Deities

Disposition gain[]

Dispositions increases primarily through actions or deeds. Each Disposition contains three ranks or titles, which reflect how the character has consistently presented themselves over time. They are tracked separately; gaining points in one disposition will not affect the rest.

You need a specific amount of points to reach each rank.

  • In Pillars of Eternity — Minor options give 1 point, Average 3, and Major 7.
  • In Pillars of Eternity II: Deadfire — Minor options give 1 point, Average 4, and Major 8.
Points required for rank
None Rank 1 Rank 2 Rank 3 Rank 4
Pillars of Eternity 0 or less 1 to 24 25 to 49 50 to 74 75 or more
Pillars of Eternity II: Deadfire 3 or less 4 to 11 12 to 24 25 to 44 45 or more
The values in this table are inclusive, meaning that if you have 25 disposition points in poe1, your rank will be 2

Loot[]

Upper level

Debris:

  • Random «medium» weapon
  • Random gem
  • ()

Debris:

  • Random «large» weapon
  • Random gem
  • ()

Debris:

  • Random «small» weapon
  • Random gem
  • ()

Corpse (Byne «The Nimble»):

  • Fine Sabre
  • Random currency
  • Random food/drug/potion/lockpick/gem
  • ()

Corpse (Bandon Leer):

  • Helm
  • Random currency
  • Random drug/food/lockpick
  • ()

Corpse (Urblat «The Ripper»):

  • Mail Armor
  • Random currency
  • Random drug/food/lockpick
  • ()

Corpse (Azrael Stonebelly):

  • Grimoire
  • Random currency
  • Random food/drug/potion/lockpick/gem
  • ()

Corpse (Hannah Cade):

  • War Hammer
  • Random currency
  • Random food/drug/potion/lockpick/gem
  • ()

Corpse (Nok-thar):

  • Quarterstaff
  • Random currency
  • Random drug/food/lockpick
  • ()

Web Sac:

  • Quarterstaff
  • Random armor
  • Random gem
  • ()

Web Sac (Hidden, Difficulty 6):

  • 112x Adra Enîach
  • Random accessory
  • Random gem
  • ()

Sarcophagus:

  • Cladhalíath
  • Ancient Engwithan Weapons

Lower level

Sarcophagus (Trapped, Freezing Pillar Trap, Difficulty 7 / Hidden — Difficulty 6):

  • Random accessory
  • Random gem
  • ()

Vase:

  • Random armor
  • Random gem
  • ()

Container:

  • Random accessory
  • Random gem
  • ()

Overview[]

The player’s overall behavior impacts how the world views them. There is no overt morality or judgment associated to these traits. In other words, a «good» character can get in as much trouble as a «bad» character depending on the type of person they engage with at any given time. Personalities are also not one-dimensional. A player known for their honesty might also develop a reputation of eerie stoicism. Non-player characters may act in ways that reflect how they feel about the player. This can encompass anything from giving gifts to attacking on sight.

There are ten different personality types available at the player’s discretion, based on their actions or deeds. The type of personality a player has cultivated is visible on the character sheet. By default dialogue options that will impact your dispositions will be tagged with the relevant personality type in front of reply text (e.g. your aggressive reply). Those indications can be turned off in game modes and are always off when playing in Expert Mode.

Compared to party reputations system for individual communities/factions, fewer people respond to the player dispositions, and only specifically when they particularly care about that kind of reputation. But they tend to have a stronger reaction and allow individual characters to express a personal stance that reflects something contrary to their faction.

Example: If you save a village by brutalizing the bandits, torturing their accomplices, and executing their leader after he begs for mercy, you will probably be well-liked by most people in the village (positive village rep) but will also earn a separate reputation for being cruel and merciless. The high priest at the temple of the mercy god in the same village won’t like you.

Player dispositions affect how people talk to you or treat you as person, often outside of the context of you making those individual choices.

Example: An NPC might meet you and invite you to a party based on your reputation for wit (even if you’re not being particularly witty at the moment). Another person might balk at involving you in a discussion of faith because they assume, based on your reputation, that you’re a clown who can’t take anything seriously.

People will react to you in beneficial and detrimental ways based on your personality reputations, but they will only react to one specific reputation. If you have a few personality reputation at moderate levels, you will get reactions based on those moderate levels, spread out, but will not get reactions that require a high level in a reputation. It’s possible to have points in every reputation, but it’s unlikely that more than a handful of reputations would be high enough to let many NPCs react to them.

