Divinity: Original Sin 2 introduced many memorable systems, but its armor mechanics stand out as genuinely exceptional and, sadly, quite unique in the RPG landscape. The game’s approach to armor goes beyond the usual numbers in a stats sheet. It breaks down defense into two distinct pools: physical armor and magical armor. This duality creates a strategic depth most RPGs simply don’t bother to explore.
Instead of just shrugging off damage, your characters’ armor serves as a buffer that absorbs hits before their health ever comes into play. What makes it clever is how different attack types interact with each type of armor. Physical damage chips away at physical armor, while magical attacks eat through magical armor. When one is broken, the attacker can start damaging the character’s health directly, adding a tactical layer to combat. It encourages players to consider the nature of their attacks and enemy defenses, rather than just throwing numbers at health bars mindlessly.
What really elevates the system is its synergy with the environment and status effects. Burning magic armor, or poison corroding physical armor, adds another level of interplay between elements and protection that few games even attempt. It supports diverse playstyles and rewards careful planning more than brute force. In an era where many RPGs settle for basic armor subsystems, Divinity: Original Sin 2 feels like a rare gem.
Unfortunately, it seems unlikely we’ll see this caliber of armor system replicated anytime soon. Developers tend to favor more straightforward, familiar mechanics that are easier to design around and explain. It’s a shame because systems like this offer real innovation in combat design and player choice. Divinity: Original Sin 2’s armor system isn’t flashy or flashy, but it’s one of those quietly brilliant features that elevate the entire gameplay experience. For fans of tactical RPGs, it’s the kind of detail that keeps the game fresh with every playthrough.
We may never get another armor system quite like this, but its impact remains a high point in RPG design that others would do well to study.
Source: pcgamer.com




