Divinity: Original Sin 2 - Which Class Is Best For You?
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Divinity: Original Sin II is a game full of choices: You have to decide where to go, who to talk to, what to say, and whose house to ransack after you kill the owner and use a tool to rip their face off to create a mask for an undead creature. But before getting into any of the real action, you'll have choices of a different sort to make--namely, what class and race to play.
Much likes its predecessor, Original Sin II lets you choose a pre-made character or completely customize one. It's important to realize that, no matter decisions you make at the outset of your journey, you'll be able to reshape your character over the course of the game. You'll also at one point have the opportunity to rebuild your character from scratch if you regret your decisions.
But that doesn't mean the choices you make at the start don't matter. Original Sin II can be a very difficult game from the get-go, and you'll want to be sure you have a capable character to play with. Choosing from one of the default options and then molding it in the opening hours is a safer path than building one completely from scratch.
And while you are free to create a custom character, you can also opt for an Origin character (whose class and skills you can adjust). These will present you with an established backstory and is thus an excellent way to initially play through the game, though these Origin characters can be encountered and added to your party no matter what you create.
In the gallery ahead, we examine each of the default classes and potential skills you may want to substitute before providing an overview of every Origin character and race. You can also check out our video guide to picking the right Divinity: Original Sin II class for you.
For more on how to better play Divinity: Original Sin II, check out our roundup of glass guides, tips, and walkthroughs.
Battlemage
Attributes
- Strength +1 -- Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Intelligence +1 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Warfare +1 -- Warfare increases all Physical damage you deal.
- Aerotheurge +1 -- Aerotheurge increases all Air damage you deal.
- Persuasion +1 -- Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you.
Skills
- Aerotheurge
- Shocking Touch (2 AP) -- Sets the Shocked status on a target within arm's length and deals 7-8 air damage.
- Blinding Radiance (2 AP) -- Enemies around you receive 6-7 air damage. You receive a status that turns enemies in 5m radius Blind.
- Warfare
- Battering Ram (2 AP) -- Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting Knockdown.
Battlemages are a solid blend of close-range melee combat and elemental damage. As is to be expected from a class that isn't devoted to any one function, it doesn't excel in either category, but Battlemages are all about versatility. By default, Battlemages lack any ranged moves that keep them out of danger; Battering Ram puts you right in the middle of the action, and both Blinding Radiance and Shocking Touch require you to be close to your targets. You can swap out Shocking Touch in favor of Electric Discharge or Bouncing Shield if you're desperate to be able to deal damage at distance, but Battlemages are best-suited to being right in the thick of things.
Cleric
Attributes
- Strength +1 -- Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Intelligence +1 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Hydrosophist +1 -- Hydrosophist increases all Water damage you deal, and any Vitality healing or Magic Armour restoration that you cause.
- Necromancer +1 -- Necromancer heals you whenever you deal damage directly to Vitality.
- Bartering +1 -- Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.
Skills
- Necromancer
- Decaying Touch (2 AP) -- Deal 6-7 physical damage to target character. Sets Decay, so the target will take piercing damage from healing spells and potions.
- Blood Sucker (1 AP) -- Target character consumed blood surfaces around them, restoring Vitality. The more blood, the more they will be healed.
- Hydrosophist
- Restoration (1 AP) -- Restore Vitality of a target character. Restoration also cures Poisoned, Bleeding.
Cleric focuses on healing magic and close-range combat, and it uses the Hydrosophist Restoration ability for a traditional healing spell. It relies on Necromancer skills to deal damage and provide further healing, both for the Cleric and their allies. The Cleric is all about healing, so you'd be best off leaving the default skills as is.
Conjurer
Attributes
- Intelligence +1 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +2 -- Constitution determines how much Vitality you have.
Abilities
- Summoning +1 -- Summoning increases Vitality, Damage, Physical Armour and Magic Armour of your summons and totems.
- Loremaster +1 -- Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster.