List of grimoires[]

Icon Name Max level Location Spells
Aloth’s Grimoire 1
Apprentice’s Tome 6
Arcanist’s Treatise 6
Azrael’s Grimoire 3
Battle-worn Grimoire 5
Battle-worn Grimoire (Crägholdt) 6
Battlemage Grimoire 5
Blood-soaked Grimoire 3
Blood-spattered Grimoire 5
Death Guard’s Grimoire 1
Dwarven Tome 7
Elvara’s Grimoire 4
Embossed Grimoire 3
  • Dropped by A’lau on the second floor of Doemenel Manor in Brackenbury.
  • Dropped by wizard accompanying Danna during the At All Costs quest (in Copperlane or Ondra’s Gift).
Faded Grimoire 3
Falanroed’s Grimoire 6
Gilt Grimoire 5
Glasvahl’s Grimoire 6
Grimoire (Backer Beta 1) 2
Grimoire (Backer Beta 2) 3
Grimoire (Pillars of Eternity) 3
Grimoire of a Dozens Wizard 3
Grimoire of the Elements 6
  • Dropped by High Arcanist Ysly during her bounty
  • Loot from a Mercenary Warmage in Crägholdt Bluffs
Grimoire of the Secret Order 3
  • Can be looted from Woedica cultists in the Temple of Woedica under First Fires, accessible from the Copperlane Catacombs
  • Can be looted from a Leaden Key Agent (Wizard) during an invasion at Caed Nua
Grimoire of the Tides 7
Harkeen’s Grimoire 4
Helig’s Grimoire 3
Iben’s Grimoire 2
Iron-bound Grimoire 3
Leaden Key Wizard Grimoire 4
Llengrath’s Grimoire 8
Looter’s Spellguide 6
Ludrana’s Grimoire 2
Maerwald’s Grimoire 3
Mercenary’s Grimoire 2
Mildewed Grimoire 3
Minoletta’s Grimoire 6
Ninagauth’s Black Pages 7
Novice’s Grimoire 3
Nyrid’s Grimoire 3
Osrya’s Grimoire 3
Pale Elf Wizard’s Grimoire (level 10) 5
Pale Elf Wizard’s Grimoire (level 5) 4
Pale Elf Wizard’s Grimoire (level 8) 3
Pelden’s Grimoire 7
Rinatto’s Grimoire 4
Sabel’s Grimoire 6
Sapper’s Tome 5
Singed Grimoire 6
  • Looted from Ondra’s Spellweaver in Stalwart’s Temple of Ondra
  • Looted from a Mercenary Wizard who’s with Urthal, north of Galvino’s Cabin in Durgan’s Battery (exterior).
Sorcerer’s Volume 6
Spellwright’s Tome 2
Surica’s Grimoire 3
The Ironclasped 7
The Leaves of Essence 6
Uariki’s Grimoire 7
Warlock’s Codex 5
Waterlogged Grimoire 3
Weathered Grimoire 5
  • Can be looted from Outlaw Wizard located at Magran’s Fork during the task Bounty: Sly Cyrdel.
  • Loot from a Slaked Skull Wizard at Durgan’s Battery during the task Bounty: Meztla.
  • Multiple copies can be looted from the members of the Old Dunryd Hunting Lodge in Russetwood during Bounty: Laenric.
  • Loot from another Outlaw Wizard at Durgan’s Battery during Risk Tolerance.
Willbreaker 6
Winters’ Woes 6

Usage[]

Wizards can only cast the spells which are listed in the currently equipped grimoire, and a single grimoire can only hold four spells of each level. For any given spell level, wizards have potential access to more spells than any other caster class, but their access at any particular moment is always limited by their current grimoire. You can switch between grimoires during combat, but doing so disables spellcasting for a short while. You can rearrange your spells/grimoires whenever you like (outside of combat) and once you have learned a spell, it’s available to use in as many grimoires as you’d like.

If Wizards come across a spell in an enemy’s grimoire, they can choose to learn that spell for the cost (in copper pieces) required to research it. However spells learned this way cannot be used if they are beyond the wizards current ability level. Wizards also learn one or two new spells when they gain a level, but they can’t choose to learn unique spells on level up.

Interactions[]

This character is involved in quests.

Quests

A Voice from the Past: A man name Dalton believes he can hear the screams of his lost love, Rowyna, from the Catacombs. This turns out to be true, and Helig can be found in the catacombs along with several Revenants. Helig will agree to give the player Rowyna’s amulet if they take back Helig’s grimoire from Moedred. The player will then be given a key which Helig says unlocks a chest in Moedred’s lab. It turns out that Helig’s request is a complete fabrication, and Moedred does not even know that Helig is still operating under Defiance Bay. He will request that The Watcher kill Helig for his various crimes. If the chest is opened, a wicht will pop out and kill Moedred. If Helig’s request was fulfilled, he will give the player the Soulward Amulet. Otherwise, he will attack, and will need to be killed to recover the amulet.

