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Talents in Divinity Original Sin 2 (DOS 2) are powerful, game-changing abilities that give your character unique advantages and unlock a variety of potential playstyles. These special traits provide bonuses that enhance combat, survival, or utility, enabling you to customize your characters in line with your chosen build and strategy. Some talents have requirements in order to be unlocked, often tied to leveling or investment in specific Skills. Some talents are incompatible with others, so plan accordingly. These can be reset on the Lady Vengeance when you reach Act 2.
You gain a Talent at level 1, 3, 8, 13, 18, 23, 28, 33, but players will not be able to reach the talents at 23, 28 and 33, because it is only possible to reach level 22 in the Definitive Edition (see Experience).
Undead main characters have an opportunity to get an additional 2 talent points via The Covenant.
In Divinity: Original Sin 2, Talents are special passive abilities that grant your character unique bonuses and advantages. They are crucial for customizing your playstyle, as they influence everything from combat effectiveness to exploration and dialogue. Talents can enhance your characterβs damage output, survivability, or utility and are available for all character types.
Talents are selected at the start of the game and can later be changed through the Respec Mirror in the late game. Some talents are universally beneficial, while others are more specialized, making them useful for specific Builds. Choosing the right talents is key to optimizing your characterβs performance in different scenarios.
Talents in Divinity: Original Sin 2 have a significant impact on Combat, as they can enhance your character's offensive, defensive, and support capabilities. Certain talents boost your damage output, while others improve your survivability or give you unique combat advantages.
For example, Savage Sortilege allows melee characters to trigger magical effects, blending physical and magical attacks. The Pawn increases your movement points, allowing you to reposition easily. Comeback Kid ensures that you don't die instantly when reduced to 0 HP, giving you a chance to recover.
Choosing the right combat talents helps you tailor your character to specific rolesβwhether you want to deal high damage, tank hits, or provide support in battle. Experiment with different combinations to find what works best for your team
Gift Bag Talents refer to a set of additional talents introduced through the Gift Bag DLC updates. These talents were added after the gameβs initial release to provide players with more customization options and enhance the gameplay experience. They offer unique advantages and playstyle variations, making character builds more diverse
Gift Bag Talents were introduced in various updates as part of the Gift Bag DLC. These DLCs are free content updates that expand upon the original game, and they became available after the official release of Divinity: Original Sin 2. The Gift Bag DLC was first made available in 2018, following the game's initial release in September 2017. These talents were included in the Free Gift Bag DLC content updates that continued to enrich the game over time.
Gift Bag Talents are special abilities that grant additional advantages and playstyle options for your characters. Like other talents in Divinity: Original Sin 2, these can be selected at the start of a new playthrough or during character progression. They provide a wide range of buffs that enhance combat abilities, exploration, and utility, allowing for more personalized character builds.
Each talent can significantly influence your characterβs performance in specific situations, whether youβre engaging in combat, exploring, or interacting with NPCs. The Gift Bag Talents are available to all characters, and they are not restricted by class or race, offering flexibility and creative freedom when designing your characterβs abilities.
To access these Gift Bag Talents, you must have the Gift Bag DLC enabled. These talents are available to all players who have the free DLC and can be used in any playthrough. They are not automatically available at the beginning of the game; access the options menu and toggle on the Divine Talents option to be able to select them. Once chosen, they remain with your character for the rest of your playthrough.
Note that once activated, Achievements will be disabled.
