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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRODUCTION | CHARACTERS | COMBAT RULES | AREAS
About the Walkthrough | About the Maps | About the Author
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General Guidelines:   Character Planning  |  Skills Planning  |  Resting or No Resting
Good Party (Core):   Alliria  |  Aloth  |  Eder  |  Pallegina  |  Mirke
Good Party (Ship):   Xoti  |  Serafen  |  Ydwin  |  Fassina  |  Konstanten  |  Rekke
Evil Party (Core):   Zarathos  |  Xoti  |  Mirke  |  Tekehu  |  Ydwin
Evil Party (Ship):   Aloth  |  Eder  |  Serafen  |  Maia  |  Konstanten  |  Rekke

ALOTH, M ELF SPELLBLADE (ROGUE / WIZARD)

Aloth

Stats

Abilities

1st Level - Crippling Strike: A starting ability by default.

Minoletta's Minor Missiles: A starting ability by default.

2nd Level - Backstab: He'll be able to use Ranged Attacks for +100% Damage as long he's within 2m or less. And he can set it up either with the Eye of Wael Scepter, or his next ability ...

3rd Level - Escape: A teleport ability is handy to have for a glass cannon like a Spellblade. It also briefly confers Invisibility, which in turn enables Backstabs.

4th Level - Dirty Fighting: A passive ability that grants a 15% chance of converting Hits to Critical Hits.

Infused with Vital Essence: It instantly adds +5 to both Constitution and Intellect, and has a quite significant duration. It's pretty much the first spell almost every Wizard has to cast first, as the Intellect bonus will increase the duration of any buff thereafter, as well as the duration of any other spell. The bonus to Constitution will be welcome for any Wizard multi-class that includes martial abilities as well. Aloth selects it on level-up because it won't be available in his future Grimoire of choice, Arkemyr's Grimoire.

5th Level - Two Weapon Style: He'll benefit from the +20% Action Speed as he'll be either attacking with a pair of Scepters, or a Scepter in one hand and Kalakoth's Minor Blights from the other.

6th Level - Merciless Gaze: It's a spell that converts 15% of Hits to Critical Hits, and lasts a long time. I select it during level-up because it won't be available in Arkemyr's Grimoire.

7th Level - Debilitating Strikes: It upgrades Crippling Strike so that it also applies the Distracted Affliction to targets in addition to the Hobbled Affliction. It's a good upgrade to take if the Rogue also doesn't have Persistent Distraction (which would mean redundancy). It's a very cost-effective way to apply two Afflictions on enemy strikes, as using the ability will still only use one Guile. And it will also help set up the damage bonuses that will be provided by Deathblows.

Kalakoth's Minor Blights: It provides a single-hand weapon that inflicts ranged elemental damage (rotating through various types during its duration) on enemies in an area-of-effect. And as a weapon attack, that means bonuses like Sneak Attack and Deathblows and Backstab can come into play against multiple targets. The point of eventually having the Eye of Wael in the off-hand is that it can trigger Invisibility from the off-hand, and that in turn means the Blights can score Backstab damage on multiple targets.

8th Level - Combat Focus: Concentration is always good for a spellcaster with lengthy casting times, and that includes Wizards when they cast their offensive spells.

9th Level - Bull's Will: Many of his activated abilities will come through his Grimoire. And that means I can place a lot of emphasis on passives. So I start to accrue the ones that provide bonuses to Defenses, starting with this one that raises Will by +10.

10th Level - Adept Evasion: It reduces any Graze on an attack against his Reflexes to a Miss.

Snake's Reflexes: Adds +10 to Reflexes, and it will augment Adept Evasion by increasing the probability that attacks against Reflexes will be reduced to Grazes, and in turn a further reduction to Misses.

11th Level - Shadow Step: It will enhance his Escape ability in that he'll go Invisible and thus be able to use Backstab on his next attack, but that next attack will now also Paralyze. And that can mean Paralysis on multiple targets should he have Kalakoth's Minor Blights in place as his primary weapon.

12th Level - Bear's Fortitude: Rounding out Aloth's accumulation of passives that improve his Defenses.

13th Level - Deep Wounds: It adds extra Raw Damage over time to all of his weapon attacks. And that includes multiple enemies struck by Kalakoth's Minor Blights.

Rapid Casting: Several of his spells, especially his offensive ones, will have significant casting times so this passive will definitely be a welcome addition.

14th Level - Tough: More Health is always a good thing. And in this instance, it helps a glass cannon be a little less fragile.

15th Level - Farcasting: It can be useful to increase the casting range of some of his spells, like Call to Slumber and Gaze of the Adragan.

16th Level - Improved Critical: It improves Critical Hit Damage by 10%. It's an obvious choice for a Spellblade who has other abilities like Dirty Fighting and Merciless Gaze that improve the chances of scoring Critical Hits.

Spell Resistance: It provides a 10% chance of avoiding the effects of any spell outright.

17th Level - Martial Caster: It helps him summon Kalakoth's Minor Blights a little faster.

18th Level - Quick Summoning: It helps him summon either his Essential Phantom or his Substantial Phantom a little faster.

19th Level - Deathblows: It adds 50% Damage to his weapon attacks to targets that have two or more Afflictions. His own Debilitating Strikes and Shadow Step powers, as well as his spells, allow him to place Afflictions on his targets directly, as does the Shrouded Strike Power from his Eye of Wael Scepter. Other party members also have methods of forcing Afflictions on enemies during ship combat.