References[]

  1. The texture used for the model is actually a map of the northern hemisphere of Earth.
  2. Update #78: The Leaders of the Band: Chanters and Priests
  3. J.E. Sawyer : «PoE1: The wheel is a natural/metaphysical phenomenon that pre-dates the Engwithans. PoE2: The wheel is a physical machine that was created by the Engwithans. Please tell me this discrepancy will at least be addressed in a DLC or sequel!
    That is not what is said in Deadfire, though ambiguity (and the potential to miss a few key lines from Berath) caused some players to infer that. Content in the DLCs has clarified this more.
    Deadfire spoilers follow.
    The Wheel is a natural phenomenon that was regulated so heavily by the Engwithans that the destruction of the regulating machines does not return it to its natural state, but leaves it effectively broken. Berath uses the analogy of a river that has been so extensively dammed for so long that removing the dams cannot possibly restore the river’s original, natural flow. I.e., the machines at Ukaizo are now (at the time of Deadfire) integral to the Wheel’s process of taking souls into the Beyond. When they are broken, the natural process cannot resume on its own because it has been subverted for over two thousand years.»
  4. ↑ Forum post by Josh Sawyer
  5. Tides and Moons: A Natural Historian’s Account
  6. Forgotten Tear of the Beloved
  7. Update #20: Lore Tidbits, Campaign Almanac, Big Ol’ Stretch Goals, and… Environment Screenshot!
  8. Forum post by Josh Sawyer

Cult[]

The cult of Ondra takes on many forms, the most noticeable of which are Ondra’s Giftbearers. They are a group which collects trinkets, love notes, and other objects from people that live far from the sea in exchange for a small fee. These objects are then cast into the ocean or dropped in a particularly deep spot during a special ceremony. There have been some cases of Giftbearers abusing their responsibility, which led to them being mistrusted or even attacked in some areas.

Of note is the secretive Abbey of the Fallen Moon, a remote cloister in the White March. Unknown to all but the highest ranking members of the cult and Giftbearers, it is built around the corpse of Abydon, the smithing god. It houses both the Salt Well, where the greatest burdens are forgotten, and the orders of High and Low Tides: the most revered ranks of Ondra’s faithful, dedicated to memory and forgetting. The order of the High Tide is responsible for the day-to-day operations and defense of the Abbey, as well as preparing for the Low Tide’s vows. The Low Tide is composed of Giftbearers who inhabit the Halls of Silence beneath the Abbey, where they submit to slow erasure of memory. Ultimately, they are sacrificed in the ritual of the Rising, where the Tidecaster selected by the Conclave arrives to drown them all and allow members of the High Tide to take the vows and inhabit the Halls below. Notably, many members of the Low Tide later regret their choices and the slow disintegration of their minds. Thus, the ritual is designed to prevent them from ever leaving the confines of the Abbey and revealing their secrets to the world beyond.

Rituals

The ritual of sprinkling holy water is one of the most important traditions in the Ondrite church. For Ondra’s followers, it signifies not only a sanctifying of the church, but the actual presence of the Lady of Lament herself. All Ondrite holy water comes from the ocean, and those pilgrims who convey the water from the sea are held in great esteem among Ondra’s faithful.

Development[]

Obsidian chose to use a crowd funding model for Project Eternity instead of the traditional developer/publisher arrangement, since trying to get funding for a traditional fantasy RPG through a traditional publisher would be next to impossible. On 16 October 2012, Project Eternity’s funding campaign concluded with a total of $3,986,929. The Project was tentatively scheduled to be released in Quartal 4, 2014. On December 10, 2013, Obsidian announced that the official title for the game will be Pillars of Eternity, dropping the working title Project Eternity.

In March 2014, it was announced that Paradox Interactive will publish the game. They will handle the fulfillment and distribution of the physical copies of the game along with the physical rewards from the Kickstarter campaign, as well as the localization for foreign languages. They will also be offering Quality Assurance Testing for the title. (Obsidian retains the rights to the IP)

Background[]

Pillars of Eternity

An emaciated figure hunches over a stack of books. As you enter the room, it rises, and you feel as though you can see each rib and vertebrae shift into place beneath a pale film of flesh.