Name |
Description |
Requirements |
|---|---|---|
Gladiator |
Every time you are hit with a melee attack while wielding a shield, you perform a counterattack. Can happen only once per turn. | None |
Greedy Vessel |
Every time someone casts a Source Spell in combat you receive a 20% chance of gaining a Source Point. | Level 6 |
Haymaker |
Your attacks never miss but cannot deal critical strikes. (Note: can still backstab with normal weapon attacks, but not with skills, even weapon based) | None |
Indomitable |
You gain immunity to stunned, frozen, knocked down, polymorphed, petrified, crippled for 1 turn after being affected by one of these statuses. Can happen once every 3 turns | Incompatible with Glass Cannon |
Magic Cycles |
At the start of an encounter, you gain one of two statuses: Cycle of Fire and Water or Cycle of Earth and Air. Cycle of Fire and Water increases your Pyrokinetic and Hydrosophist combat abilities by 2. Cycle of Earth and Air increases your Geomancer and Aerotheurge combat abilities by 2. Statuses swap each turn. | None |
Master Thief |
You become Invisible while pickpocketing. | None |
Sadist |
Melee attacks deal additional fire damage to burning targets, poison damage to poisoned targets and physical damage to bleeding targets. | None |
Soulcatcher |
When an allied character dies, a Zombie Crawler is raised at their corpse, under their control. Zombie crawler lasts 3 turns or until character is resurrected. Range 12m. Does not affect summoned creatures. | None |
You can search by Name, Description, or Requirements. Just type into the search box what you are looking for.
Quick Search of All Talents
Name |
Description |
Requirements |
|---|---|---|
All Skilled Up |
Grants 1 additional Combat Ability Point and 1 extra Civil Ability Point | Level 2 |
Ambidextrous |
Reduces the cost of using grenades and scrolls by 1AP if your offhand is free | None |
Ancestral Knowledge |
Gives you +1 to Loremaster. | Elf race |
Arrow Recovery |
Grants a 33% chance to recover a special arrow after firing it. | None |
Bigger And Better |
Immediately grants 2 extra attribute points. | Level 2 |
Comeback Kid |
Once per combat, if an enemy lands a fatal blow, Comeback Kid will help you bounce back to life with 20% health. If you die and are resurrected in combat, Comeback Kid will be available again. | None |
Corpse Eater |
Lets you eat body parts to access the memory of the dead. | Elf race |
Demon |
Gain 15% fire resistance and 15% water weakness. Max fire resistance also increases by 10. Cannot be used with Ice King. | Pyrokinetic 1 |
Duck Duck Goose |
Lets you evade attacks of opportunity. | Huntsman 1 |
Dwarven Guile |
Gives you +1 in Sneaking. | Dwarf race |
Elemental Affinity |
Lowers the Action Point cost of spells by 1 when standing in a surface of the same element. | None |
Elemental Ranger |
Arrows will deal bonus elemental damage depending on the surface the target is standing in | Huntsman 1 |
Escapist |
Allows you to flee combat even when enemies are right next to you. | None |
Executioner |
Gain 2 AP after dealing a killing blow (once per turn). Does not work with The Pawn. | Warfare 1 |
Far Out Man |
Increase the range of spells and scrolls by 2m. Does not affect melee and touch-ranged skills. | None |
Five-Star Diner |
Doubles the effects of foods and potions. | None |
Glass Cannon |
You start every combat round with Maximum AP, but Magic and Physical Armour do not protect you from statuses. | Incompatible with Lone Wolf |
Guerilla |
While sneaking, your attack damage is increased by 40%. Reduces the AP cost of sneaking in combat by 1 AP, to 3 AP. | Sneaking 1 |
Hothead |
While you are at maximum Vitality, Hothead grants you an extra 10% critical chance and 10% more accuracy. | None |
Ice King |
Grants +15% Water resistance and +15% fire weakness. Max water resistance is raised by 10. Cannot work with Demon. | Hydrosophist 1 |
Ingenious |
Gives you 5% bonus Critical Chance and 10% extra Critical Multiplier. (Was +2 Initiative and +5% Critical Chance ) | Human race |
Leech |
Heals you when standing in blood. | None |
Living Armour |
35% of all healing you receive is added to your Magic Armour. | None |
