

Self Medicate, Burning -20% Fire Resistance Self Medicate, Blinded Cannot target non-adjacent units Affects saving throws against Bleeding Damage Over Time.Bonuses can be found on Helmets and Chest Armor.Each point increases total armor by 5% and reduces movement penalties from wearing heavy armor by 20%.In game versions before 1.0.250.0, each point increased damage by 10% when using a Tenebrium weapon.In the current version (1.0.250.0), the Tenebium skill acts as a requirement for wielding any Tenebrium weapon.Each point increases damage by 10% when using Two-Handed Weapons.Each point increases damage by 10% when using Single-Handed Weapons.Each point increases damage by 10% when using Crossbows.In the current version (1.0.252.0), the Tenebrium skill no longer affects weapon damage. In game versions before 1.0.250.0, the damage bonus from weapons skills (Single-Handed, Two-Handed) and Tenebrium did not stack when wielding a Tenebrium weapon.Bonuses can be found on Weapons (1-handed, 2-handed, Bows, and Crossbows), Shields, Bracers and Belts.Each point increases damage by 10% when using Bows.Gear and Traits add to your total level for the ability's effects, but do not count towards requirements for talents (such as Comeback Kid requiring Willpower at level 5). Traits giving significant reduction in the cost of maxing out abilities.

Leveling an ability is not affected by bonuses gained from Gear or Leveling up an ability costs ability points equal to the new level.įor example, leveling Leadership from 2 to 3 costs 3 points.

Note: This page covers classic Original Sin, which is different from Enhanced Edition's abilities. While some abilities offer gains only up to level 5, some benefit from 6 or more points. Abilities are divided into 6 branches that offer different bonuses.