It turns, twisting wasted skin and tendons around its bones. Two eyes burn from its angular, shrunken face.

Concelhaut is one of the most powerful mages on Eora, who has spent a lifetime studying magic and inventing new spells (the list includes Concelhaut’s Corrosive Siphon, Concelhaut’s Parasitic Staff, Concelhaut’s Draining Touch, Concelhaut’s Crushing Doom, and Concelhaut’s Draining Missiles), and then extended it by pouring his soul into a phylactery to extend life and knowledge. His apprentices spend years in their laboratories, toiling over new enchantments for the privilege of learning at his feet, further enhancing his potential.

Concelhaut is a longtime rival of Llengrath and other archmages (Ninagauth, Minoletta, Kalakoth and Citzal) who try or have tried to take him down by any means necessary, including hiring a mercenary army that Concelhaut dismisses as merely a nuisance. He is single-mindedly dedicated to the pursuit of knowledge and by 2823 AI has four apprentices: Uariki, Pelden, Sabel, and Tanoss. He is reluctant to part with anything that might diminish his power, especially the Engwithan phylactery — as it’s literally carved into his skull with runes, sealed with a peg of adra, and merged with a complex web of spells.

In his office is a Sky Dragon eye, suggesting that he may have slain such a beast himself or is at the very least, as powerful as a mature Sky Dragon (though it is questionable whether he would be able to take on an Adra Dragon or an Alpine Dragon in single combat).

His ultimate goal is to discover time manipulation, as pioneered by Caedebald the Red and Maura of the Seven Hills. To that end, he needs a soul that can draw on the power of the ether: A Watcher’s soul.

Pillars of Eternity II: Deadfire

A skeletal figure clutches a scroll in both of his gnarled hands. His skin crinkles like old parchment and with every movement pulls to the point of nearly tearing. He glances up, his eyes burning and severe in their intensity.

Concelhaut has purchased the services of Torn Bannermen after they demonstrated a sliver of competence at his fortress, and now decided to focus his exploits at tackling Bekarna’s research and finding the deep well of power she detected in the Archipelago — something that’s a bit at odds with the goals of the The Circle of Archmagi.

If he was killed and his skull taken in the first game, he will be shocked that the Watcher survived the fall of Caed Nua and express his frustration and anger at being the Watcher’s pet skull, including «days of bouncing in your shadow or being jostled among spears and daggers». His ressurection is unexplained even when the Watcher asks, only that he was delighted in «slamming the proffered door on the Usher’s hand», referring to Berath. He will also reveal that he had plans for destroying Caed Nua himself, though the opportunity was taken from him by Eothas, indicating that even as a pet skull, he was conscious and sentient the entire time, quietly scheming his revenge.

In the aftermath of the destruction of Caed Nua, having felt the pulse of power from the well of power in the Deadfire (which was described and researched by Bekarna, though discounted by the Archmages), he dragged himself towards the shore of the Dyrwood, and to a dock, as a skull, «one mouthful of soil at a time» to gain passage by boat to the Deadfire.

It appears that he is at odds with the Circle of Archmagi, claiming that the Circle is only after knowledge, but he, power.

In the expansion The Forgotten Sanctum, the Watcher is ultimately faced with an option to restore Concelhaut’s Skull to a body that lasts.

Upon leaving the body of Wael, Concelhaut breaks with his traditional venom and thanks the watcher by saying «you should feel honored to count yourself as a footnote in the legend of my apotheosis» after informing the party that he intends to become a god mighty enough to make the currently panoply look meek.

Journal[]

quests\critical_path\act_4\cp_qst_earn_gods_favor
ID Objectives
Council of Stars
10000 Sîdha and Rîhenwn, the delemgan of Elms’ Reach, told me that Thaos has destroyed the route from Teir Evron to Breith Eaman. To reach him, I will have to descend through the pit in the Burial Isle.

That requires the aid of the gods.

1 Pray to the gods in Teir Evron.
10001 The delemgan sisters explained that no mortal can survive the descent to Breith Eaman. The gods, however, can grant me safe passage.

To ask for their favor, I’ll need to pray to them in Teir Evron, where they are said to commune with mortals.

2 Earn divine favor.
10002 It seems the gods want something from me, as well. To earn favor, I’ll have to complete the task given to me in the vision.
20000 Berath gave me a vision of a dwarf and an elf on an eerie road. Both perished at my touch.
20001 Galawain showed me a battle between a great lion and a mighty bear.
20002 Hylea revealed a mountaintop temple beset by a terrible menace.
20003 At Rymrgand’s shrine, I saw a procession of pale elves perish before a wall of ice.
3 Descend the pit in the Burial Isle to Breith Eaman.
10003 Now that I have divine favor, I can travel to the Burial Isle and pursue Thaos.

