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Divinity Original Sin is an old-school cRPG with new ideas & modern execution, will release this year. Funded by fantastic backers!
Divinity Original Sin is an old-school cRPG with new ideas & modern execution, will release this year. Funded by fantastic backers!
Divinity Original Sin is an old-school cRPG with new ideas & modern execution, will release this year. Funded by fantastic backers!
19,541 backers pledged $944,282 to help bring this project to life.

DOS editor news, 10 Interesting things about Orcs, Stats screen preview


We promised more frequent updates, and we intend to keep that promise! In this update, you'll discover that the DOS editor is in a healthy shape, and might be among you sooner than you expect. You'll also learn at least 9 interesting things about Orc society, which happen to be important for a quest our fans designed during the fanday. And we give you a preview of the primary and secondary stats characters have in Divinity: Original Sin. 

Two pieces of good news that'll make you happy

And they all come from one man! Meet Laurens, head of tools at Larian & bringer of good tidings.

The impact of Kickstarter: An example

For the first time in the history of Larian, we have people who are dedicated to making character development really fun. In the past, we always had the problem that we were spread too thin, and so the design and balancing of the character development systems were done almost between the soup and the potatoes. This may surprise you, but there are many many moving systems in an RPG and when you make them with a small team, you can't afford to have too much specialisation.

But now, thanks to your generous contributions, we can afford to have a team that is focussed on balancing our combat systems and tweaking the formulas that affect character development. It's a very big improvement ;).

Part of the job of our shiny new "stats team" is playtesting and adjusting the rule set that drives things behind the scenes. You know, stuff like "will constitution affect some resistances?", "What about initiative, does stuff in your inventory affect it?" etc... But they also decide whether or not strength affects the initial opinion somebody has about the player's avatar. After many discussions, the team came up with the following set of primary and secondary stats. We also have a list of abilities, traits and talents that go with it, but we’ll leave those for another update, because we’re interested in hearing what properties you think should be associated with each of these stats.

A picture tells a thousand words, so here's that picture :)

Let us know your thoughts! (Here's a bigger version)

10 Things I bet you didn't know about orcs

  • Orcs live in tribal societies in which the females of the species are the natural leaders. Physically they are just as strong as the males (except for exceptionally large orc behemoths), and they are mentally far superior to them.
  • A curious and as yet unexplained phenomenon among orcs is that far fewer females are born among them than males. This makes them very precious, and if need be, scores of male orcs will willingly perish to save the life of a single female, be the cause war, famine, sickness, or any other threat.  
  • Orc females' heightened importance because of both their rarity and their superior intellect is the main reason--most anthropologists agree--for their role as leaders among the orcs. Over time, highly ritualised protocols have arisen around their chieftaincy. Indeed, the main god of the orcs being Amun-Hor (the All-mother), females are worshipped as mortal avatars of this supreme deity. Orc sculpture, though exceedingly primitive to human eyes, almost always depicts the female figure in idolised form, and it is never quite clear whether it is supposed to represent Amun-Hor, a specific chieftain, or possibly both at the same time.  

