Box art - Divinity: Original Sin

Divinity: Original Sin Character Builder

Character Builder



Creating proper characters is the first key to success in Divinity: Original Sin. The game provides a number of pre-made classes, though it also allows the player to customize them completely and allocate points how they see fit. It's recommended to customize your characters during the creation process, but here's a brief description of each class.



Classes
  • Battlemage: Obviously a mix between melee and magic, the Battlemage uses the Man-at-arms skills in addition to Witchcraft and Pyrokinetic. They are slightly better with magic, but both physical and magical attacks are appropriate.
  • Cleric: Uses a one-handed weapon and shield, and starts with a minor healing spell. They have a point in the Hydrosophist magic tree also also get a small buff to defenses. They can be capable fighters, but they are often used for buffs/debuffs in combat as well.
  • Enchanter: Begins with two points in intelligence and also has a teleport spell. The teleport spell can be incredibly helpful in key situations, and the boost to intelligence increases spell damage. They can also manipulate the surroundings in interesting ways.
  • Fighter: A straightforward class that uses single-handed weapons and shields. They have more defense than clerics and a point in Man-at-Arms. They also have a point in perception which gives them more action points (AP).
  • Knight: The strongest melee class has three points in strength and uses two-handed weapons. They also have a point in leadership and a ton of defense. Begins with the Cure Wounds ability.
  • Ranger: The ranger satisfies all your archery needs. They get three points in dexterity and use expert marksman skills. Also a good class for crafting, blacksmithing, and loremastering. Be careful though, as rangers have little defense.
  • Rogue: This can be a hard class to use since it depends on sneak attacks for maximum damage. They begin with a point in the three "Nasty Deeds" and use one-handed weapons with scoundrel abilities.
  • Shadowblade: A combination of the wizard and rogue, Shadowblades have points in scoundrel, witchcraft, and aerotheurge. They focus on debuffing and stun spells in addition to close-range sneak attacks.
  • Wayfarer: The closest class to a jack-of-all-trades. The Wayfarer uses bows and expert marksman abilities like the Ranger, but they also have water and earth magic. They start with a point in crafting, which adds to their versatility.
  • Witch: Witches focus on witchcraft and geomancer magic, which puts the onus on status effects and necromancy in combat. Starts with three points in intelligence, making it the best starting class for magic damage.
  • Wizard: Much like a Witch, though Wizards are well-versed in more areas of magic (including earth and fire magic). Begins with a point in constitution, which provides a little more health. Also starts with Midnight Oil and Flare, which can produce... fiery results.

Schools of Magic

  • Aerotheurge: This includes air-based attacks, but it also contains the Teleport ability which is one of the best in the game. Also includes some spells that help with puzzles and traversing dungeons.
  • Geomancer: This school focuses on earth and poison magic. Includes some very useful attacks that target multiple enemies and a few summons.
  • Hydrosophist: This school is for healing and removing status elements. As for offense, it includes some water spells that potentially freeze enemies.
  • Pyrokinetic: Get ready to deal fire damage to a lot of enemies. Also includes spells that inflict the burning status. Be very careful though, as a lot of these attacks cover a whole lot of ground and can potentially hurt your own party members.
  • Witchcraft: Witchcraft is less about offense and more about affecting enemies in unique ways. Also deals in buffs and useful summons. Perhaps the best thing about this school is that it allows the player to revive party members without a scroll.

Abilities



There are a lot of different abilities in Divinity: Original Sin, but it's best to focus on a few. Stick with one weapon path and remember that multiple points are needed for higher levels (two points for a level two attribute, etc).



Here are some important abilities to consider when leveling up your character (not including magic abilities, which are explained above).

  • Armour Specialist: Increases armor rating by %5 with each level and decreases movement penalties by %20 as well. This is pivotal for defensive classes like Fighters and Knights.
  • Expert Marksman: If you're an archer, this is your go-to ability. It also allows you to charm enemies, which can completely alter a difficult encounter.
  • Scoundrel: This is mostly for Rogues who deal status effects such as poison and bleeding.
  • Man-at-Arms: Melee-based characters will want to consider putting points into this ability, as it allows players to learn more melee skills for fewer action points.
  • Charisma: This dictates how successful you are in speech battles, which is a key component to the game.
  • Blacksmithing: Allows for repairs and improvements on metal gear.
  • Crafting: Allows you to craft useful items.
  • Loremaster: Definitely put one point into this ability, as it lets you identify items. You will pick up a lot of unidentified items in your playthrough.