Lone Wolf |
Lone Wolf provides +2 Max AP, +2 Recovery AP, +30% Vitality, +60% Physical Armour, +60% Magic Armour, and doubles invested points in attributes - up to a maximum of 40- and combat abilities (except Polymorph ability) - up to a maximum of 10, while you are adventuring solo or with at most one companion. This bonus is temporarily removed while there are more than two members in the current party. | Incompatible with Glass Cannon |
Mnemonic |
Gives you 3 extra points in your Memory attributes. | None |
Morning Person |
When resurrected, you resurrect to full health. | None |
Opportunist |
Gives you the ability to perform attacks of opportunity. | None |
Parry Master |
Gives you a 10% bonus dodge chance while dual wielding. | None |
Pet Pal |
Enables you to talk to animals. | None |
Picture of Health |
Grants +3% extra Vitality for every point of Warfare. | Warfare 1 |
Rooted |
Gives you 3 extra points in your Memory attribute. | Sebille talks to Elven Scion after The Mother Tree Quest |
Savage Sortilege |
Gives all magical skills a critical chance equal to your critical chance score. | None |
Slingshot |
Adds an extra 5m range to your grenade throws. | None |
Sophisticated |
Gives you +10% Fire Resistance and +10% Poison Resistance. | Lizard race |
Spellsong |
Gives you +1 to Persuasion | Lizard race |
Spider's Kiss |
Spider's Kiss gives you -2 CON and +2 to another Attribute. (depends on your choice in quest) | A Web of Desire |
Stench |
Decreases everyone's attitude towards you by 25, but melee combatants will find you less attractive. | None |
Sturdy |
Gives you +10% max Vitality and +5% Dodging. | Dwarf race |
The Pawn |
Permits your character 1 AP worth of free movement per turn. Does not work with Executioner. | Scoundrel 1 |
Thrifty |
Gives +1 to Bartering | Human Race |
Torturer |
With Torturer, certain statuses caused by you are no longer blocked by Magic or Physic Armour, and their duration is extended by one turn. Burning, Poisoned, Bleeding, Necrofire, Acid, Suffocating, Entangled, Death Wish, and Ruptured Tendons are affected by this talent. | None |
Trader's Secrets |
Gives +1 Bartering from eating Garvan's head | Aggressive Takeover |
Undead |
Lets you heal from poison, but regular healing will damage you instead. | Undead race |
Unstable |
You explode upon death, dealing 50% of your vitality as physical damage in a 3 meter radius. | None |
Walk It Off |
Reduces all status durations by 1 turn. This also affects positive statuses. | None |
What a Rush |
Increases your recovery and maximum Action Points by 1 when your health is below 50%. | None |
"You gain a talent at level 1, 3, 8, 13, 18, 23, 28, 33"
I've played completely through DE dozens of times, and (I think) squeezed out every drop of XP that I could, and the highest level I've gotten is 21 (maybe 22?).
How the heck do you get 23, 28, and 33? Is that just in the game's files or something, but there's no way to get that much XP?
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-1Is there a way to reset my talents?
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-1Does anyone know if Soulcatcher from the gift bag scales with Summoning?
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-1Those wishing for an extra talent on one of their chatacters can do so in the Past Mistakes quest. initially free Karon from Arx sewers, then kill him when he reappears after the Trial of Blood. Talking to his spirit and passing a persuasion check will grant that character (only) an additional talent point.
Opportunities to use the extra talent may be limited due to being very close to the end of the game however better having than not!
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-1Decided a newer write-up of best general talents was needed from someone that plays Tactician/Honor Mode.
If you're not using the Gift Bag Pet Pal, give it to at least one character by level 3 for extra quests/exp.
After deciding on Lone Wolf/Glass Cannon or not (I prefer Lone Wolf myself), the most important talents are AP efficiency related:
Elemental Affinity for mages, Opportunist (AKA 0 AP attacks) for melee, and Gladiator (from Gift Bag) for melee w/shield.
