Divinity: Original Sin 2 - Definitive Edition: Complete Guide

Everything you need to get through Rivellon: party building, the armor-based combat system, build archetypes that actually work, act-by-act priorities, and the mistakes that wreck most first runs.

Researched September 2026 — current as of patch 3.6.69.4648 (the last content patch, August 2020) with all five Gift Bags. Live games change; check the linked sources if something differs.

Quick Start

  1. Play an Origin character. Red Prince, Sebille, Lohse, The Beast, Ifan ben-Mezd and Fane all have personal questlines and extra dialogue. A custom character is the "blank slate" option with less personal story, though it leaves all six Origins free to recruit as companions.
  2. Recruit the Origins you want in Fort Joy before you leave. Companions are spread around the prison island and your party holds up to three of them. At the end of Act 1 (on the Lady Vengeance) you make a final choice, and anyone you don't take leaves your journey permanently - so try them out before you commit.
  3. Pick one damage type per party - ideally all physical or all magic. Enemies have separate Physical Armor and Magic Armor bars. Mixed parties waste turns chipping two bars at once.
  4. Two strong beginner parties: four physical (Warfare/Huntsman/Scoundrel) or four magic (Pyro/Geo/Hydro/Aero). Both are far easier than a 2/2 split.
  5. Consider a Lone Wolf duo if you want an easier game. Lone Wolf (two-character party) doubles attribute points and ability points up to caps; it is the strongest option in the game.
  6. Save constantly and use multiple slots. Quests can break, people turn hostile, and Honour mode only gives you one save.
  7. Put points into Persuasion on your face character. A lot of fights, bribes and quest outcomes are decided by Persuasion checks, which also use your relevant attribute.
  8. Use height and surfaces. Attacking from above adds damage and range; water plus lightning stuns, oil plus fire burns, poison clouds explode.
  9. The Magic Mirror on the Lady Vengeance lets you fully respec (attributes, abilities, talents) once you reach the ship at the start of Act 2.
  10. Source points are not a resource to hoard. Source skills (Source Vampirism, Mass Corpse Explosion, Meteor Shower etc.) win big fights; refill at Source fonts, with Source Vampirism, or at your bedroll if the Gift Bag "Source Meditation" option is on.

How Combat Actually Works

Action Points (AP)

Every character starts a turn with a pool of AP (normally 4 regained per turn, max 6, with modifiers from talents like Executioner and statuses like Haste). Skills cost 1-3 AP; basic attacks are 2 AP; moving costs AP per distance. Unspent AP carries over up to the maximum, so a 2 AP skip is sometimes smarter than a weak attack.

Armor, not HP

Enemies (and you) have three bars: Physical Armor, Magic Armor, Vitality. Crowd control only lands when the matching armor bar is at zero:

Status type Blocked by Examples
Physical CC Physical Armor Knocked Down, Crippled, Bleeding
Magic CC Magic Armor Frozen, Stunned, Blinded, Burning, Poisoned, Charmed, Terrified

This is why a focused party is so strong: strip one bar fast and your whole team can lock enemies down. Characters with high armor are immune to most CC.

Surfaces and Elements

Use Rain to cleanse fire and set up stuns, and Fortify / Frost Armor / Peace of Mind to restore your own armor.

Initiative and Positioning

Turn order is based on Initiative (Wits raises it). Going first means you often kill or disable enemies before they act. Before combat starts, use Sneak (default C toggle on keyboard) to position everyone, then open with your best ranged or burst skills.

Attributes and Abilities

Attribute Does Who needs it
Strength Damage with Strength weapons (swords, axes, maces, two-handers), gear requirements Warriors
Finesse Damage with bows, crossbows, daggers, spears; requirement for medium/leather gear Rangers, rogues
Intelligence Magic and wand/staff damage Mages, summoners, necromancers
Constitution Vitality Minor - gear gives most of what you need
Memory Memory slots to equip skills Every build a little; mages more
Wits Critical chance, Initiative, finding traps/hidden items Rogues, one scout

Rule of thumb: dump almost all attribute points into your main damage stat and put the rest into Memory as needed. Constitution and Wits are gear-driven for most builds.

Combat Abilities (skill schools)

School Style
Warfare Physical damage bonus for everyone, melee skills (Battle Stomp, Whirlwind, Phoenix Dive)
Huntsman Bow/crossbow skills, high-ground bonus (Ricochet, Ballistic Shot, Arrow Storm)
Scoundrel Dagger crits and mobility (Backlash, Adrenaline, Sawtooth Knife, Throwing Knife)
Pyrokinetic Fire damage and fire surfaces (Fireball, Laser Ray, Epidemic of Fire)
Hydrosophist Water/ice damage, healing, magic armor restores (Hail Strike, Restoration, Global Cooling)
Aerotheurge Air damage, teleports, stuns (Teleportation, Chain Lightning, Closed Circuit)
Geomancer Poison/earth damage, physical armor restores (Fortify, Poison Wave, Worm Tremor)
Necromancer Heal-on-damage, blood/bone skills (Blood Sucker, Mosquito Swarm, Grasp of the Starved)
Polymorph Mutations, utility, no damage bonus (Tentacle Lash, Chameleon Cloak, Apotheosis)
Summoning Incarnate and totems, scales on Summoning level not attributes
Leadership Party-wide bonuses to dodge, resistances, morale
Retribution Reflects damage back to attackers

Warfare boosts all physical damage and is worth stacking on physical parties; for mages, put points in the school you use most, since each point in an elemental school boosts that element's damage.

