower 5
Walk it Off Reduces the duration of statuses that have a Bodybuilding saving throw by one turn.
What a Rush Increases your Turn Action Points and Maximum Action Points by 2 when your vitality is below 30%.
Weatherproof Makes you immune to environmental effects. Geomancer 5
Zombie Lets you heal from poison but causes damage from regular healing.

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