Executioner works for everyone that does damage, give it to your primary finisher early, and add it to others when you've eliminated the better options. (It also triggers on Opportunist attacks, Reactive Shot, etc. when you get a kill and applies the AP to the start of your next turn!)
For Fire/Earth mages, Torturer in the early game is also the equivalent of extra attacks, plus it makes Worm Tremor an unblockable CC and Spontaneous Combustion more powerful. It also means extra healing when you poison undead.
And Ambidextrous for those that want to take the time to craft and abuse scrolls.
You'll want at least 2 of the above by level 8.
By level 8, you'll also want Living Armor for tanks, Parry Master for dual wielders, and Savage Sortilage for mages.
By level 13, you are probably pumping crit, Hot Head is great for everyone as it's easy to maintain max vitality.
Your build's talents should be mostly done by level 13. Late game, you may want to throw Living Armor on non-tanks as well. You should also be able to afford giving mages Executioner around this time. And Sadist (Gift Bag) can top off your melee types.
Other Notes:
Given the amount of fire surfaces and damage you'll see in game, Demon is a reasonable defensive choice as well.
Fire-Star Diner has some (ab)uses as well if you have the stomach for consumables, pun intended.
Mnemonic is an okay choice for non-Lone Wolves when you can't remember what else to go for (yay, more puns).
All other talents are either class/build specific or trash:
Low vitality/revival talents are essentially saying you are planning to fail. The Idol of Rebirth is far better insurance.
Unlike many, I'd argue against The Pawn. Most ground/cloud effects make movement skills the better option. Being an executioner is a far better choice than being a pawn. (Hah, executed one last pun for the road!)
Far Out Man isn't as useful as being on higher ground. So again, it's better to give your ranger/mages movement skills to take the high ground and make better use of the talent point.
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-1Will the new gift bag talents be added?
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-1Those saying Lone wolf is bad/a trap is just wrong. The only issues with early lone wolf is you'll have 2 allies rather than 4 but that is also a pro. With only 2 allies you stack best equips on them and don't spend money/spell books on twice the amount of people. By the time you're really attacked the Fort Joy guards you should be much stronger than a 4 party. It's important to have focus either on phys/magic damage depending on the foe. Knights/Rogues with some spells or Mages with Summon/Witchcraft do that nicely. I did a Knight/Rogue lone wolf and cleared it on Tactician with a fair amount of ease - Living armor doesn't get enough praise here either. It's amazing with the passive heals from witchcraft, soul bond, etc. there's just a dozen ways to keep magic armor on which is hugely important.
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-1Glass cannon on all 4 characters (bad idea for lone wolf, due to much lower relative AP gain). Surprisingly powerful. It is very rare that the AI actually CCs one of ur characters. Spreading out is quite important though, as certain aoe knockdown skills can ruin ur day (such as tremor grenade, or the warrior knockdowns). Eventually ull have some spells/means of removing CC from ur party. Few times i ran into fights were the "boss" had some aura like vacuum. Just gotta chug one of those strong will potions and continue to stomp everything into the dirt. The advocate fight was particularly amusing. Boss cast madness on my entire party, and it was entertaining to have no control for 2 full turns. With heavy con summoner build everyone still survived, surprisingly. I see little reason not to take glass cannon, as with experience, u can prevent CC from taking place entirely (CC them b4 they CC u with the extra AP), or just cure the CC on ur next character (CC curing is nice to have around regardless, so not losing out on much tbh).
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-1Does guerrilla work if character is invisible as well or do they have to be sneaking in sneak mode?
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-1Speedcreeper was removed?
5
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-1The formula for generating what levels give new talents is:
f(x) = (3x^2 + x + 1)/(x - 1)^2
23
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-1The combination of elemental affinity and glass cannon gives you an insanely strong frost mage team. I straight up went 4 frost mages. 1 mage casts rain on the party and freezes the water with global cooling to trigger elemental affinity (and protect from the AI freezing/shocking you). All of your characters start each round with max ap and 1 less ap cost on frost skills. You pretty much get off all your abilities in a single turn doing as many as 4 hard hitting abilities. Not to mention all the cc you have at your disposal. I could keep 5 enemies permenantly frozen and brutally nuke them, felt unfair.
