Divinity: Original Sin II - Definitive Edition - Skills
Divinity: Original Sin II splits character power across ten skill schools, a Source tier of endgame abilities, racial skills tied to each Origin's species, and the talent, ability and memory systems that decide what a character can bring to a fight.
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of 18 entries
· updated 2026-09-15
| Name | Type | Description | Weapon Type | Cost | Prerequisite |
|---|---|---|---|---|---|
| Warfare | Combat Skill School | The physical damage school. Warfare raises all physical damage dealt and unlocks knockdowns, charges and crowd control, which makes it the backbone of every strength or finesse fighter. | Melee and physical weapons | 1 to 2 Action Points per skill | Any character; more effective with a physical weapon equipped |
| Scoundrel | Combat Skill School | The mobility and critical-hit school, built around backstabbing, repositioning and disabling a target before it acts. | Daggers and finesse weapons | 1 to 2 Action Points per skill | Any character; strongest on a dagger user attacking from behind |
| Huntsman | Combat Skill School | The ranged school, which scales damage with height advantage as well as rank. | Bows and crossbows | 1 to 3 Action Points per skill | Any character; damage bonus is largest with a bow or crossbow |
| Pyrokinetic | Elemental Skill School | Fire damage and fire surfaces. Pyrokinetic skills ignite surfaces and clouds, stack burning, and buff the party with Haste and Peace of Mind, setting up the largest burst damage in the game through skills such as Fireball, Searing Daggers, Fossil Strike, Spontaneous Combustion, Bleed Fire and Laser Ray. | Staves, wands and any magic weapon | 1 to 3 Action Points per skill | Intelligence scaling; interactions with oil and poison surfaces |
| Hydrosophist | Elemental Skill School | Water and ice damage plus the party's main healing line. | Staves, wands and any magic weapon | 1 to 3 Action Points per skill | Intelligence scaling; pairs with Aerotheurge for electrified water |
| Aerotheurge | Elemental Skill School | Air and electricity damage with the game's strongest utility. | Staves, wands and any magic weapon | 1 to 3 Action Points per skill | Intelligence scaling; teleport effects work on enemies and allies alike |
| Geomancer | Elemental Skill School | Earth and poison damage with heavy armour bonuses. | Staves, wands and any magic weapon | 1 to 3 Action Points per skill | Intelligence scaling; poison heals undead characters and damages the living |
| Necromancer | Combat Skill School | The lifesteal school. Rank in Necromancer heals the character for a share of all damage dealt, and its skills mix damage with board control through Mosquito Swarm, Bone Cage, Shackles of Pain, Raise Bloated Corpse, Death Wish, Grasp of the Starved and the Source-tier Blood Rain and Living on the Edge. | Any weapon; scales with Intelligence | 1 to 3 Action Points per skill | Intelligence scaling for damage; lifesteal applies to any damage source |
| Polymorph | Combat Skill School | The wildcard school, which grants a free attribute point for every rank invested and turns bodies into weapons. | Any weapon; grants an attribute point per rank | 1 to 2 Action Points per skill | Any character; the attribute point per rank makes it a common dip |
| Summoning | Combat Skill School | The school of fighting alongside something else. | Any weapon; summons scale with surfaces | 1 to 2 Action Points per skill | Summoning rank also raises the power of summoned creatures from other sources |
| Source Skills and Source Points | Source Tier | The endgame tier of every school. Source skills cost Source Points, capped at three, and are learned from Source-touched skill books and trainers. | Any weapon | 1 to 3 Source Points on top of Action Point costs | Source Points earned from Source puddles, Spirit Vision, items and quests |
| Racial Skills | Species Ability | Every species carries one innate skill that no other race can learn. | Any weapon | Free or 1 Action Point depending on the skill | Determined by the character's species at creation |
| Spirit Vision and Source Vampirism | Godwoken Ability | Two abilities every Godwoken receives during the campaign. | Any weapon | Spirit Vision is free; Source Vampirism costs 1 Source Point equivalent of drain | Granted through the main campaign in Acts 1 and 2 |
| Combat Abilities and Attribute Scaling | Progression System | Damage comes from two places: attributes (Strength for heavy weapons, Finesse for daggers, bows and spears, Intelligence for magic, plus Constitution, Memory and Wits) and combat abilities invested in the schools above. | Any weapon | 2 points per level plus bonus points from gear | Available at every level-up |
| Civil Abilities | Progression System | The non-combat half of character building. | None | Share the same points pool as combat abilities | Available at every level-up; specialist gear adds more |
| Memory and Skill Slots | Progression System | Knowing a skill is not the same as being able to use it. | Any weapon | Memory points come from attribute allocation and gear | Skill books must be learned before they can be memorised |
| Skill Books and Hybrid Skills | Learning System | Skills are learned from skill books bought from merchants, looted from enemies, or received from trainers such as Tarquin and the Source teachers. | Any weapon | Gold, quest rewards or crafting | Skill book of the correct tier and school; Source skills need Source Points to cast |
| Talents | Build Modifier | Talents are one-off passive effects chosen at certain levels and are where a build stops looking like every other build of its school. | Any weapon | One talent slot per granted talent | Earned at set levels and through some quest rewards |
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