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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRO & ABOUT | CHARACTERS | COMBAT AND RULES | ITEMS | SHIPS
Quests | Areas | Mega Bosses
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Combat and Rules: Attributes and Status Effects | Attack and Defense | Injuries | Stacking

ATTRIBUTES AND STATUS EFFECTS

Attributes

Here's what 1 point above 10 does for each Attribute:

Might - +3% Damage and Healing, +2 Fortitude.

Constitution - +5% Health, +2 Fortitude.

Dexterity - +3% Action Speed, +4% Stride, +2 Reflexes.

Perception - +1 Accuracy, +2 Reflexes.

Intellect - +10% area of effect, +5% Duration, +2 Will.

Resolve - +1 Deflection, -5% Hostile Effect Duration, +2 Will.

If an Attribute is below 10, the effects mirror what is described above but as penalties. So for example, a Perception score of 9 means a -1 penalty to Accuracy and -2 to Reflexes.

Attributes can be lowered by Afflictions, and increased by Inspirations. Afflictions and Inspirations are not the only way to raise or lower Attributes, but they are the typical methods of doing so. Several Afflictions and Inspirations also have additional effects besides what they do to Attributes.

Afflictions

Afflictions for the most part come in three tiers, according to how serious their effects are on their victims. If a character or enemy gets hit by more than one Affliction that lowers the same Attribute (e.g., Resolve), the higher-tier Affliction takes priority and it is what affects the victim until it expires. If the lower-tier Affliction had a longer duration than the higher-tier Affliction, the lower-tier Affliction will be what affects the victim after the higher-tier Affliction expires. All Afflictions render a victim vulnerable to Sneak Attack damage from a Rogue.

Tier 1 Might Affliction - Staggered: -5 Might, cannot Engage.

Tier 2 Might Affliction - Dazed: -5 Might, cannot Engage, - 4 Penetration.

Tier 3 Might Affliction - Stunned: -5 Might, cannot Engage, -4 Penetration, -10 Deflection, cannot take any actions.

Tier 1 Constitution Affliction - Sickened: -5 Constitution, -25% Healing Received.

Tier 2 Constitution Affliction - Weakened: -5 Constitution, -50% Healing Received.

Tier 3 Constitution Affliction - Enfeebled: -5 Constitution, -75% Healing Received, +50% Hostile Effect Duration.

Tier 1 Dexterity Affliction - Hobbled: -5 Dexterity, cannot run.

Tier 2 Dexterity Affliction - Immobilized: -5 Dexterity, cannot move.

Tier 3 Dexterity Affliction - Paralyzed: -5 Dexterity, cannot move or take any actions, 25% chance of Hit received being converted to a Critical Hit.

Tier 4 Dexterity Affliction - Petrified: Same as Paralyzed, but victim also changes color.

Tier 1 Perception Affliction - Distracted: -5 Perception, Flanked (-1 Armor Rating, -10 Deflection).

Tier 2 Perception Affliction - Distracted: -5 Perception, Flanked (-1 Armor Rating, -10 Deflection), +50% Recovery Time.

Tier 3 Perception Affliction - Blinded: -5 Perception, Flanked (-1 Armor Rating, -10 Deflection), +50% Recovery, -10 Accuracy, cannot use or be affected by Gaze Attacks (e.g., Gaze of the Adragan).

Tier 1 Intellect Affliction - Confused: -5 Intellect, attacks that normally avoid friendly fire now affect allies and enemies alike.

Tier 2 Intellect Affliction - Charmed: -5 Intellect, will attack allies but can only use basic auto-attacks.

Tier 3 Intellect Affliction - Dominated: -5 Intellect, will attack allies with any and all abilities at its disposal.

Tier 1 Resolve Affliction - Shaken: -5 Resolve, -3 Power Levels.

Tier 2 Resolve Affliction - Frightened: -5 Resolve, -3 Power Levels, cannot use activated spells or abilities.

Tier 3 Resolve Affliction - Terrified: -5 Resolve, -3 Power Levels, cannot take any other action than to flee.

Resistances (and Immunities): Some class abilities and items provide what is called Resistance to a particular kind of Affliction. What that means is that the Resistance will downgrade a higher-tier Affliction to an Affliction that is one tier lower. So for example, the Fighter's Fearless passive ability provides Resistance to Resolve Afflictions. If the Fighter is Hit with an ability that causes Terrified, the Resistance to Resolve Afflictions will reduce it to Frightened. That also means that Resistance will confer immunity to the tier-1 Affliction. So going back to the Fighter's Fearless passive, it will confer the Fighter with complete immunity to any abilities that cause the Shaken Affliction.

You cannot stack Resistances of the same type together. If you have more than one item or class ability that provides the same type of Resistance, it will still only result in a downgrading of the Affliction by one-tier.

