Divinity: Original Sin 2

Divinity: Original Sin 2

98 ratings
A Lucky Break
Type: Add-on
Game Mode: Story
File Size
0.025 MB
Sep 23, 2017 @ 2:46pm
Dec 8, 2017 @ 7:41pm
6 Change Notes ( view )

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A Lucky Break

A Lucky Break allows players to enhance their characters during the character creation process by increasing the initial pool of available attribute, skill and talent points. "A Lucky Break" provides a small boost (detailed below); you can find another version of this mod in the Workshop, "An Auspicious Beginning," which provides a greater boost. This mod is also availabe at the Divinity Nexus, with a few additional options.

<> Increases available attribute points from 3 to 6.
<> Increases available combat skill points from 2 to 6.
<> Increases available civil skill points from 1 to 6.
<> Increases available talent points from 1 to 2.
<> 3 attribute and ability points pre-invested as per class settings.
<> 3 additional random talents pre-selected on top of class-specific talent.
<> If you want to see all of your points at once, simply remove the applied attribute/ability/talent points.
4. I've spent several days trying to get this mod to work with some of the other class preset mods, with no success. Sorry! Please don't ask to me make new versions--if I ever figure out out to do so, I will.


1. This is a low-priority mod; it should always be at the bottom of your load order.
2. This mod is incompatible with any other mods that change the default class-presets. It should work with mods that introduce *new* class presets, however.
3. If you would rather use a version of this mod that only applies changes to a single preset, allowing you to choose which characters do or do not recieve the extra points, use the "one preset only" version, which you can find at the Divinity Original Sin 2 Nexus.
4. If you would like to use this mod w/ one of the popular class mods, use the applicable optional mod from the Nexus site.
< >
Niteshade Mar 9 @ 2:41pm 
I'll read over that this weekend. I'm checking to see if the class mods I'm planning to use will function fully if I don't select them at game start due to some unique abilities and unlocks they have since as you said it would be easier to go the route u mentioned.
Appreciate the replies.
Arsene-Lupin  [author] Mar 8 @ 7:30pm 
Check out the addendum in the description for my mod on the Nexus. I wrote up a brief tutorial for anyone who wants to modify the presets on their own.


That said, it'd be easier (and faster) to just take a screenshot of whatever abilities the class mod preset starts out w/, and then select those same abilities w/ a different preset.
Niteshade Mar 8 @ 7:13pm 
Makes sense. I need to see if I can find out if Helaenes class mods and abilities will all work properly if I "start" with another preset. Or look into bow I can give those new classes the same amount of starter points as what your mod provides.
Arsene-Lupin  [author] Mar 8 @ 6:07pm 
Don't worry, it's not stupid at all.

DOS2 is a classless game. No classes, only builds. During creation, you choose a class preset, which is just a level 1 build.

The class preset is ultimately meaningless. It only effects your starting skills and points (which can be changed during creation) and the starting gear in the tutorial chest. Nothing else.

This mod replaces Larian's original class presets with a new set, providing additional points during character creation (the only time when the class preset information is used). Therefore, if you have a mod that introduces a new class, that new class preset will *not* benefit from the additional point pools.

If you're using a mod that adds new abilities or skills to the game, you should still be able to use it w/ my mods, provided you do NOT use its preset. What this means is that you'll want to select one of the vanilla class presets (it does not matter which) and then customize w/ abilities/skills injected by the new class mod.
Niteshade Mar 6 @ 7:07pm 
Having been away from the Divinity mods for awhile I've been watching over the newer stuff in hopes of finding some good ones for when I finally get a chance to take a break from my other games.

This is probably an stupid Q , but I wanted to double check. As long as it's a completely new class as is mentioned in the description above , like Healanes Vampre or her other new class mods this should work with them?
Arsene-Lupin  [author] Jan 25 @ 9:09pm 
Yeah, you need to go into "Mods" from the main menu and activate a mod for it to work.
JediKnStelon Jan 24 @ 4:08pm 
I attempted to try this today, being the first mod I used, and nothing happened. I went to the Wizard template and still didn't see the additional points. Just the core 3 points.

Am I doing something wrong than just subscribing?
Arsene-Lupin  [author] Dec 27, 2017 @ 12:14pm 
Nope. But remember, DOS2 is a classless game, so you can always use of of the default class presets and modify it to match the modded preset.

The only thing that is hard-locked to your initial preset is the starting gear.
rapknife Dec 26, 2017 @ 8:19pm 
Do you plan make this possible for mod classes
Arsene-Lupin  [author] Dec 17, 2017 @ 9:13pm 
??? What are you talking about?