  • A single female commands tribes that can consist of as few as a dozen male orcs to well over fifty of them. Though they obey any other female, they are always fiercely loyal to their own overlord (or to be more precise: overlady). The highest status a male orc can achieve is to be elected Consort, i.e. the chosen of the tribe.  
  • Once every year, during midwinter, a chieftain chooses a male from among her tribe to mate with so that she can give birth in the spring. No higher honour can befall a male orc than to be chosen, and for the duration of exactly one year he is known as the Consort, which entitles him to greater liberties; limited command over his fellows; the choicest spoils of war; the best cuts of meat; etc., that is to say, the second best of course, for the best invariably goes to the chieftain. (Indeed, like lions, but with the genders reversed, during meals everyone looks on until the leader of the pride has filled her stomach to satisfaction. Only then do they eat what is left. In lean times, that may mean they have but carcasses to chew on.)  
  • A female will usually choose her Consort based on his physical prowess, his bravery in battle and his natural cunning, which allows him to survive in the cutthroat world orcs live in. Because of the esteem and the perks that come with this elevated status, the post of Consort is highly sought after and competitiveness often ends in bloodshed. Females actively encourage the 'locking of horns', for it helps them to determine which of her orcs is worthy of her, and more importantly, has demonstrated possession of the necessary qualities that must be passed on to subsequent generations.  
  • In the spring the chieftain will give birth to some four to seven orc cubs. Usually once every three years on average, a female is among the newborns. If so, a massive feast is held in honour of the All-mother. When a girl reaches maturity on her tenth spring, she is given command of her own group of orcs and so new tribes are formed.  
  • Orcs can live up to the age of forty, but it is a testament to the violent and brutal society they live in that most do not exceed the age of twenty or even fifteen. The females form an exception because they are so well-protected by their devotees, but few make it past thirty nevertheless, because they never shy away from participating in combat. 
  • When a chieftain dies, the leaderless band of orcs will look for another tribe with a willing ten-spring female to take over command, though some tribes have been known to go out in a blaze of glory against a superior opponent or even commit ritual suicide so that they may burn alongside their fallen avatar of Amon-Hor.
  • The story of how gender balance will eventually be restored in orc society depends on what Jan a.k.a. Mr. Awesome sees through his window. 

In closing

We just published the results of the grand political poll among gamers that was Divinity: Dragon Commander. Quite a lot of fun results in there, so you might want to have a look. We wanted to call the video the Big Divide, because it shows that people are as divided in the game as they are in real life.  

Also, Divinity:Dragon Commander is now on sale on Steam & GOG, with 40% off, this weekend only. Grab it while you can!
Mlčák Libor, Vincent Fiset, and 93 more people like this update.


    1. Creator Flump - the flying turtle on October 29, 2013

      I'm not in love with the font; seems a bit small (not real small actually almost ok if it scales with high resolution screens; and does not get smaller) and some letters (like 'a') seem quite poor.

    2. Creator Stabbey on October 23, 2013

      Whoops, I somehow missed the line where they asked what properties the backers think the stats should have.

      Strength should affect melee damage, naturally.
      Dexterity should affect ranged damage, and possibly melee accuracy.
      Int is for mana and magic damage.
      Constitution remains a tricky one. It only affects a few things, so it's kind-of a boring stat and it's hard to figure out what additional properties they could have. Do player's health and mana increase as you level up, before points into Int and Con? I did have an idea that Constitution doesn't grant _resistances_ to elemental damage, but affects _duration_ of status effects... except that the game is turn-based. I suppose that with enough points into CON, effects that normally last say, 3 turns, would last two and eventually one as points in CON increases. Mana doesn't regenerate right? If it did, CON could partly affect the rate of that as well?

      Speed affects movement, Initiative, and action points in some degree.

      Perception affects sight, hearing, and possibly ranged accuracy.

      Argh, It's hard to try and find the right balance between dump stats, max stats, and must-have-some-of stats. I think that final decisions are just going to have to wait until the backers start to play with them for themselves.

    3. Creator Roman - Jagged Weresheep of Sin on October 14, 2013

      no gay marriages and pot voting? too controversial ???! Come on larinan!

    4. Creator twincast~Eternally Tormented WoOS-o-DOoD on October 13, 2013

      @Chet: ... Another game, not this one. And get over yourself.

      @David: ... I capitalized them for a reason. And while I like being as exact as possible; if we start being overly nitpicky about stat names, we'll need at least 16 primary ones on my last count, probably more. However, having 6 or 8 primary attributes - ideally equal numbers mental and physical attributes, and keep "Luck" out of it! - really is the happy medium between depth and wieldiness.

    5. Creator David Ngo on October 13, 2013

      twincast: Eternally Tormented Mangy WoOS
      "Sight & Hearing obviously rely on Perception plus some bonuses (and maluses?) provided by gear and/or traits etc."

      Technically, sight and hearing are senses, and perception is the brain's interpretation of sensations. Senses = physical. Perception = mental. So it's perception that relies on sight and hearing, not the other way around.

      Maybe it would be better to use a more generic term that includes both senses and perception, like "Awareness" or something (Like Wasteland 2). Or have both Senses and Perception as separate attributes.

