As a seasoned adventurer who’s traversed through the mystical realm of Rivellon countless times in Divinity: Original Sin 2, I can confidently say that understanding and mastering Action Points (AP) is the key to victory, especially when battling formidable foes on Tactician mode.
In the game Divinity: Original Sin 2, Action Points (AP) are crucial for engaging in combat. Whether it’s wielding a weapon, casting a spell, consuming an item, or simply moving around the battlefield, every action you take during combat consumes AP.
Of course, players might be curious about various strategies to boost Action Points (AP) in DOS2, as it can significantly ease combat situations, particularly when playing on challenging modes such as Tactician.
All Ways To Get More Action Points (AP) in Divinity: Original Sin 2
In the core version of Divinity: Original Sin 2, there are a total of 13 different methods for boosting your AP (Action Points).
Method | Buff Type | Requirement | Description | Incompatibility |
---|---|---|---|---|
8 Action Points | Gift Bag | None | Increases the base maximum AP to 8. Can be activated through the Pause menu (Gift Bag Features). Achievements will be disabled for as long as any Gift Bag is active | None |
Lone Wolf | Talent | None | Gives the user +2 maximum AP, +2 Recovery AP, +30% Vitality, +60% Physical Armor, +60% Magical Armor. Also doubles all attribute and combat ability investments. Only works if journeying solo or with one other companion. | Glass Cannon |
Glass Cannon | Talent | None | Gives the user the maximum AP at the start of every turn in combat, but all status effects bypass Magical and Physical Armor (Electrified, Stunned, Petrified, etc.). | Lone Wolf |
Executioner | Talent | Warfare 1 | If the user lands a killing blow on an opponent, they gain +2 AP. Can trigger on allies. Can only trigger once per turn. | The Pawn |
The Pawn | Talent | Scoundrel 1 | Gives the user +1 AP worth of movement per turn. | Executioner |
Elemental Affinity | Talent | None | Reduces AP cost of elemental skills by -1 if the user stands on a surface of the same element. Only works with Aerothurge (Electrified Surface), Geomancer (Oil/Poison Surface), Hydrosophist (Water Surface), Necromancer (Blood Surface), and Pyrokinetic (Fire Surface). | None |
What A Rush | Talent | None | Increases maximum AP by +1 when below 50% health. | None |
Adrenaline | Skill | Scoundrel 1 | Self-target skill. Gives the user 2 AP upon use at the cost of losing 2 AP in the next turn. Cannot give AP past the maximum limit. Can be used while Invisible or Sneaking without losing the status. | None |
Haste | Skill | Pyrokinetic 1 | Gives the targeted character +1 AP and an additional 2m movement per AP spent for two turns. Automatically heals Slowed and Cripple debuffs from the target. | None |
Flesh Sacrifice | Special Skill | Available only to Elves | Grants the user +1 AP and +10% damage boost upon use. The Elf loses a small amount of health and constitution per use. Cannot give AP past the maximum limit. | None |
Time Warp | Special Skill | Available only to Fane | Does not increase AP directly but allows Fane to take an extra turn, effectively doubling the AP instantly. Fane will skip the next turn. | None |
Green Tea | Consumable | None | Special item that can be bought from Lady Paulina Kemm in Act 4 at The Arx. Gives a permanent buff that reduces AP cost for all skills by -1 if consumed raw, or grants -2 AP cost for skills if brewed before consumption. The Brewing Tool is a Teapot. | None |
White Tea | Consumable | None | Special item that can be bought from Lady Paulina Kemm in Act 4. Gives a permanent buff that increases maximum AP by +1 if consumed raw, or grants +2 maximum AP if brewed before consumption. The Brewing Tool is a Teapot. | None |
Green Tea and White Tea effects do not stack on the same character.
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2024-11-14 14:03