Civil Abilities

Spread these across the party rather than stacking one character:

Build Archetypes

Physical Party (easiest for new players)

Role Main stat Key skills Key talents
Two-handed warrior Strength Battle Stomp, Battering Ram, Onslaught, Whirlwind Executioner, Opportunist
Ranger Finesse Ricochet, Ballistic Shot, Marksman's Fang, Arrow Storm Far Out Man, Executioner
Rogue Finesse Backlash, Adrenaline, Chloroform, Sawtooth Knife Executioner, Parry Master (with gear)
Physical support/summoner Intelligence or Finesse Fortify, Encourage, Incarnate / Necro physical skills None required (summons scale on Summoning level)

Physical skills like Battering Ram, Battle Stomp and Mosquito Swarm all hit Physical Armor, so everyone breaks the same bar.

Magic Party

Role Main stat Key skills
Pyro/Geo Intelligence Fossil Strike, Poison Dart, Fireball, Laser Ray, Epidemic of Fire
Hydro/Aero Intelligence Hail Strike, Electric Discharge, Chain Lightning, Rain + stuns
Summoner Intelligence (Memory) Conjure Incarnate, Elemental Totems, Farsight/Power Infusion
Healer/Hydro support Intelligence Restoration, Armour of Frost, Global Cooling

Useful talents: Elemental Affinity (cheaper skills when standing in matching surfaces), Savage Sortilege (spells can crit), Torturer (certain damage-over-time statuses like Burning, Poisoned and Bleeding ignore armor and last longer - strong for Pyro and Geo), Far Out Man for extra range.

Lone Wolf Duo

Two characters, both with Lone Wolf: extra Vitality, AP and doubled ability/attribute points (up to caps). A classic duo is a Warfare/Necromancer melee plus a Huntsman ranger. It's the easiest way to play Tactician.

Difficulty Modes

Mode Notes
Story Enemies weak, easy resurrection
Explorer Relaxed combat for story players
Classic The intended balance
Tactician Tougher enemies with more armor and extra abilities
Honour Tactician rules, one save slot; a party wipe deletes the save

Classic is right for a first run if you know turn-based RPGs. The Fort Joy fights feel hardest on every difficulty until you hit level 3-4.

Act-by-Act Priorities

Act 1 - Fort Joy

Act 2 - Reaper's Coast

Act 3 - Nameless Isle

Act 4 - Arx

Gift Bags (free Definitive Edition extras)

Enable any of these from the Gift Bag menu (in the main menu, before starting a game; some can be toggled mid-campaign):

For a first playthrough, the Fort Joy Magic Mirror, Endless Runner, Improved Organisation, and Sourceror Secrets' bedroll resurrect and Source Meditation smooth out a lot of friction with no real downside. Combat Randomizer and 8 Action Points change balance noticeably - save them for a second run.

Crafting and Loot Tips

Common Mistakes to Avoid

  1. Mixed damage parties. Two physical and two magic characters wastes AP on two armor bars.
  2. Leaving Fort Joy under-leveled. Clear side quests first.
  3. Selling your best Persuasion character's gear. Some items that boost Persuasion or Wits are worth keeping for key conversations.
  4. Ignoring Memory. Without enough slots you can't equip the skills you've learned.
  5. Standing in your own surfaces. Electrified water stuns your own party too; ice knocks you down.
  6. Forgetting to rest. Use your bedroll outside combat to heal; don't burn potions after every fight.
  7. Only saving on the quick-save. Rotate saves so a bad decision doesn't lock you in.
  8. Not using the Magic Mirror. Respec is free once you reach the ship in Act 2.

Advanced Tips

FAQ

Which Origin should I play first? The Red Prince or Sebille are the most popular first picks; both have a strong personal story and interesting dialogue. Fane is fun but his undead mechanics (disguises, healing restrictions) add friction on a first run.

Can I play solo? Yes. A two-character Lone Wolf party is a common solo setup; you can also just control a full party of four by yourself.

Is co-op worth it? Yes. Up to four players online or two in local split-screen, drop-in/drop-out. Each player controls their own characters.

How do I respec? Use the Magic Mirror on the Lady Vengeance (available once you reach the ship in Act 2). If you enable the "Fort Joy Magic Mirror" Gift Bag option, you get a mirror in Act 1 as well.

Why can't I stun or freeze enemies? Their Magic Armor isn't at zero. Strip the matching armor bar first, then apply statuses.

Should I buy Divinity: Original Sin 2 or wait for a new Larian game? DOS2 is complete and hasn't had a content patch since 2020. It's stable and Steam Deck Verified, and you get the full Definitive Edition with all Gift Bags.

Can I skip the launcher? Yes. Add --skip-launcher to Launch Options in Steam (right-click the game, Properties, General).

Does my save carry to iPad/Mac? Steam Cross Save works between PC and iPad for supported versions (added in the September 2021 update).

Sources