It seems, however, that the gods are willing to offer great power in exchange for a promise to deal with the stolen souls in the manner of their choosing. There would, however, be a price for betrayal.

20004 I promised to return the souls to the cycle in exchange for Berath’s power.
20005 I agreed to use the souls to strengthen the Dyrwood in exchange for Galawain’s power.
20006 I swore to Hylea that I would return the souls to Hollowborn children. She gave me her power.
20007 I vowed to give the souls over to Rymrgand’s entropy in exchange for his power.
20008 I have learned that the Burial Isle can be reached from Oldsong.
End states
Summoned Souls of the Absolved
30000 I’ve chased Thaos into Breith Eaman. There’s no turning back now.

Other bonuses[]

Priests and Paladins are granted certain bonuses to abilities depending on how well their dispositions align with the preferred behavior of their deity and paladin order respectively.

In Pillars of Eternity:

  • Priest: Holy Radiance
  • Paladin: Faith and Conviction

In Pillars of Eternity II: Deadfire:

  • Priest:

    • Holy Radiance (Deadfire): Heal is calculated with
    • Holy Radiance (Deadfire): Burn damage is calculated with
    • Spiritual Weapon (Faith Attuned): Bonus damage calculated with
  • Paladin

    Faith and Conviction (Deadfire): Defenses is calculated with 8 + (0.9 * paladinOrderMultiplier)

    :

Bonus multiplier

A multiplier is used to scale the effects of the above abilities, called the religion bonus multiplier or deity multiplier (for priests) or paladin order multiplier (for paladins). This bonus only applies to the Watcher, and not to any companions or non-player characters. For NPCs this multiplier defaults to 1.0.

First, a per-disposition bonus is calculated for each of the favoured and condemned dispositions of the or of the character. Favoured dispositions give a positive bonus, while condemned dispositions result in a negative bonus (penalty).

Per-disposition bonus
None Rank 1 Rank 2 Rank 3 Rank 4
Positive/Favoured 0.2 0.4 0.6 0.6
Negative/Condemned -0.2 -0.4 -0.6 -0.6
Negative (poe2, post-adjustment) -0.25 -0.666… -1.5 -1.5

In Pillars of Eternity

The intended design has the multiplier at 1 (100% — no change). Each rank in the list of favoured dispositions gives a +0.2/+20% modifier, while ranks in the opposed dispositions give a -0.2/-20% modifier (caps at ±60% per Disposition). The modifier is calculated additively.

The following table lists the resulting «final» disposition multiplier given the ranks of the two favoured (X-axis) and two condemned dispositions (Y-axis). The values in the center have had 1 added to them, as the multiplier starts at x1 or +0% (no change).

Naturally, if the multiplier is less 1 — it is a penalty to values. If the multiplier is greater than 1 — it results in a bonus to values. Should the priest or paladin have a negative multiplier (i.e. two ranks 3 or 4 in condemned dispositions, and no ranks in favoured dispositions) their abilities will actually benefit the enemy, though in some cases abilities with negative values are simply clamped to 0 — they do nothing.

Final disposition multiplier matrix (poe1)
Favoured disposition bonus
Ranks &bonus 0/0 0/1 0/2 1/1 0/3 0/4 1/2 1/3 1/4 2/2 2/3 2/4 3/3 3/4 4/4
0.2 0.4 0.6 0.8 1.0 1.2
Condemneddispositionpenalty 0/0 x1.0 x1.2 x1.4 x1.6 x1.8 x2.0 x2.2
0/1 -0.2 x0.8 x1.0 x1.2 x1.4 x1.6 x1.8 x2.0
0/2 -0.4 x0.6 x0.8 x1.0 x1.2 x1.4 x1.6 x1.8
1/1
0/3 -0.6 x0.4 x0.6 x0.8 x1.0 x1.2 x1.4 x1.6
0/4
1/2
1/3 -0.8 x0.2 x0.4 x0.6 x0.8 x1.0 x1.2 x1.4
1/4
2/2
2/3 -1.0 x0.0 x0.2 x0.4 x0.6 x0.8 x1.0 x1.2
2/4
3/3 -1.2 x-0.2 x0.0 x0.2 x0.4 x0.6 x0.8 x1.0
3/4
4/4

In Pillars of Eternity II: Deadfire

Due to the way the multiplier/adjustment system works in Pillars of Eternity II: Deadfire, negative values are not treated the same as positive ones (this may have been an oversight in how this system was designed, since Pillars of Eternity does not exhibit this behaviour):

  • Positive values keep the same value:
  • Negative values are adjusted with:

The resulting «corrected» bonuses are then added together. In Deadfire, the resulting multiplier is if the sum of the bonuses is positive, and if the sum of the bonuses is negative.