    6. Creator Chet on October 13, 2013

      I can't believe you brought real life issues that are splitting my country, (America) in half into this game.
      We're having enough trouble with these things, (ripp off health care, abortions and fetus experimentation) as it is.
      Myself, I play a video game to try and forget about all the crazy things politicians want us to back or hate, not to have it once again pushed to the forefront of everything I see or hear.
      I do understand how powerful certain entities can be and how they can influence a small company hoping to make money in America, but please leave the politics out.

      What's next, are we going to have to choose if our characters are Democrats or Republicans and then you can broadcast a report of how badly one side was beaten?

    7. Creator Godewijn on October 12, 2013

      LOL tussen de soep en de patatten is geen engels idioom ;D

      LOL 'between the soup and the potatoes' isn't an english idiom... sounds funny :p
      (you probably did this on purpose but it is still funny to me)

    8. Creator twincast~Eternally Tormented WoOS-o-DOoD on October 12, 2013

      @Stabbey: I know that, but skills et al. being completely independent of primary attributes? Me not likey. Nor expecty.
      And as for the beta, I've been somewhat active in a few MMO betas, D:DC's and a couple more that escape me at the moment, but for 99% of the other KS games that blessed me with a beta I never found nor find the time to actually engage in on top of my ever-growing backlog. That said, the D:DC beta had me so pumped, I would've added a D:OS beta if the Larian Vault had let me.

    9. Creator Stabbey on October 12, 2013

      @twincast - Staying away from the alpha/beta to avoid spoilers was my first instinct as well, until I played the Dragon Commander beta. After the experience with the DC beta, the risk of encountering spoilers doesn't matter to me as much as helping to catch and suggest improvements before the game is released.

      Also, the charm/intimidate/reason question was addressed in the Sept. 27 Q&A session. Those are now classified as skills, and fall on the long list of other skills you need to spend points on.

      That's probably the best solution, as it removes tying them to attributes (which screwed over ranged characters, who have no favoured stat), and because you have to split your skill points over many things, maxing out one of your persuasion stats won't be too easy - unless you make yourself weaker in other areas.

    10. Creator twincast~Eternally Tormented WoOS-o-DOoD on October 12, 2013

      ♫Update, there's an update♫

      Re D:OS editor in alpha: Well, good for whom it concerns. I'm staying out of the beta (let alone the alpha) for fear of spoilers and am unlikely to have more than a short look into it until after finishing the OC to begin with.

      As for the stats screen, it's all lookin' pretty, alright, but I do have to agree that there's too much color-coding in it and that on the other hand the comparison windows are lacking the established red/green color-coding and +/-x numbers.

      Anyway, I'm really liking what stats we're seeing, aside from the disparity between physical and mental primary attributes. Ever since the campaign, the idealist in me would like to see two of the latter category added, but since I plan on having a (fire/earth) hybrid warrior and a (water/lift) hybrid ranger as my main pair, anyway, I suppose I'll be fine with it. I do wonder how that affects potential pure wizard party members, though.

      As for the interrelations: The resistances in the lower right box should all be at least largely (and preferably exclusively) reliant on your gear, especially regarding Piercing, Slashing and Crushing - strong(er) muscles do somewhat protect the bones and organs they encase, but let's not overvalue that effect; the basic Defense score should more than cover that (as well as the evasion chance provided by Dexterity, I suppose).
      HP: Constitution. MP: Intelligence. AP: Dexterity + Speed (although apparently that isn't the case). Movement: Speed. Initiative: Dexterity, I guess? Speed would feel better fitting, but we don't want everything affecting combat turns be reliant on a single stat, do we? Sight & Hearing obviously rely on Perception plus some bonuses (and maluses?) provided by gear and/or traits etc.