- Leadership +1 -- Leadership grants Dodging and Resistance bonuses to all allies in a 5m radius.
Skills
- Summoning
- Conjure Incarnate (2 AP) -- Conjure a personal elemental that matches the ground surface it's summoned onto. Your Incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons.
- Dimensional Bolt (2 AP) -- Shoot a volatile bolt that deals 4-5 damage of a random type, and then creates a corresponding surface.
- Elemental Totem (2 AP) -- Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight.
Conjurers rely on summoning to deal the bulk of their damage. While this leaves them with few options in terms of direct offense, the ability to provide additional targets to distract your enemies can be invaluable. Conjurers are best off sticking with the default set of skills; there is only one other choice, Farsight Infusion, which provides Magic Armour and a ranged attack for your summoned Incarnate. But early on, that is not worth the trade-off of losing your ability to deal damage with Dimensional Bolt, or the presence and damage of your Totem (of which you can have more than one out at a time).
Enchanter
Attributes
- Intelligence +2 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Hydrosophist +1 -- Hydrosophist increases all Water damage you deal, and any Vitality healing or Magic Armour restoration that you cause.
- Aerotheurge +1 -- Aerotheurge increases all Air damage you deal.
- Loremaster +1 -- Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster.
Skills
- Aerotheurge
- Electric Discharge (2 AP) -- An electrical joly deals 7-8 air damage to target character. Sets status shocked.
- Rain (1 AP) -- Create a spreading water surface which douses fires. Set Wet status on characters in the area.
- Hydrosophist
- Hail Strike (3 AP) -- Icicles fall from the sky, chilling enemies and dealing 4-5 water damage. They create Ice surfaces where they hit the ground.
Like the Wizard, the Enchanter is a straight magic user, but rather than focusing on pure damage-dealing, they channel spells that affect enemies and the battlefield around them. Despite sounding relatively innocuous, Rain is one of the most useful spells in the game, as it can put out fires, which you'll encounter frequently. It also pairs well with the Enchanter's other spells, as making an opponent Wet leaves them more susceptible to being Shocked with a skill like Electric Discharge. Wet surfaces or enemies can also be frozen with Hail Strike. It's a very self-sustaining class and pairs with other classes well. Considering how important elemental effects are, the Enchanter is easily one of the best classes.
Fighter
Attributes
- Strength +1 -- Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Constitution +2 -- Constitution determines how much Vitality you have.
Abilities
- Warfare +1 -- Warfare increases all Physical damage you deal.
- Geomancer +1 -- Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause.
- Bartering +1 -- Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.
Skills
- Warfare
- Battle Stomp (2 AP) -- Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 23-25 physical damage. Also clears non-cursed surfaces and clouds.
- Bouncing Shield (2 AP) -- Throw your shield at an enemy dealing 7-8 physical damage. Shield can bounce to another enemy in 5m range.
- Geomancer
- Fortify (1 AP) -- Provides 8 Physical Armour. While Fortified, the target cannot be teleported. Removes Poisoned, Bleeding, Burning, Acid, Decaying.
Despite the name, Fighters serve primarily as tanks. They start with more health (thanks to +2 Constitution) and come equipped with Fortify, which restores Physical Armour and ensures they aren't teleported away from their position on the front lines. Although tempting, you should likely keep both Warfare and Geomancer to start with, rather than investing in Retribution, which reflects a percentage of damage back at attackers.
Inquisitor
Attributes
- Strength +1 -- Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Intelligence +1 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Warfare +1 -- Warfare increases all Physical damage you deal.
- Necromancer +1 -- Necromancer heals you whenever you deal damage directly to Vitality.
- Telekinesis +1 -- Telekinesis allows you to move items telepathically regardless of weight.
Skills
- Warfare
- Battering Ram (2 AP) -- Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting Knockdown.
- Necromancer
- Blood Sucker (1 AP) -- Target character consumed blood surfaces around them, restoring Vitality. The more blood, the more they will be healed.