Some abilities, such as the Wizard spell called Gaze of the Adragan or the Druid spell Embrace of the Earth Talon can Petrify their targets. Petrification is effectively the one Affliction that operates as a fourth-tier. Even if the target has Resistance to Dexterity Afflictions, it can still Paralyze (instead of Petrify) the target.

If an ability or item is described as providing Immunity (instead of Resistance) to Afflictions of a certain type, than it does exactly what it says. The character will be completely immune to Afflictions of that type of any tier.

Inspirations

Inspirations likewise come in three tiers, according to the extent of the benefits they provide to their recipients. And likewise a higher-tier Inspiration will take priority over a lower-tier Inspiration if both are affecting the same character.

Tier 1 Might Inspiration - Strong: +5 Might.

Tier 2 Might Inspiration - Tenacious: +5 Might, +2 Penetration.

Tier 3 Might Inspiration - Energized: +5 Might, +2 Penetration, Critical Hits will Interrupt the target.

Tier 1 Constitution Inspiration - Fit: +5 Constitution.

Tier 2 Constitution Inspiration - Hardy: +5 Constitution, +2 Armor Rating.

Tier 3 Constitution Inspiration - Robust: +5 Constitution, +2 Armor Rating, +10 Health every 3 sec.

Tier 1 Dexterity Inspiration - Quick: +5 Dexterity.

Tier 2 Dexterity Inspiration - Nimble: +5 Dexterity, +100% Stride.

Tier 3 Dexterity Inspiration - Swift: +5 Dexterity, +100% Stride, immunity to being Engaged.

Tier 1 Perception Inspiration - Insightful: +5 Perception.

Tier 2 Perception Inspiration - Aware: +5 Perception, 50% chance of Graze being converted to Hit.

Tier 3 Perception Inspiration - Insightful: +5 Perception, 50% chance of Graze being converted to Hit, 25% chance of Hit being converted to Critical Hit.

Tier 1 Intellect Inspiration - Smart: +5 Intellect.

Tier 2 Intellect Inspiration - Acute: +5 Intellect, +1 Power Levels.

Tier 3 Intellect Inspiration - Brilliant: +5 Intellect, +1 Power Levels, regain 1 spell or 1 class resource every 6 sec.

Tier 1 Resolve Inspiration - Steadfast: +5 Resolve.

Tier 2 Resolve Inspiration - Resolute: +5 Resolve, add 1 Concentration every 6 sec.

Tier 3 Resolve Inspiration - Courageous: +5 Resolve, immunity to Interrupt.

Interaction with Afflictions: If an Inspiration and an Affliction tied to the same Attribute affect the same character or enemy, they cancel each other out. Neither will have their positive or negative effects on the recipient. The tiers of either will not matter. A lower-tier Affliction will cancel out a higher-tier Inspiration, and a lower-tier Inspiration will cancel out a higher-tier Affliction.

Curses

Curses are caused by getting too close to Sigils. Using a Wardstone will both remove any curses caused by a Sigil that the Wardstone is attuned for (e.g., use a Wardstone of Atrophy for Curses of Atrophy) and prevent any future curses of that type until you Rest. The following Curses can be caused by Sigils:

Curse of Atrophy: -2 Might (stacks 5 times).

Curse of Darkness: -5 Accuracy (stacks 5 times).

Curse of Mortality: - Applies Gaping Wound Injury. Stacks until victim dies from four Injuries or more.

Curse of Nightmares: -2 Resolve for 30 sec when Damaged (stacks 15 times).

Curse of Pain: +5% Damage Received (stacks 5 times).

Other Status Effects

Flanked: -10 Deflection, -1 Armor Rating. Besides the Perception Afflictions, the Cipher's Phantom Foes will cause multiple enemies to become Flanked. You can also make a target Flanked by threatening it in melee with two characters who are at about 75° apart while both attacking the target.

Prone: Basically means the target is knocked off its feet. The animation for the target to get back up takes 3 sec. The Wizard's Call to Slumber spell can leave its targets Prone for a considerable period of time before the target can begin the 3 sec animation to get back up. It also provides an alternative way of disrupting an enemy's use of activated abilities that does not require checking Interrupt against Concentration.

Unconscious: A character that is reduced to 0 Health, assuming that character had less than three Injuries beforehand, is not dead but knocked unconscious. But getting knocked unconscious itself adds an Injury to the character. If getting knocked out means that the character has a total of four Injuries, that is when the character dies permanently. Some Priest or Druid spells, and some Paladin abilities, can bring an Unconscious character back up. How much Health the character regains depends on the specific ability being used. And yes, It is possible for a character to get more than one Injury in the same fight as a result.


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