      And regarding all those abilities, traits and talents, I'll go with the easy ones: The thievery-related ones should obviously be related (to different degrees) to Dexterity and Perception. And of the three communication skills, I suppose Intimidate will now be related to Strength and Intelligence - either directly or maybe indirectly through your weapon and magic skills? Charm and Reason did fit pretty well with Constitution and Intelligence, respectively, before, but Intimidate working somewhat differently than the other two would feel kind of odd. (Well, it is already naturally different inasmuch as that the one subjected/losing to it can't possibly feel like he didn't get forced/talked into something, but that's on a different level.) So maybe have Charm be related to Constitution and Intelligence and Reason to Intelligence and Perception (or rather Wisdom if you do unexpectedly add it)?

      I'm not entirely sure whether the numbers would hold up to scrutiny regarding the survivability of the species, but I do like the orc concept.

      And most of the D:DC results make me have hope for humanity yet. ^^

    11. Creator Philip Konczak on October 12, 2013

      Great work on the editor sounds like it could be a lot of fun.
      Also love your updates always feels like you guys are so proud of the game as it shows in the enthusiasm of all the staff.
      Also i agree with the music i love listing to the tune at the start and end of the video it is really catchy.

    12. Creator Bargeral on October 11, 2013

      I am not one to go out of my way for a soundtrack. I enjoy music, but rarely make a point of if. However every time I hear the opening for one of these updates I smile. It's just such a fun tune. Glad I'm getting the soundtrack which I originally shrugged off, now I'm impatient for it.

    13. Creator Bargeral on October 11, 2013

      @ Game Wanderer
      I'm having trouble spotting the bandwagon you think they jumped on. Coping forgotten realms? Making social commentary on modern sexism by exaggerating it and swapping gender roles? Fiction has been both iterative and a vehicle for examining the world we live in long before Larian Studios got into it.
      You're entitled to your opinion of course, and you may even have a point. But you undermine you argument considerably by stomping out and slamming the door at the end.

    14. Creator Stabbey on October 11, 2013

      That's a pretty neat change from the preview two weeks ago.

      I like Kentauroi's idea for tiny icons instead of different colours.

      As long as we're giving suggestions, I'd like to agree with the RPGCodex post which wants to see the numbers difference for equipment comparisons. For the given example, mousing over the shovel:
      [Coloured red] Critical Damage: x1.5 (-0.5)

      The numbers in parameters should be the difference, plus or minus of the change. Red for negative, green for positive. There's no point to do that for every stat, like Durability, Item level, or gold value though.

      The Required Strength: 3 thing in orange should probably be in white, because the character DOES meet that stat, it should only be in red if the character does NOT meet the requirement.

    15. Creator Benjamin Alany on October 11, 2013

      I don't really like the way the orcs are presented in this, and I have my doubts about whether you'd have created a race with similar gender discrepancies in ability as well as status if the genders were reversed. It feels like a double standard, and the resemblance to the Drow of the Forgotten Realms is uncomfortably close as well, though it must be said that at least Drow have no real disparity in terms of physical and mental ability, their differences are societal in nature.
      I realize it's fashionable to jump on that particular bandwagon currently, and my opinion may be an unpopular one, but as a backer I have the right to say that I'm not impressed, and will reconsider backing you in the future. With so many projects vying for our attention and dollars these days, it's easy to get lost in the crowd. To me, you just did precisely that. Good day to you.

    16. Creator Kentauroi on October 11, 2013

      Without knowing what each stat does specifically I definitely think it's a nice looking stat system you've got there.

      One thing another person already mentioned is the colored text for the resistances/vitality seems a bit jarring. I'd prefer the normal color with an icon next to it Water resistance is a droplet, vitality is a red cross or maybe a drop of blood, poison is a skull with some green bubbles around it, etc. As long as you don't make the stat icons incredibly abstract like in Dark Souls or Demon's Souls I think that would work a lot better and still be easy to tell which is which at a quick glance.

      I also love the different equipment sets, though I would like to know whether or not the items equipped in your different sets count towards you encumbrance/item limit. It might not make any sense, but I'd be lying if I said my hoarding instincts didn't find the idea of being able to "stash" items by equipping them in a different set appealing.

    17. Creator Stephen Hines on October 11, 2013

      Please, don't hurt us pack rats by reducing our initiative. While it seems realistic, it is an unnecessary punishment for one particular style of play (I need ten sets of armour to cope with different resistances!).