- Mosquito Swarm (2 AP) -- Unleash a swarm of giant mosquitoes to suck the blood from your enemies, dealing 7-8 physical damage and healing yourself.
Inquisitors are similar to Battlemages in that they are a blend of close-range combat and elemental damage. However, Mosquito Swarm presents them with a way to deal damage from afar, while Necromancer in general provides a means for self-sustaining (as they regain health as they deal damage directly to an enemy's health). Battering Ram is useful for getting into the action, while Crippling Blow is a strong alternative thanks to its ability to do significant damage to nearby enemies.
Knight
Attributes
- Strength +2 -- Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Warfare +1 -- Warfare increases all Physical damage you deal.
- Two-Handed +1 -- Two-Handed increases damage and the Critical Multiplier when using two-handed melee weapons (sword, axe, mace, spear, or staff).
- Bartering +1 -- Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.
Skills
- Warfare
- Battering Ram (2 AP) -- Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting Knockdown.
- Battle Stomp (2 AP) -- Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 23-25 physical damage. Also clears non-cursed surfaces and clouds.
- Crippling Blow (2 AP) -- Cripple the target with a sweeping blow, and all characters around it. Deals 49-54 physical damage.
Knights are a more offensive-oriented version of the Fighter, relying heavily on close-range damage. They need to be in the thick of things in order to deal damage, and you'll want to ensure you don't deviate from the default skills. The only alternative with the standard setup is Bouncing Shield, but Knights come with a point in Two-Handed weapons--which means you shouldn't be using a shield. This is a textbook example of ensuring you're aware of what each aspect of your character involves in order to maximize their effectiveness.
Metamorph
Attributes
- Strength +2 -- Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Finesse +2 -- Finesse increases your damage with finesse-based weapons and skills.
Abilities
- Two-Handed +1 -- Two-Handed increases damage and the Critical Multiplier when using two-handed melee weapons (sword, axe, mace, spear, or staff).
- Polymorph +1 -- Polymorph provides 1 free Attribute Point per point invested.
- Persuasion +1 -- Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you.
Skills
- Polymorph
- Tentacle Lash (2 AP) -- Lash out at your opponent, dealing 8-9 physical damage and setting Atrophy on them.
- Chicken Claw (2 AP) -- Turn the target character into a chicken.
- Bull Horns -- Magnificent horns sprout from your forehead, making you see red. You can rush at your enemies and gore them. Increases Retribution ability by 1 for the duration. Incompatible with Medusa Head.
Metamorphs are among the more challenging classes to start out with. If you're new to the genre, you're likely better off trying something else first, as entertaining as Metamorph may sound. Chicken Claw is a powerful ability, but it's essential that you pick out the correct target, as it can only be used once every six turns. The only alternative skill available by default is Chameleon Cloak, which turns you invisible, but keep in mind that using it will only draw more attention to other party members--something that isn't ideal if they're squishier, ranged-oriented characters.
Ranger
Attributes
- Finesse +2 -- Finesse increases your damage with finesse-based weapons and skills.
- Wits +1 -- Wits affect your Critical Chance, Initiative, and your ability to detect traps and find hidden treasures.
Abilities
- Huntsman +1 -- Huntsman increases the damage bonus when attacking from high ground.
- Pyrokinetic +1 -- Pyrokinetic increases all Fire damage you deal.
- Lucky Charm +1 -- Lucky Charm increases your likelihood of finding extra treasure whenever lot is stashed.
Skills
- Huntsman
- Ricochet (2 AP) -- Fire a normal arrow that deals 28-33 physical damage and then finds another target within 5m. Forks up to 2 times.
- Elemental Arrowheads (1 AP) -- Target a surface in melee radius. For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills.
- Pyrokinetic
- Peace of Mind (1 AP) -- Target gains Clear-Minded, which increases Strength, Finesse, and Intelligence by 1 and Wits by 1. Removes Blinded, Terrified, Charmed, Taunted, Sleeping, Enraged, and Mad.
