Divinity: Original Sin 2

Divinity: Original Sin 2

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Greywolf Sep 21, 2017 @ 9:49am
Skill and Stat caps?
So yeah wondering what skills and stats cap at? There is a thing on the wiki that says once you raise your summoning stat to lvl 10 your incarnate changes into the advanced version however looking at the wiki the highest level spell they have in any of the trees is 5, unless the wiki has not been completed with ALL the spells and there are more to add 10 points in any skill seems like a fairly substantial investment with questionable gains unless you are playing Lone Wolf.
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Showing 1-14 of 14 comments
Zanarkand Sep 21, 2017 @ 9:53am 
20 for Skills, 80 for stats, 5 for social skills etc, they all can go past that with stats from armor etc
You can invest up to 10 points into a skill - aside from learning the skills, you gain passive bonuses as well (Polymorph gives you extra attribute points, Hydrosophist boosts healing etc.). Lone Wolf is absurdly overpowered and gives you 2 points for the price of one, allowing you to reach 20 points through investment alone.
FieserMoep Sep 21, 2017 @ 9:53am 
Seems it is 70 for stats and 20 for combat skills. Polymorph only get to 10. Civils max out at 5.
After that only item bonuses etc. can raise them further.
Cuchilain Sep 21, 2017 @ 10:40am 
Originally posted by FieserMoep:
Seems it is 70 for stats and 20 for combat skills. Polymorph only get to 10. Civils max out at 5.
After that only item bonuses etc. can raise them further.

People keep saying 20 for combat skills but this is wrong, its ten. you can only put ten points in. but this encourages you to put points into leadership or retribution, etc. Maybe diversify a bit later in the game. Of course for me early on i was getting squashed unless i really laser focused my combat and stats.
FieserMoep Sep 21, 2017 @ 10:42am 
Might have needed to include Lone Wolf.
Greywolf Sep 21, 2017 @ 11:04am 
Originally posted by lightninglord2.71828183:
You can invest up to 10 points into a skill - aside from learning the skills, you gain passive bonuses as well (Polymorph gives you extra attribute points, Hydrosophist boosts healing etc.). Lone Wolf is absurdly overpowered and gives you 2 points for the price of one, allowing you to reach 20 points through investment alone.

Hmm even with the passive bonuses some skills seem like a poor investment choice, take for instance pyromancy, +5% damage to fire damage for each point spent, seems like you would be better off taking the point you would have spent on Pyro and putting it into Polymorph and putting the stat point into intelligence which gives 5% damage to all intelligence based spells and weapons (which I assume includes fire spells and thus fire damage) for every point spent.

Not seeing the point in investing over 5 points (or less if you are only interested in the level 3 spells and below) in some skills so 10 seems a little overkill

How many skill and stat points do you get over the course of the game? What is the max level?
Greywolf Sep 21, 2017 @ 11:06am 
Originally posted by Cuchilain:
Originally posted by FieserMoep:
Seems it is 70 for stats and 20 for combat skills. Polymorph only get to 10. Civils max out at 5.
After that only item bonuses etc. can raise them further.

People keep saying 20 for combat skills but this is wrong, its ten. you can only put ten points in. but this encourages you to put points into leadership or retribution, etc. Maybe diversify a bit later in the game. Of course for me early on i was getting squashed unless i really laser focused my combat and stats.

Think people mean 20 with lone wolf, unless of course they are mistaken and the double points you get from lone wolf only allows you to increase it 5 times bringing it to a total of 10?
Angelous Wang Sep 21, 2017 @ 11:12am 
Soft cap (adding points will only let you go this high):
40 for Attributes.
10 for Skills
5 for Civils

Hard caps (Lone Wolf, gear and other bounses can take you this high):
70 for Attributes.
20 for Skills
10 for Civils
Nomad Sep 21, 2017 @ 11:14am 
Originally posted by Cuchilain:
Originally posted by FieserMoep:
Seems it is 70 for stats and 20 for combat skills. Polymorph only get to 10. Civils max out at 5.
After that only item bonuses etc. can raise them further.