Frost resistance enemies are a problem tho. Frost immunity is gg and required a respec whenever I encountered it.
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-1All skilled up is almost a must for summoners. They get very good increase to their Incarnate summon on level 10 of Summoning. And this talent let's you achieve this one level earlier. Combined with the fact that summoners don't need a lot of the other stuff, it means that choice even easier. For the same reasons Pet Pal is good on summoner because it doesn't take place of anything really important.
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-1Just a bit of commentary on the better talents:
Morning Person is more or less the strongest talent in the game, as far as allowing you to beat tough fights. The game's mechanics are extremely generous to resurrection: a resurrected character gets a turn at the end of the current round, even if that character acted before getting killed. This means that, if you use a Resurrection Scroll on someone and then Fortify or Magic Shell them, you spent 4 AP and got 4 AP back for it, while healing someone to full health and placing armor on them.There's not a whole lot that the enemy can do to deal with a full team of Morning People with decent stacks of resurrection scrolls on hand, and the scrolls' cost quickly becomes insignificant.
The Pawn is extremely valuable to any character, essentially giving one free AP on any round where you need to reposition.
Get Pet Pal on at least one character, especially if it's your first playthrough. Animals tend to give very helpful hints.
Elemental Ranger is pretty strong. An archer's first shot will cause the target to bleed if it can bleed, and any subsequent shot will get a strong physical damage boost from the blood surface, without the need to actually set up anything.
Elemental affinity is good for mages who create surfaces everywhere -- mostly fire and earth mages.
Glass Cannon can be good in some cases: the AI --absolutely loves-- to tunnel vision on a character with Glass Cannon, so you can use it to set up a tank of sorts, or at least someone who'll draw all the aggro. It's also usable offensively on an archer character, but you'll need to be meticulous with positioning and status effect removal (try starting fights with your other three characters, and then sneaking the GC archer in), or your GC wonderboy will spend the entire fight under crowd control.
If you're going to play Lone Wolves, you'd better know what you're doing. Like in Original Sin 1, it makes the early game significantly harder, and the mid-game onward significantly easier as your Wolves turn into total wrecking balls. Just pick a game plan and one type of damage, and stick to them. I used dual-wielding lone wolves who stacked initiative and each put one enemy out of the fight from the outset with Backlash -> Rupture Tendons -> Chicken Claw. They had zero magic damage, and only had 1 point into each school of magic for the support spells.
Parry Master is pretty good. Combined with the passive Dodge chance from the Dual Wielding skill and a party member with a high Leadership score, your dual wielder will be seriously hard to hit.
Comeback Kid will usually force an enemy to spend an extra 2 AP to kill a party member, which is pretty good. Like most strategy games, DOS2 is won on AP economics.
Picture of Health is okay to have for anyone who'll get a lot of points into Warfare, but you should wait to pick it until later on, as the increase is too marginal early on.
All Skilled Up is worth taking after you've grabbed everything you need. It's especially valuable to Lone Wolves, who get two combat skill points for the price of one and have a serious dearth of civil skill points.
In my view, the other talents are either of marginal utility, too situational to help much, or entirely useless.
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-1https://
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-1Spider's kiss gives a -2 CON, only the bonus depends on your quest choices
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-1You get a point at level 9 not 8
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-1lone wolf is a trap when you first start. you really need to plan ahead if you take it.
also, i love the +3 memory one, it is extremely useful if you plan to use a lot of magic that takes more than a round to refresh. the wands don't seem all that helpful except for creating niche situations
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-1Zombie talent was removed?
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-1this is all sorts of messed up
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