The Ranger is a wonderful mix of ranged physical and elemental damage. Their bow or crossbow lets them stay at a safe distance, which is important as you'll want to maintain the high ground to take advantage of the bonus damage provided by Huntsman. Rangers are versatile in terms of elemental damage, thanks to their ability to craft various types of elemental arrows. Alternatively, the Elemental Arrowheads skill provides a way to temporarily unleash a wide variety of elemental attacks, depending on what's nearby. If you're looking for additional healing, you can swap out one of the Huntsman skills in favor of First Aid.
Additionally, it's important to note that ranged attacks in Divinity: Original Sin II are much more reliable than in the first game. Don't let your experience with Original Sin scare you away from giving Ranger a try.
Rogue
Attributes
- Finesse +2 -- Finesse increases your damage with finesse-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Scoundrel +1 -- Scoundrel increases movement speed and boosts your Critical Modifier.
- Sneaking +1 -- Sneaking determines how well you can sneak without getting caught.
- Dual Wielding +1 -- Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons.
Skills
- Scoundrel
- Throwing Knife (2 AP) -- Throw a knife at your opponent, dealing 27-28 physical damage. Can backstab.
- Backlash (1 AP) -- Jump over the enemy, landing behind their back and backstabbing them for 27-28 physical damage.
- Adrenaline -- Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.
Rogues rely on stealth and mobility to get behind their opponents and backstab them to deal maximum damage. They're reliant on others to heal them and are thus vulnerable if caught out of position. Rogue can be a challenge to play effectively, but if you decide to try it, be sure to leave the default skills alone. Chloroform (which puts an enemy to sleep) is tantalizing, but the three pre-selected options ensure you can maximize your damage and have the flexibility to get away.
Shadowblade
Attributes
- Finesse +2 -- Finesse increases your damage with finesse-based weapons and skills.
- Wits +1 -- Wits affect your Critical Chance, Initiative, and your ability to detect traps and find hidden treasures.
Abilities
- Scoundrel +1 -- Scoundrel increases movement speed and boosts your Critical Modifier.
- Polymorph +1 -- Polymorph provides 1 free Attribute Point per point invested.
- Thievery +1 -- Thievery improves your lockpicking and pickpocketing skills.
Skills
- Polymorph
- Chameleon Cloak (1 AP) -- Grants you the power to blend in with any environment as if Invisible.
- Chicken Claw (2 AP) -- Turn the target character into a chicken.
- Scoundrel
- Backlash (1 AP) -- Jump over the enemy, landing behind their back and backstabbing them for 27-28 physical damage.
Shadowblades are effectively spellcasting Rogues, moving around quietly and backstabbing enemies while maintaining the freedom to turn an opponent into a chicken every now and then. Like Rogues, they are challenging to play while lacking the additional health Rogues enjoy, but their +2 in Wits ensures they'll be able to act more often than most other characters.
Wayfarer
Attributes
- Finesse +2 -- Finesse increases your damage with finesse-based weapons and skills.
- Intelligence +1 -- Intelligence increases your damage with Intelligence-based weapons and skills.
Abilities
- Huntsman +1 -- Huntsman increases the damage bonus when attacking from high ground.
- Geomancer +1 -- Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause.
- Bartering +1 -- Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.
Skills
- Huntsman
- Pin Down (3 AP) -- Deal 44-47 physical damage and Cripple target character.
- Elemental Arrowheads (1 AP) -- Target a surface in melee radius. For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills.
- Geomancer
- Fossil Strike (2 AP) -- A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.
If the idea of being a Ranger appeals to you but you want even more flexibility, Wayfarer may be for you. Fossil Strike allows you to create an oil surface, and if you have fire nearby, Elemental Arrowheads can then be used to ignite it and deal serious damage. Following up with Pin Down the following turn can allow you to ensure the enemy is stuck in the ensuing blaze, or you can swap it out in favor of First Aid to provide your party with another source of healing.