      I also hope you make the stats transparent - some players want to know how they interact, and how they affect various aspects of play. Does perception improve pickpocket skills? What about intelligence? What will happen to my reputation if I am a successful pickpocket (hopefully nothing - but Dragon Age punished me even when I wasn't busted)?

    18. Creator Some Guy on October 11, 2013

      Any chance we can wear more than 1 ring per hand... We got 4 fingers and a thumb per hand... How bout earings? Maybe a skill point that lets you wear more or something. Love the screenshot!

    19. Creator Snowdrift - Feline Weresheep of Sin on October 11, 2013

      @Morrandir - Of the stats you mentioned, Wisdom, to me, seems the most important. Wisdom is what's going to tell a person whether the should do a thing, not simply if they can. I'd refer interested parties to the Panchatantra story of The Lion Makers or even Mary Shelley's Frankenstein.

      Intelligence tells one how to do a thing. Wisdom tells them whether that thing should be done. They are very dissimilar attributes, and, honestly, with the kind of interactions D:OS will have, I'm more than a little surprised not to find Wisdom as a primary stat.

      Perception may allow you to understand that a thing may be a problem - for instance rebuilding a lion or creating the undead; it does not necessarily follow that because you can see a problem, you know what to do with it (intelligence) - or if anything should be done with it (wisdom).

      In the end, Larian, I'd like to make a serious case for Wisdom. It's all well and good to be intelligent enough to use a fireball - it's also important to be wise enough not to use it in the middle of the dried up wheat field.

      I think that Wisdom has a wildly potent effect on conversations, as well. Say an up and coming mage wants to increase their power. They start dabbling in necromancy. Intelligence tells them that seeking out those with power is the way to power.

      Wisdom is the stat that would tell the mage that selling your sister's soul to a demon for greater necromantic powers might have repercussions around the holiday dinner table...

      Wisdom is your friend!

    20. Creator Snowdrift - Feline Weresheep of Sin on October 11, 2013

      I'd like to take a moment to comment regarding Laurens news.


      WOO HOO!

      *Dances in a small, but celebratory, circle*

    21. Creator Damon Lok on October 11, 2013

      I like the look except for the character portraits. Perhaps redo them?

    22. Creator Stefan >> DEXYD << on October 11, 2013

      I'm not a big fan of the coloured "elements" though (shadow, water, fire, ....) It looks like old MSDOS games.......wait a minute...... nahhhhh you wouldn'
      <- prolly should stop drinking for today.
      (but i really dislike the colours though)

    23. Creator wampatan on October 11, 2013

      First of all, my God that screenshot is beautiful! :)

      My comments about the stats window: The defences panel (Slashing, Piercing, Crushing, etc) is denoted with a small shield icon. For consistency, I would suggest icons for every other panel.

      As for the stats themselves, may I suggest that CONSTITUTION contribute to more properties other than just HP and (possibly) poison resistance which is the norm? Maybe have it decrease the amount of damage per DOT during a battle, reduce the likelihood of knockback/knockdown, slow down equipment durability loss, etc?

      And finally... I still cannot believe how beautiful that screenshot is! Can't wait to get my grubby hands on this! :D

    24. Creator bloodraven43 tormented Weresheep on October 11, 2013

      great update cant wait to play d:os

    25. Creator kristen maksuta on October 11, 2013

      I was quite amazed to see that some of the results were 50/50. I mean, 49/51, or 51/49, but exactly 50/50. Although, on a side note, maybe the people voting to ban games like Dragon Commander were just having some fun?

    26. Creator Raze on October 11, 2013

      The roman numerals are for other sections of the stats: abilities, traits and talents. Abilities were shown very briefly in the Q&A (starting about 12:30) and include things like Repair, Lockpicking, Charm, Intimidate and Reason.

    27. Creator alcaray on October 11, 2013

      Your training swords are far too beautiful.

    28. Creator Stabbey on October 11, 2013

      @Morrandir - It's true that there's only one main mental attribute, but given the effects of combing magic spells together, I think that having only one mental attribute will allow for more effective hybrid characters who can use both normal attacks and elemental spells effectively.

