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Character Creation
Disco Elysium

Character Creation

Learn about Disco Elysium character creation, including attributes, skills, archetypes, and the Thought Cabinet. Distribute 12 attribute points or choose an archetype.

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Learn about Disco Elysium character creation, including attributes, skills, archetypes, and the Thought Cabinet. Distribute 12 attribute points or choose an archetype.

Attributes

You have four primary attributes: Intellect (reasoning), Psyche (intuition and emotional intelligence), Physique (strength and physical presence), and Motorics (coordination and agility). Each attribute governs six skills. You start with 12 attribute points, with a maximum of 6 points allowed per attribute. Alternatively, you can select an Archetype to streamline creation.

  • Intellect (INT): Governs Logic, Encyclopedia, Rhetoric, Drama, Conceptualization, and Visual Calculus.
  • Psyche (PSY): Governs Volition, Inland Empire, Empathy, Authority, Esprit de Corps, and Suggestion.
  • Physique (FYS): Governs Endurance, Pain Threshold, Physical Instrument, Electrochemistry, Shivers, and Half Light.
  • Motorics (MOT): Governs Hand / Eye Coordination, Perception, Reaction Speed, Savoir Faire, Interfacing, and Composure.

Archetypes

Instead of distributing points, you can choose an Archetype:

  • Thinker: 5 INT, 1 PSY, 2 FYS, 4 MOT. Signature Skill: Encyclopedia. This archetype results in low Health and dangerously low Morale.
  • Sensitive: 1 INT, 5 PSY, 4 FYS, 2 MOT. Signature Skill: Inland Empire.
  • Physical: 1 INT, 2 PSY, 5 FYS, 4 MOT. Signature Skill: Hand / Eye Coordination.

Skills

There are 24 skills in total, six for each attribute. The initial skill value equals the governing attribute's value. Your chosen Signature Skill receives a +1 bonus. When you level up, you can buy additional skill points, up to a maximum equal to the governing attribute's value (the learning cap). This learning cap can be increased by drugs, thoughts, or your Signature Skill choice, which also increases the learning cap for all skills of its governing attribute.

Passive Skill Checks

Most skill checks happen automatically. If your skill level is too low, you won't see the result or will automatically fail.

  • Trivial: 0
  • Easy: 2
  • Medium: 4
  • Challenging: 6
  • Formidable: 7
  • Legendary: 8
  • Heroic: 9
  • Godly: 10
  • Impossible: 12

Active Skill Checks

Active skill checks have a variable success rate. Your skill value is added to any bonuses and a 2d6 roll. If the total equals or exceeds the required value, the check succeeds. A roll of 2 always fails, and a roll of 12 always succeeds.

  • White Checks: Become locked on failure. Investing a point in the skill allows retries, and they can sometimes be unlocked by other means.
  • Red Checks: One-time only. Failing a red check may have consequences, such as allowing you to invent your own name, which can unlock beneficial thoughts.

Thought Cabinet

The Thought Cabinet allows you to internalize thoughts. While

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