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DOS2:Initiative

Gameplay mechanic
{{#seo| description = Initiative determines turn order during combat. In Divinity: Original Sin II, this mechanic uses a round-robin system. For each point added to Wits, 1 point is added to Initiative.| image = | keywords = Initiative, Divinity Wiki, Wiki, Divinity Original Sin 2, Divinity Original Sin 2 Wiki, Divinity Original Sin 1, Divinity Original Sin 1 Wiki, Divinity Original Sin, Divinity Original Sin Wiki, Divine Divinity, Divine Divinity Wiki, Beyond Divinity, Beyond Divinity Wiki, Divinity Dragon Commander, Divinity Dragon Commander Wiki, DOS, DOS Wiki, DOS2, DOS2 Wiki| site_name = Divinity Wiki| title = Initiative - Divinity Wiki| type = article}}

Initiative determines turn order during combat. In Divinity: Original Sin II, this mechanic uses a round-robin system. For each point added to Wits, 1 point is added to Initiative.

Divinity: Original Sin II

At the beginning of combat, the character with the highest initiative acts first, followed by the character with the highest initiative on the other team. Turn taking continues until all characters on each side completes their turn. If one group outnumbers the other, the larger group acts consecutively after each character in the smaller group completes their turn.

For example, in the following scenario:

Lohse will act first because she has the highest initiative (1,000). The next character to act is Siwan (100), not The Red Prince (500). This is because Siwan has the next highest initiative on the other team. After Siwan acts, the next turn belongs to The Red Prince (500), followed by Payde (20), and then Waters (1).

Although Payde and Waters are on the same team, Waters acts immediately after Payde's turn because all friendly characters have completed their turn, so enforced turn swapping ends.

Summons are added to initiative order on their next turn, meaning they cannot act on the same turn they are summoned.