    29. Creator Snoo on October 11, 2013

      Yeah the orc stuff is ok, but a little bland, (and as Chapel mentioned similar to Forgotten Realm's Drow race) It needs some spice like:
      False Females, males who pretend to be female to gain power
      Bad birth, If a consort fails to deliver orc babes they die

    30. Creator LordCrash - OD | OOoE | WoOS on October 11, 2013

      Ah right, thanks. :)

    31. Creator avardereng of Sin - DOoD on October 11, 2013

      I like the inventory pages, so if one has to change clothes to be stronger for example against fire, it will be one click. :)
      Yep, willpower would be good so that the character could resist some or all effects from enemy spells.

      That is really cool that we will get the editor with the alpha! Is there a summary somewhere about the cities and lands which will be in DOS? I mean if we can start to make own stories soon, it would be good to know some more about the stuff in the game...

      Last question: is there already a date when you will open the higher design options (ex. Henchman, or create a dialog...) in Vault?

    32. Creator Stabbey on October 11, 2013

      That new GUI looks fantastic.

    33. Creator Veav on October 11, 2013

      Oh... Divinity: Original Sin acronyms to DOS, doesn't it? I saw an update about a DOS editor and flipped my shit. I'm old. :/

    34. Creator Hans Kristian S Gustavsen on October 11, 2013

      Or, rather 6 pages.

    35. Creator Hans Kristian S Gustavsen on October 11, 2013

      @LC, 5 pagews of inventory, the page you see open are "tooltips", info about the stuff he is hovering over.

    36. Creator LordCrash - OD | OOoE | WoOS on October 11, 2013

      Proposition for the comparison of weapons, armor and stuff: colored text would be cool to offer a quick look which stats are better with each weapon. So e.g. green text for the better stats and red text for worse stats. That would seriously lower micromanagment and reinforce convinience and fun imo. :)

    37. Creator T.J. Brumfield on October 11, 2013

      I'd contend that Perception is a bit of a mental attribute as well. Adding an additional Mental attribute though has to be weighed against how many skills or uses the additional attribute will have. If the attribute isn't as useful as others, then it affects balance.

    38. Creator LordCrash - OD | OOoE | WoOS on October 11, 2013

      Each hero has five different sets of gear??? Or what are the Roman numbers for?

    39. Creator LordCrash - OD | OOoE | WoOS on October 11, 2013


      Any update on Kirill and the orchestra soon???

    40. Creator chapel on October 11, 2013

      Why are the Orcs trying to imitate Drows?

    41. Creator Frank Flury on October 11, 2013

      Love the update and the character sheet looks good, but I have one question about it, are those ring, bracelet slots or both? I would like to see the option to wear two of each as I do love stat buffing jewelry.

    42. Creator Morrandir on October 11, 2013

      My thoughts on the primary attributes: I think there's a lack of mental attributes. It's only 1 of 6. What about somethink like Willpower, Charisma or Wisdom? I know that especially the two latter attributes are often discussed and sometimes considered somehow vague, but I think there are a lot of abilities, traits or talents that could be affected by them.
      If you consider "whether or not strength affects the initial opinion somebody has about the player's avatar" (which I really like!), then I think you need at least one primary or secondary attribute that models the thinkgs like the looks, the voice, the stance the avatar has.

    43. Creator LordCrash - OD | OOoE | WoOS on October 11, 2013

      Editor for the alpha!?!?

      YES, that's really great news!

      This game could be up to date for a very long time thanks to your awesome modding support. Can't wait to get my hands on the alpha build tbh.... :-)

    44. Creator JackDandy on October 11, 2013

      It sounds like interacting with the orcs (and orc girls!) will be very entertaining.

    45. Creator Stefan >> DEXYD << on October 11, 2013

      oh and lol at the "lost in translation" jokes

    46. Creator krist2 - Weresheepherder of Original Sin on October 11, 2013

      great update, really nice about the editor! :D

    47. Creator krist2 - Weresheepherder of Original Sin on October 11, 2013

      is that a Futurama reference i'm seeing? :)