Witch
Attributes
- Finesse +1 -- Finesse increases your damage with finesse-based weapons and skills.
- Intelligence +1 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Scoundrel +1 -- Scoundrel increases movement speed and boosts your Critical Modifier.
- Necromancer +1 -- Necromancer heals you whenever you deal damage directly to Vitality.
- Persuasion +1 -- Persuasion helps you convince characters to do your bidding in dialogues, and increases how much characters like you.
Skills
- Necromancer
- Raise Bloated Corpse (1 AP) -- Target a corpse to raise a bloated cadaver that fights for you. It can explode, dealing Physical Damage.
- Mosquito Swarm (2 AP) -- Unleash a swarm of giant mosquitoes to suck the blood from your enemies, dealing 6-7 physical damage and healing yourself.
- Scoundrel
- Chloroform (1 AP) -- Destroys 6-7 Magic Armour and then tries to set Sleeping.
A short-range spellcaster, Witches can deal heavy damage but are potentially vulnerable. Their damage also is largely indirect--outside of backstabbing foes, you'll need a dead body and some time to move a bloated corpse into position to explode. Positioning is incredibly important with Witches, making this one of the more challenging classes to start out with.
Wizard
Attributes
- Intelligence +2 -- Intelligence increases your damage with Intelligence-based weapons and skills.
- Constitution +1 -- Constitution determines how much Vitality you have.
Abilities
- Pyrokinetic +1 -- Pyrokinetic increases all Fire damage you deal.
- Geomancer +1 -- Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause.
- Loremaster +1 -- Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster.
Skills
- Pyrokinetic
- Searing Daggers (2 AP) -- Shoot three flaming daggers at targets of your choice, each creating a fire surface and dealing 3-4 fire damage.
- Ignition (1 AP) -- Sets enemy characters around you on fire. Deals 4-5 fire damage to each. Ignites all susceptible surfaces.
- Geomancer
- Fossil Strike (2 AP) -- A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.
Wizard is a traditional magic user with a focus on damage-dealing. By default, you'll have Pyrokinetic and Geomancer skills, which combine well together. Use Fossil Strike to create an oil surface and then light it ablaze with Ignition. As an alternative, you can swap out Fossil Strike in favor of Contamination, which creates a poison surface that can still be combined with Ignition.
Origin Character: Beast
Special Skills
- Petrifying Touch (2 AP) -- Turn a nearby target to stone, incapacitating it. Deal 4-5 earth damage. Removes Bleeding, Burning, Poisoned, and Crippled.
- Blinding Squall (2 AP, 1 Source) -- A Storm approaches and strong winds rise. They Blind and deal 8-9 air damage to characters in the target area.
Talents
- Sturdy -- Sturdy gives you +10% maximum Vitality and +5% Dodging
- Dwarven Guile -- Dwarven Guile gives you +1 in Sneaking
Origin Character: Fane
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Time Warp (2 AP, 1 Source) -- Target a character. Whenever this character ends a turn in combat, they immediately get a free turn.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
Origin Character: Ifan ben-Mezd
Special Skills
- Encourage (1 AP) -- Encourage allies around you, increasing their primary attributes.
- Summon Ifan's Soul Wolf (3 AP, 1 Source) -- Summons your trusty Soul Wolf, which can Howl and Bite enemies.
Talents
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
- Thrifty -- Thrifty gives you +1 to Bartering.
Origin Character: Lohse
Special Skills
- Encourage (1 AP) -- Encourage allies around you, increasing their primary attributes.
- Maddening Song (2 AP, 1 Source) -- Sing, causing characters in your target area to become Mad. Maddened characters will attack those nearest them, regardless of alignment.
Talents
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
- Thrifty -- Thrifty gives you +1 to Bartering.
Origin Character: The Red Prince
Special Skills
- Dragon's Blaze (1 AP) -- Breathe flames in a cone, dealing 4-5 fire damage and leaving fire surface behind.