People keep saying 20 for combat skills but this is wrong, its ten. you can only put ten points in. but this encourages you to put points into leadership or retribution, etc. Maybe diversify a bit later in the game. Of course for me early on i was getting squashed unless i really laser focused my combat and stats.
theyre not wrong, i have my combat skills at 20 max right now not including item bonuses.
Greywolf Sep 21, 2017 @ 12:28pm 
Originally posted by Angelous Wang:
Soft cap (adding points will only let you go this high):
40 for Attributes.
10 for Skills
5 for Civils

Hard caps (Lone Wolf, gear and other bounses can take you this high):
70 for Attributes.
20 for Skills
10 for Civils

Ah ♥♥♥♥♥♥♥, so you wouldn't happen to know what the highest level required to meet armour requirements and wits checks for hidden items would you?
Happy Quokka Oct 5, 2017 @ 12:53pm 
Originally posted by Greywolf:
Originally posted by lightninglord2.71828183:
You can invest up to 10 points into a skill - aside from learning the skills, you gain passive bonuses as well (Polymorph gives you extra attribute points, Hydrosophist boosts healing etc.). Lone Wolf is absurdly overpowered and gives you 2 points for the price of one, allowing you to reach 20 points through investment alone.

Hmm even with the passive bonuses some skills seem like a poor investment choice, take for instance pyromancy, +5% damage to fire damage for each point spent, seems like you would be better off taking the point you would have spent on Pyro and putting it into Polymorph and putting the stat point into intelligence which gives 5% damage to all intelligence based spells and weapons (which I assume includes fire spells and thus fire damage) for every point spent.

Not seeing the point in investing over 5 points (or less if you are only interested in the level 3 spells and below) in some skills so 10 seems a little overkill

How many skill and stat points do you get over the course of the game? What is the max level?

no, you have to do the math a bit differently. you see, let´s say you start withh 100 % dmg. putting some points into int gives you for example 70 % plus. and let´s say you have 10 points in pyro, which gives you 50% plus for fire dmg. the thing is, these 50 % add up after the 170%, if you know what i´m trying to say. therefor your fire dmg would be 170 + 0.5 * 170 (85) = 255%. if you put, let´s say 8 points into poly and only 2 in pyro, you end up with 210 % (normal dmg) + 0.1 * 210 (21) = 231% fire dmg. which is lower. so if you want a pure fire mage, you should still invest these points into pyro :)
ButtStorm Nov 5, 2019 @ 12:20pm 
Originally posted by Greywolf:
Originally posted by Angelous Wang:
Soft cap (adding points will only let you go this high):
40 for Attributes.
10 for Skills
5 for Civils

Hard caps (Lone Wolf, gear and other bounses can take you this high):
70 for Attributes.
20 for Skills
10 for Civils

Ah ♥♥♥♥♥♥♥, so you wouldn't happen to know what the highest level required to meet armour requirements and wits checks for hidden items would you?

highest is 14. about 1 lvl per act. usually all requirements come exact in the area - meaning it wont vary say from 10 to 13 but rather be exactly 13 for the level/area youre in, so you get to invest as much or reset attribute back to 10
Last edited by ButtStorm; Nov 5, 2019 @ 12:21pm
Chaoslink Nov 5, 2019 @ 1:50pm 
Originally posted by Doppelganger:
Originally posted by Greywolf:

Ah ♥♥♥♥♥♥♥, so you wouldn't happen to know what the highest level required to meet armour requirements and wits checks for hidden items would you?

highest is 14. about 1 lvl per act. usually all requirements come exact in the area - meaning it wont vary say from 10 to 13 but rather be exactly 13 for the level/area youre in, so you get to invest as much or reset attribute back to 10
Necro thread btw.

However, this isn't true either. There are wits checks that are above 14, some even in act 1. Its based on difficulty though. Tactician will require higher wits on some things than Classic will.

Finding the leggings of the Tyrant and finding the hatch to the library on Bloodmoon are two examples I know of that are definitely higher than 14. Though it is true that armor requirements should cap at 14.
Miia Lamia Nov 18, 2021 @ 12:11pm 
I've gotten my summoning to 22 with armor bonuses...

poison runes with Mystical frame give extra summoning...

But if I can find armor with summoning and rune slots it can be much higher.
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Date Posted: Sep 21, 2017 @ 9:49am
Posts: 14