Example 1 — Priest of Berath, mixed dispositions:

Click «Expand» to show more details

Stoic (Favoured) - Rank 2
Bonus is 0.4
Adjusted bonus is (0.4 + 1) - 1
= 0.4

Rational (Favoured) - Rank 2
Bonus is 0.4
Adjusted bonus is (0.4 + 1) - 1
= 0.4

Cruel (Condemned) - Rank 1
Bonus is -0.2
Adjusted bonus is -0.2 / (-0.2 + 1)
= -0.25

Passionate (Condemned) - Rank 2
Bonus is -0.4
Adjusted bonus is -0.4 / (-0.4 + 1)
= -0.666666667

Sum of bonuses
0.4 + 0.4 + -0.2 + -0.666666667
= -0.116666667

Multiplier for a negative summed bonus is:
1.0 / (1.0 - -0.116666667)
= 0.895522388

Example 2 — Priest of Wael, positive dispositions:

Click «Expand» to show more details

Shady (Favoured) - Rank 4
Bonus is 0.6
Adjusted bonus is (0.6 + 1) - 1
= 0.6

Clever (Favoured) - Rank 4
Bonus is 0.6
Adjusted bonus is (0.6 + 1) - 1
= 0.6

Rational (Condemned) - Rank 1
Bonus is -0.2
Adjusted bonus is -0.2 / (-0.2 + 1)
= -0.25

Honest (Condemned) - Rank 0
Bonus is 0
Adjusted bonus is (0 + 1) - 1
= 0

Sum of bonuses
0.6 + 0.6 + -0.25 + 0
= 0.95

Multiplier for a positive summed bonus is:
0.95 + 1
= 1.95

Example 3 — No dispositions:

Click «Expand» to show more details

Sum of bonuses
= 0

Multiplier for positive summed bonus is:
0 + 1
= 1.0

Skills[]

Main articles: Pillars of Eternity skills, Pillars of Eternity II: Deadfire skills

In Pillars of Eternity

In Pillars of Eternity the five skills are:

  • Stealth
  • Athletics
  • Lore
  • Mechanics
  • Survival

Every class gains an initial proficiency bonus in two skills, but not limited to them. Non-combat skills are gained separately from combat skills (Abilities, Talents), and they do not use the same resources.

In Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire sees a large expansion to the skill system. Many new skills have been added, and are split into two categories – «Active» and «Passive» skills. When the player levels up, skill points are split between the two groups.

Active:

  • Alchemy
  • Arcana
  • Athletics
  • Explosives
  • Mechanics
  • Sleight of Hand
  • Stealth
Passive:

  • Bluff
  • Diplomacy
  • History
  • Insight
  • Intimidate
  • Metaphysics
  • Religion
  • Streetwise
  • Survival

Passive skills cover checks in dialogues and scripted interactions, and otherwise have no bearing on other parts of gameplay. Active skills are also used in these checks, but more importantly provide boosts to other game mechanics (hence «active»). For example, having a higher Explosives skill improves a characters ability to use bombs.

Another addition is the use of «assisted» skill checks, which allows the player character to benefit from other companions’ skills. Certain checks are limited to the only checked characters’ skill level, while others use an «assisted» value, which applies a bonus which takes into account every other party member’s proficiency in that skill.

List of headgear[]