- Demonic Stare (2 AP, 1 Source) -- Drain 6-7 Magic Armour from target character and gain that amount for yourself.
Talents
- Sophisticated -- Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
- Spellsong -- You get +1 in Persuasion from Spellsong.
Origin Character: Sebille
Special Skills
- Flesh Sacrifice -- Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost.
- Break the Shackles (1 Source) -- Remove the following negative statuses from yourself: Slowed, Crippled, Chilled, Shocked, Suffocating, Atrophy, Diseased, Infectious Diseased, and Shackles of Pain.
Talents
- Corpse Eater -- Corpse Eater lets you eat body parts to access the memories of the dead.
- Ancestral Knowledge -- Ancestral Knowledge gives you +1 Loremaster.
Dwarf (Male)
Special Skills
- Petrifying Touch (2 AP) -- Turn a nearby target to stone, incapacitating it. Deal 4-5 earth damage. Removes Bleeding, Burning, Poisoned, and Crippled.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Sturdy -- Sturdy gives you +10% maximum Vitality and +5% Dodging
- Dwarven Guile -- Dwarven Guile gives you +1 in Sneaking
Dwarf (Female)
Special Skills
- Petrifying Touch (2 AP) -- Turn a nearby target to stone, incapacitating it. Deal 4-5 earth damage. Removes Bleeding, Burning, Poisoned, and Crippled.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Sturdy -- Sturdy gives you +10% maximum Vitality and +5% Dodging
- Dwarven Guile -- Dwarven Guile gives you +1 in Sneaking
Elf (Male)
Special Skills
- Flesh Sacrifice -- Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Corpse Eater -- Corpse Eater lets you eat body parts to access the memories of the dead.
- Ancestral Knowledge -- Ancestral Knowledge gives you +1 Loremaster.
Elf (Female)
Special Skills
- Flesh Sacrifice -- Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Corpse Eater -- Corpse Eater lets you eat body parts to access the memories of the dead.
- Ancestral Knowledge -- Ancestral Knowledge gives you +1 Loremaster.
Human (Male)
Special Skills
- Encourage (1 AP) -- Encourage allies around you, increasing their primary attributes.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
- Thrifty -- Thrifty gives you +1 to Bartering.
Human (Female)
Special Skills
- Encourage (1 AP) -- Encourage allies around you, increasing their primary attributes.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
- Thrifty -- Thrifty gives you +1 to Bartering.
Lizard (Male)
Special Skills
- Dragon's Blaze (1 AP) -- Breathe flames in a cone, dealing 4-5 fire damage and leaving fire surface behind.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Sophisticated -- Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
- Spellsong -- You get +1 in Persuasion from Spellsong.
Lizard (Female)
Special Skills
- Dragon's Blaze (1 AP) -- Breathe flames in a cone, dealing 4-5 fire damage and leaving fire surface behind.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Sophisticated -- Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
- Spellsong -- You get +1 in Persuasion from Spellsong.
Undead Dwarf (Male)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Sturdy -- Sturdy gives you +10% maximum Vitality and +5% Dodging
Undead Dwarf (Female)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Sturdy -- Sturdy gives you +10% maximum Vitality and +5% Dodging
Undead Elf (Male)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Corpse Eater -- Corpse Eater lets you eat body parts to access the memories of the dead.
Undead Elf (Female)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Corpse Eater -- Corpse Eater lets you eat body parts to access the memories of the dead.
Undead Human (Male)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
Undead Human (Female)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Ingenious -- Ingenious gives you 2 bonus Initiative and 5% extra Critical Chance.
Undead Lizard (Male)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Sophisticated -- Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
Undead Lizard (Female)
Special Skills
- Play Dead -- Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
- Dome of Protection (1 AP, 1 Source) -- Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.
Talents
- Undead -- Undead lets you heal from poison, but regular healing will damage you instead.
- Sophisticated -- Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.