Wall of Draining: A wall that drains enemies of their beneficial effects, and adds the equivalent amount of time to extend the caster's beneficial effects. A well-placed Wall of Draining can extend Aloth's buffs to easily last the whole fight.

20th Level - Uncanny Luck: The 5% chance to avoid any attack and the 5% chance to convert a Hit to a Critical Hit are by now sugar on top in addition to everything else he can do.

Inventory

Aloth (Evil)Current's Rush: Found at #12 in The Drowned Kingdom. The goal and preference is for Aloth to be using Kalakoth's Minor Blights as his main-hand weapon. But the computer AI for ship battles can be unpredictable or unreliable. So this Scepter provides a worthy stand-in until he gets around to summoning his Blights. And it also takes advantage of the Destructive Channeling modal, same as The Eye of Wael. I enchant it with High Tide, which gives the area-of-effect attack the ability to Immobilize (-5 Dexterity, cannot move). And that can improve the chances of Deathblows coming into play.

The Eye of Wael: Obtained from a pedestal at #4 in the Hall of the Unseen. It's an ideal off-weapon for a ranged Spellblade. Taking up only the off-hand means that the primary attacking hand is free for Kalakoth's Minor Blights. The Scepter itself has a 10% chance of making its wielder go Invisible for 8 sec on scoring a Critical Hit. And for a Spellblade with the Backstab talent, and Kalakoth's Minor Blights in his primary hand, that means an opportunity to hurl the Blight with Backstab's 100% bonus to damage against multiple enemies in an area-of-effect. I enchant it with The Hundred Visions, which provides a +2 bonus to Illusion spells. And a lot of Aloth's spells are going to be from the Illusion school. I also enchant it with Shrouded Strike, which has a 10% chance of causing a random Affliction on scoring a Critical Hit. It's an easy choice over Lidless Gaze, which is a per Rest power.

Arkemyr's Grimoire: Obtained by killing Arkemyr in his Manor. It has plenty of Illusion spells like Ryngrim's Repulsive Visage, Llengrath's Displaced Image and Arkemyr's Wondrous Torment that will benefit from the bonus Illusion Power Levels provided by his Whitewitch Mask and The Eye of Wael. That also includes Arkemyr's Brilliant Departure, which both hits enemies with the Confused Affliction but also turns him Invisible. And the Invisibility in turn allows him to use Backstab. I preferred it to the similar and more immediately available Arkemyr's Illuminating Discoveries for a couple of reasons. One, Arkemyr's Illuminating Discoveries has Llengrath's Warding Staff in it. I don't want Aloth to use any summoned weapon besides Kalakoth's Minor Blights, which has the advantage of leaving the The Eye of Wael in his off-hand. Llengrath's Warding Staff also has the additional annoyance of knocking everyone back friend and foe alike when it is first cast. The other reason is that Arkemyr's Grimoire has Arcane Veil, which is one of the best Deflection-enhancing spells in the game.

Whitewitch Mask: Purchased from the Spindle Man at #13 in Delver's Row. The key point is to add +1 to his Illusion Power Levels, and most of his spells will be Illusions.

Strand of Favor: Obtained by killing Suugan in the Lighthouse. The +1 Intellect is welcome for any Wizard. The bonus to beneficial effect duration will prolong buffs like Infuse with Vital Essence, Arcane Veil and Llengrath's Displaced Image. The decrease in duration of hostile effects is a welcome benefit as well.

Shroud of the Phantasm: In a debris pile at #3 in Bekarna's Observatory. If he has Infuse with Vital Essence in place, it will trigger the +10% Action Speed with spells provided by this cloak. If the 1% chance of triggering the Brilliant Inspiration (+5 Intellect, +1 Power Levels, +1 Class Resource per 6 sec) happens, that's sugar on top.

Aloth's Leather Armor: Part of his starting equipment. The key benefit is the +15% area of effect, which not only expands the area-of-effect for a lot of his offensive spells, but also for his Kalakoth's Minor Blights when he throws them.

Gauntlets of Accuracy: Obtained after defeating the Woedican Agents in Neketaka. More Accuracy means not only increased damage with his offensive spells and effects, but also increased probability of Afflictions and other debuffing status effects that are caused by his spells.

Voidward: Purchased from Dimessa in The Treasure Trove, the entrance to which is at #10 in Radiant Court. I have him turn on the Destructive Channeling modal. It increases Damage inflicted by Scepters, but itself inflicts Raw Damage on the wielder with each attack. The ring will reduce that Raw Damage penalty.

Ring of Overseeing: Purchased from Tiabo at #5 in The Sacred Stair. It will expand the area of effect of a lot of his spells, but also his Kalakoth's Minor Blights.

Girdle of Mortal Protection: A reward for completing the Eulogy for the Dead Quest. The +2 bonus to Constitution, and 15% chance to reduce Critical Hits to Hits, will improve his resiliency somewhat.

Boots of Evasion: Purchased from No-Nut Ned at #6 in Fort Deadlight. The simple idea is that the +8 bonus to Reflexes will augment his use of Adept Evasion when he gets that ability.

Improvements: If you were to design the character yourself, Illusionist for the +2 Illusion Power Levels would be the choice for the Wizard half of this Spellblade multi-class. Assassin would be the choice for the Rogue half of the multi-class as attacks from Stealth enjoy +4 Penetration, +25 Accuracy and +50% Critical Hit Damage. The penalty would be +15% Damage taken, making the build even more of a glass cannon. It can be fun to play, but you'd need to be very careful and precise if you want to play something like this as your Watcher.



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