Icon Name Value Enchantments Location
Argwes Adra’s Helm (Unique) 610
Azalin’s Helmet 210
Company Captain’s Cap (Soulbound) 1,640
  • Of Resolve 1: +1 Resolve
  • Of Dexterity 1: +1 Dexterity
Crossed Patch 310
  • Inaccurate: -2 Accuracy
  • Immunity: Blind: Immunity to Blinded
  • Sneak Attack Bonus: +10% to Flanked targets
Dandy Hat of the Diseased Yak 610
  • Of Resolve 2: +2 Resolve
  • Of Intellect -1: -1 Intellect
Ethereal Helm 210
Executioner’s Hood 1,010
  • Coup de Grace: +20 per kill • +5 Melee for 5 sec when missed by an attack
  • Intimidating: Grants Intimidating Presence (Foe AoE: for 3.0 sec)
Footpad’s Hood 600
  • Stealthy: +2 Stealth
  • Of Perception 1: +1 Perception
  • Reward for returning The Parable of Wael to Grimda without angering her.
  • Crägholdt Bluffs: Looted from the from Mercenary Chanter at the training grounds to the southeast.
  • Crägholdt Bluffs: Looted from the Mercenary Chanter to the west.
  • Random loot item spawning in various locations (2×).
Garodh’s Chorus 860
  • Of Might 3: +3 Might
  • Retaliation: Characters hitting Self: 6-10 Damage vs.
  • Preservation: +50 while Stunned • +50 while Prone
He Carries Many Scars Helm 210
  • Athletic: +2 Athletics
  • Preservation: +50 while Stunned • +50 while Prone
Helmet of Darksee 410
Hermit’s Hat 710
  • Immunity: Confuse: Immunity to Confused
  • Of Intellect 2: +2 Intellect
  • Possible reward for Ferry Flotsam task from Hanwen in Madhmr Bridge
  • Alternatively, looted from Hanwen in Madhmr Bridge
Iverra’s Diving Helmet 242
  • Airtight: +20 against Poison attacks • +35 against Dragon Breath attacks
  • Obstructing: -1 Perception
  • Reward from the Stronghold adventure To the Waterline.
  • Mylla will tell you where one is (referring to it as the «bubble hat») if you solve Wild Mylla without killing any of her friends. It is located just to the left of the cave opening you found her in at Whitestone Hollow.
Kana’s Turban 210
Lavender Wreath 510
  • Soothing: Immunity to
  • Irritating: Characters hitting Self: Sickened for 4.0 sec
Liripipe of Thinking 600
  • Lore-Giving: +2 Lore
  • Of Perception 1: +1 Perception
  • Mowrghek Îen: Sold by Herla.
  • Random loot item spawning in various locations (4×).
Maegfolc Skull 1,010
  • Spellstamina: Unbending: Grants Unbending when drops below 50% (1 per encounter)
  • Of Might 4: +4 Might
Munacra Arret 510
  • Minor Spellbind: Whisper of Treason: Grants Whisper of Treason (3 per rest)
  • Of Will 12: +12
Rugged Wilderness Hat 600
  • Of Constitution 1: +1 Constitution
  • Survivor: +2 Survival
  • Dracogen Inn, Dyrford Village: Looted from a villager standing next to the bottom corner table, just south of Sid (however, he cannot be killed without turning the whole inn hostile)
  • Crägholdt: Inside a locked chest in Pelden’s lab (Difficulty 10).
  • Random loot item spawning in various locations (2×).
Sanguine Plate’s Helm 110
Stag Helm 800
  • Athletic: +2 Athletics
  • Of Dexterity 1: +1 Dexterity
  • Immunity: Stuck: Immunity to
  • Copperlane, Defiance Bay: Looted from Visceris, a backer NPC near the bridge.
  • Dyrford Crossing: Looted from Norgar, an adventurer near the dragon egg.
  • Cilant Lîs: Looted from Naroc the Prophet in during Bounty: Naroc the Prophet, a tier-4 bounty task.
  • Russetwood: Looted from a Feral Druid to the south.
  • Stalwart Village: Sold by Hamond in Hamond’s Emporium.
  • Random loot item spawning in various locations (4×).
Tempered Helm 710
  • Bloodthirst: +3 Might for +20 sec per kill • +5 (, , , ) for +20 sec per kill • -5 for +20 sec per kill
  • Freedom: +25 against Hobbled, Paralyzed, Stuck attacks
  • Defiance: +25 against Charmed, Confused attacks • +10 against Dominated attacks
  • Found in the ice troll populated workshop inside the mines of Durgan’s Battery
  • Sold by Morug outside Flames-That-Whisper Caverns in Russetwood, after finishing The Ogre Matron quest without killing the ogres
The Dunryd Demon 410
The Pilgrim’s Lasting Vigil 410
  • Of Resolve 1: +1 Resolve
  • Of Perception 1: +1 Perception
The Witch’s Hat 810
  • Curse of the Mênpŵgra: Grants Mênpŵgra’s Curse (8 charges)
  • Of Intellect 2: +2 Intellect
Ultimate Hat of Alluring Perfection (Unique) 1,210
  • Of Might 2: +2 Might
  • Of Constitution 2: +2 Constitution
  • Simpleton: -2 Intellect • -2 Resolve
Waage’s Hat of Leadership 210
White Crest’s Helm 610

External links[]

