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DOS2:Initiative: Difference between revisions

Gameplay mechanic
Created page with "{{Stub}} '''Initiative''' determines turn order during combat. == See also == * Wits {{SHORTDESC:Gameplay mechanic in multiple Divinity games}} Category:Gameplay mechanics Category:Gameplay mechanics in DOS Category:Gameplay mechanics in DOS2"
 
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{{Stub}}
{{SEO
'''Initiative''' determines turn order during combat.
| 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.}}
'''Initiative''' determines turn order during combat. In ''[[Divinity: Original Sin II]]'', this mechanic uses a round-robin system. For each point added to {{DOS2|Wits}}, 1 point is added to Initiative.


== See also ==
== Overview ==
* [[Wits]]
At the beginning of combat, the character with highest initiative acts first, followed by the character with 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.


{{SHORTDESC:Gameplay mechanic in multiple Divinity games}}
For example, in the following scenario:
[[Category:Gameplay mechanics]]
* {{MdChar DOS2|Lohse}} has 1,000 initiative
[[Category:Gameplay mechanics in DOS]]
* {{MdChar DOS2|Red Prince}} has 500 initiative
[[Category:Gameplay mechanics in DOS2]]
* {{MdChar DOS2|Payde}} is an enemy with 20 initiative
* {{MdChar DOS2|Siwan}} is an enemy with 100 initiative
* {{MdChar DOS2|Waters}} is an enemy with 1 initiative
 
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 ''immediately'' after the summoner's turn.
 
{{SHORTDESC:Gameplay mechanic}}
[[Category:Combat mechanics in DOS2]]

Latest revision as of 01:16, 13 May 2026

{{#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.

Overview

At the beginning of combat, the character with highest initiative acts first, followed by the character with 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 has 1,000 initiative
  • Red Prince has 500 initiative
  • Payde is an enemy with 20 initiative
  • Siwan is an enemy with 100 initiative
  • Waters is an enemy with 1 initiative

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 immediately after the summoner's turn.

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