Disco Elysium: The Final Cut - Skills
The 24 skills of Disco Elysium, grouped into the four attributes that define the detective: Intellect, Psyche, Physique and Motorics. Every skill is a voice in the protagonist's head as well as a dice pool, so a high score both passes checks and inserts new commentary into dialogue. Base scores come...
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of 24 entries
· updated 2026-09-15
| Name | Type | Description | Tree |
|---|---|---|---|
| Logic | Skill | Cold deduction. Logic spots contradictions in testimony, reconstructs timelines and builds the argument that closes a line of questioning. | Intellect |
| Encyclopedia | Skill | Recall of the world's history, from the Innocence and the Anthe to the Moralintern and the failed revolution. | Intellect |
| Rhetoric | Skill | Argument and debate. Rhetoric persuades, dismantles an opponent's reasoning and detects when someone is talking in circles, which makes it the main tool for winning ideological arguments at the harbour and in the fishing village. | Intellect |
| Drama | Skill | Performance, lying and lie detection. Drama sells a false identity, commits to a bit under pressure and flags when a witness is acting a part. | Intellect |
| Conceptualization | Skill | Artistic insight and metaphor. Conceptualization reads meaning into objects, invents names for things and connects the case to the wider cultural wreckage of Revachol. | Intellect |
| Visual Calculus | Skill | Spatial reconstruction. Visual Calculus replays a crime scene from the geometry of blood, footprints and bullet paths, producing the game's investigation set pieces. | Intellect |
| Volition | Skill | Willpower and self-control. Volition holds the detective together, resists a drink, keeps morale up and argues against the self-destructive voices. | Psyche |
| Inland Empire | Skill | Imagination and intuition at the edge of the supernatural. | Psyche |
| Empathy | Skill | Reading other people's feelings. Empathy picks up grief, fear and bad faith in a conversation and is the skill that makes the case's victims legible instead of merely useful. | Psyche |
| Authority | Skill | Command presence. Authority intimidates, orders people around and keeps the detective's own partner from taking over. | Psyche |
| Esprit de Corps | Skill | The police organism. Esprit de Corps connects the detective to fellow officers, shows scenes at the Precinct 41 station he is not present for, and is the skill that keeps the RCM a character in the story. | Psyche |
| Suggestion | Skill | Charm, seduction and quiet manipulation. | Psyche |
| Endurance | Skill | Health and stamina. Endurance sets the detective's health pool, absorbs damage and resists illness. | Physique |
| Pain Threshold | Skill | Tolerance for pain. Pain Threshold lets the detective keep talking through injury, shrug off physical intimidation and endure the worst parts of the harbour and the island. | Physique |
| Physical Instrument | Skill | Raw strength and physical menace. Physical Instrument kicks doors, wins shoving matches and backs up threats. | Physique |
| Electrochemistry | Skill | Drugs, alcohol and the chemistry behind them. | Physique |
| Shivers | Skill | The city's voice. Shivers delivers fragments of Revachol's past and present as gut feelings and overheard sentences, and occasionally warns of something that has not happened yet. | Physique |
| Half Light | Skill | Fight or flight. Half Light detects threats, escalates confrontations and pushes the detective to strike first. | Physique |
| Hand/Eye Coordination | Skill | Aiming and fine motor control. Hand/Eye Coordination throws, shoots, picks locks at speed and handles anything that requires the detective to actually hit what he is looking at. | Motorics |
| Perception | Skill | Noticing things. Perception catches the detail in the corner of a room, the sound behind a door and the object that does not belong, and it is the skill most investigative checks are built on. | Motorics |
| Reaction Speed | Skill | Reflexes. Reaction Speed seizes an opening before it closes, catches a thrown object and keeps the detective from being the last person in the room to understand what is happening. | Motorics |
| Savoir Faire | Skill | Grace and style. Savoir Faire covers acrobatics, sleight of hand, dancing and the kind of confidence that makes an entrance land. | Motorics |
| Interfacing | Skill | Machines and electronics. Interfacing repairs, rewires, opens electronic locks and reads the output of old infrastructure, which matters in a district full of dead terminals and salvaged hardware. | Motorics |
| Composure | Skill | The poker face. Composure hides shock, keeps the detective's voice level and stops a tell from giving away the bluff. | Motorics |
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