Divinity: Original Sin II - Definitive Edition - Weapons

Divinity: Original Sin II equipment is built from weapon families rather than a fixed list of named items: gear is generated with randomised affixes around each family's base type, tiered from Common to Divine, and improved with runes and sockets. This section covers every weapon family, the attribu...
of 15 entries · updated 2026-09-15
Name Type Description Stats Source
One-Handed Strength Weapons Weapon Family (Strength) Swords, axes and maces held in one hand, the default kit for a strength character who wants a shield in the other. Scaling: Strength Hands: One Off Hand: Shield or second weapon with Dual Wielding Role: Reliable melee damage and crowd control Weapon merchants in Fort Joy, Driftwood and Arx; random loot, crafting and quest rewards
Two-Handed Weapons Weapon Family (Strength or Intelligence) Greatswords, greataxes and warhammers gripped in both hands, trading the safety of a shield for the largest weapon damage in the game, plus staves for intelligence characters. Scaling: Strength for melee, Intelligence for staves Hands: Two Off Hand: None Role: Maximum single-target and cleave damage Weapon merchants and loot from Act 2 onward; several unique two-handers are quest rewards
Daggers Weapon Family (Finesse) The backstab weapon. Daggers scale from Finesse, gain a large damage bonus when the attacker is behind the target, and pair with the Scoundrel school and a second dagger through Dual Wielding. Scaling: Finesse Hands: One Off Hand: Second dagger with Dual Wielding Role: Backstab burst and critical damage Weapon merchants, thieves and random loot; Sebille begins the campaign with one
Spears and Reach Weapons Weapon Family (Reach) Long two-handed weapons that strike from further away than a sword, letting the wielder attack across a fire surface, a pit or a knocked-down body without stepping into it. Hands: Two Range: Extended melee reach Role: Safe melee damage from behind hazards Weapon merchants and loot across all acts
Bows and Crossbows Weapon Family (Finesse, Ranged) The two ranged physical families, both scaling from Finesse and the Huntsman school. Scaling: Finesse Hands: Two Range: Full battlefield Role: Ranged physical damage with height bonus Weapon merchants in every hub; Ifan begins the campaign with a crossbow
Wands Weapon Family (Intelligence, Ranged) One-handed ranged magic weapons that fire a basic elemental bolt without spending Action Points on skills, scaling from Intelligence. Scaling: Intelligence Hands: One Off Hand: Second wand or shield Role: Free elemental poke damage on a caster Magic merchants and loot from Act 1 onward
Staves Weapon Family (Intelligence, Two-Handed) Two-handed magic weapons that boost Intelligence and grant a specific skill determined by the staff, such as a spell from the fire, water, air or earth schools. Scaling: Intelligence Hands: Two Bonus: Grants one skill tied to the staff Role: Caster damage with a free extra spell Magic merchants; several story staves are quest rewards
Shields Off-Hand Armour Shields take the off-hand slot of a one-handed weapon and add both Physical and Magic Armour, the two pools that must be stripped before status effects land. Requirement: Strength Off Hand: One-handed weapon Role: Physical and Magic Armour boost Armour merchants and loot; the Shield Up skill comes from shields themselves
Attribute Scaling and Requirements Weapon System Every weapon names an attribute it scales from and an attribute value required to equip it: Strength for heavy weapons and shields, Finesse for daggers, spears, bows and crossbows, Intelligence for wands and staves. Strength: Swords, axes, maces, two-handed melee, shields Finesse: Daggers, spears, bows, crossbows Intelligence: Wands, staves Requirement: Weapons list a minimum attribute value to equip Visible on every item tooltip
Weapon Tiers and Rarity Item System Gear is generated in rarity tiers that determine how many affixes it carries and how strong they are, running from common equipment through magical, rare and epic pieces up to legendary and divine items. Tiers: Common, Magical, Rare, Epic, Legendary, Divine, Unique Affixes: Higher tiers carry more and stronger affixes Unique: Fixed named weapons with set bonuses Random loot, merchants, crafting and quest rewards; unique weapons are fixed drops
Two Weapon Sets Equipment System Each character carries two complete weapon sets and can swap between them without spending a turn, which lets a build carry a melee set and a ranged set, or a physical set and an elemental one, and choose per fight. Sets: Two per character Swap Cost: Free, but once per turn Role: Adapting a single character to two damage types Available from character creation
Runes and Rune Sockets Upgrade System Higher-tier weapons and armour carry rune sockets, and runes pushed into those sockets add elemental resistances, attribute points, Memory or critical chance on top of the item's own affixes. Sockets: Carried by higher-tier gear Effects: Elemental resistance, attributes, Memory, critical chance Crafting: Runes can be crafted and upgraded through runecrafting Runes drop from enemies and appear in loot; runecrafting is learned in Act 2
Weapon Combat Abilities Progression System Weapon damage is multiplied by the matching combat ability: Single-Handed for one-handed weapons, Two-Handed for great weapons and staves, Dual Wielding for two one-handed weapons, Ranged for bows and crossbows, and Warfare for all physical damage regardless of weapon. Single Handed: One-handed weapons and shields Two Handed: Great weapons and staves Dual Wielding: Two one-handed weapons Ranged: Bows and crossbows Warfare: All physical damage Combat ability points at every level-up
Equipment Slots Equipment System Besides weapons, a character equips helmet, chest armour, gloves, belt, boots and an amulet, plus two rings, each contributing Physical Armour, Magic Armour and affixes. Armour Slots: Helmet, chest, gloves, belt, boots Jewellery: Amulet and two rings Weapons: Two swappable weapon sets plus off-hand Role: Physical and Magic Armour plus affix stacking Armour and jewellery merchants in every hub; loot throughout the campaign
Special Arrows and Arrowheads Ammunition Arrows are assembled from arrow shafts and arrowheads, and the head determines the effect: fire, water, poison, shock, smoke, knockdown, charm and silver arrows against the undead. Crafting: Arrow shaft plus arrowhead Types: Fire, water, poison, shock, smoke, knockdown, charm, silver Role: Elemental damage and control from a bow or crossbow Crafted from shafts and arrowheads found in loot and sold by merchants
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