  • Official site
  • Official forum
  • Backer portal
  • Crowdfunding campaign

Social media

  • The World of Eternity on Twitter
  • Obsidian Entertainment’s Twitter
  • The World of Eternity on Facebook
  • Obsidian Entertainment on Twitch
  • Obsidian Entertainment on YouTube

Other

  • Pillars of Eternity 2: story, setting, companions and more — everything we know – Interview with Josh Sawyer on PCGamesN
  • Pillars of Eternity — The RPG Files — Pillars of Eternity II: Welcome to the Deadfire — MMORPG.com – Interview with Josh Sawyer on MMORPG
  • Obsidian announces Pillars of Eternity 2: Deadfire | PC Gamer – Article on PC Gamer

Overview[]

See also

Attributes are expressed on a scale from 1 to 20+.

  • Attributes below 10 are considered low, with particularly low ratings resulting in potentially crippling penalties.
  • 10 is considered average (or baseline for the purposes of calculating modifiers, offering neither bonuses nor detriments).
  • Attributes 11 to 15 are considered high.
  • Ratings past 16 are exceptional. In dialogue and interactions, numerous checks require 16 or more points in a given attribute.

Effects

Attribute Meaning(from the in-game description) Effects on combat(per point above/below 10) Use in interactions(from the in-game description)
Might (MIG, ) a character’s physical and spiritual strength, brute force as well as their ability to channel powerful magic ±3% Damage and Healing±2 Fortitude intimidating displays and acts of brute force

often checked in dialog options

Constitution (CON, ) a combination of the character’s overall health and endurance ±5% Endurance and Health±2 Fortitude to withstand pain or endure a physically taxing ordeal

rarely checked in dialog options

Dexterity (DEX, ) a character’s hand-eye coordination, balance, and overall grace ±3% Attack Speed±2 Reflex sleight-of-hand and fast reactions

often checked in dialog options

Perception (PER, ) a character’s senses as well as their instinctive ability to pick up on details ±3 Interrupt (poe1)±1 Accuracy±2 Reflex to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background

often checked in dialog options

Intellect (INT, ) a character’s logic and reasoning capabilities ±6% Area of Effect (poe1)±10% Area of Effect (poe2)±5% Duration±2 Will deduction, sudden realizations, and problem-solving

quite often checked in dialog options

Resolve (RES, ) a character’s internal drive, determination, fearlessness ±3 Concentration (poe1)±-3% Hostile Effect Duration (poe2)±1 Deflection±2 Will mental intimidation, leadership, and convincing performances

most often checked in dialog options

Personality types[]

There are 10 distinct personality types the players can be disposed toward. The following is a list of them, and examples of how they might be judged:

  • Aggressive – Hot-headed, bold, or impatient. Some characters will think that you provoke fights and make only trouble, but others will admire you for taking charge, being decisive, and not letting people push you around.
  • Benevolent – Charitable, kind, soft, or weak. May be viewed as charitable and kind but others may consider the player weak or assume he or she will do things for free.
  • Clever – Sarcastic, sassy, foppish, or irreverent. May be well received by some as amusing, but other characters will assume that you are not to be taken seriously.
  • Cruel – Merciless, sadistic, brutal, or imperious. It doesn’t typically earn you a lot of friends, but there are people who respect (and/or fear) brutality.
  • Deceptive/Shady – Dishonest, manipulative, or shrewd.
  • Diplomatic – Cautious, tame, or courteous. For example gained by remaining silent when two people are arguing and you choose to not interject.
  • Honest – Guileless, sincere, or straightforward. Gained for being straightforward. e.g. telling a guard that you broke in the house.
  • Passionate – Zealous, romantic, or obsessive.
  • Rational – Practical, standoffish, or cold.
  • Stoic – Tight-lipped, cool-headed, or simple-minded. Gained for being unmoved/quiet in dialog options.

Background[]

Woedica, like the other gods, was created by Engwith out of the sacrifice of thousands of their souls at Sun in Shadow. Intended to be the strongest of the gods and to rule their pantheon, Woedica was simultaneously a patron of justice, oaths, and promises, and conversely, an entity willing to disregard the rules when it was necessary to accomplish her goals. She could do what she wanted with Eora at the apex of her power, which is why the other gods conspired to vanquish her, bringing the Queen down on even footing with the rest of them.

Yet even in exile, Woedica remained a potent god and the favored partner of Thaos, granting the Engwithan effective immortality by awakening his memories in each of his lives. He was devoted to her, favoring her specifically because of her wanton disregard for rules when they stood in the way of goals. The two were a perfect match.

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