Monk

Interactions[]

Pillars of Eternity

Woedica is the unseen antagonist. Her goal is to return to Eora empowered and reestablish her dominance as the foremost of the gods, using Thaos to further her agenda. The Watcher can defeat Thaos and then fulfil his purpose — to offer the stolen souls to Woedica — when deciding what to do at Sun in Shadow.

Pillars of Eternity II: Deadfire

  • Woedica makes a reappearance as a part of the council of gods. She appears first after departing Maje Island, at Berath’s council. She reminds Berath of Eothas’ resilience — and the fact that he should scare her.
  • When the player first leaves Neketaka they will receive the Burned Book of Law in their inventory. Interacting with the book allows the Watcher to communicate with Woedica in private. She will reveal certain information about the history and machinations of the gods, saying that she plans to use the Watcher as a test of the worthiness of mortals

Worship[]

Priestesses of the Exiled Queen serve as lawyers and judges in towns and urban centers, and the most prominent among them are advisers to kings and lords. They are of particular importance in the Empire of Aedyr, where by tradition, business contracts always require their endorsement. Her devotees are typically found in the upper classes, but any conservative person who longs for a vanished past will find a place in her faith. «When Woedica takes back her throne» is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods.

Woedican clergy rely on local authorities to maintain the law, though they maintain a connection to the Paladin order known as the Steel Garrote.

Journal[]

quests\01_defiance_bay_coppleane\01_tsk_unwanted
ID Objectives
Unwanted
10000 The Crucible Knights are calling for the arrest of an orlan man named Eorn. Apparently he’s eluded capture thus far, though the Knights continue to hunt for him.
1 Find Eorn.
10001 The Edict of Arrest I found is recently dated. Eorn could not have traveled far, and it seems unlikely he could get past the guards at the gates. I should look for him in the city.
20003 Aldmar told me a rumor that Eorn hides in the catacombs under Copperlane.
20000 I found Eorn hiding down in the catacombs. He’s trying to flee Defiance Bay, but doesn’t have enough pands to get out of the city. I must decide what’s to be done about him.
20004 I recall meeting an orlan in the Copperlane catacombs. Aldmar might want to hear of it.
5 Decide Eorn’s fate.
10005 I met an orlan named Eorn down in the catacombs. He told me he’s being hunted by the Crucible Knights for the crime of murder. He’s trying to flee Defiance Bay, but doesn’t have enough pands to get out of the city, and has begged me to keep his secret long enough that he can gather the necessary coin.
6 Report to the Crucible Keep.
10006 I’ve killed Eorn, a man wanted for murder. Someone at Crucible Keep will likely be interested in knowing that I’ve solved this problem for them.
End states
I Killed Eorn
30000 I found the fugitive, Eorn, hiding from the Crucible Knights in the catacombs. I killed him on behalf of the city guard, and reported the deed to Steadman Aldmar. He thanked me for my service to the city, and the Knights in particular, and gave me a sizable reward.
Crucible Knights Killed Eorn
30001 I found the fugitive, Eorn, hiding from the guards in the catacombs. He pleaded for me to keep his location a secret, but I decided to turn him in to the authorities. Steadman Aldmar sent a group of Crucible Knights down into the catacombs to finish him off, and gave me a sizable reward for finding the fugitive.
Eorn is Free
30002 In the catacombs, I found an orlan named Eorn who’s hiding from the Crucible Knights. He was trying to scrape up enough money to leave Defiance Bay. I gave him enough coin to buy passage out of the city. He thanked me and told me that he would never forget my kindness.
I Took Eorn Prisoner
30003 I found the fugitive, Eorn, hiding from the Crucible Knights in the catacombs. He pleaded for me to keep his location a secret. I decided he didn’t deserve the Knights’ vengeance or his freedom. I took him prisoner myself and sent him to the dungeon at my stronghold.
Quest Failed
30004 Someone critically important to this quest has died.

5 Выбранные вами черты характера помогут определенным строениям персонажей

Рекомендуем ознакомится с другими гайдами на популярные игры tattoo-mall.ru. Расскажем про секреты и хитрости, которые можно использовать в играх со своей выгодой. А также про полезные и интересные историй в видеоиграх.

После того, как вы решили, на каком классе вы хотите специализироваться, рекомендуется адаптировать другие варианты, чтобы дополнить его. Например, раса вашего персонажа будет предлагать определенные преимущества, которые могут быть полезны для определенных ролей. Если вы решили стать расой, подобной лунному богу, вы отлично подойдете в качестве целителя поддержки, поскольку их сила Серебряного прилива будет генерировать волны исцеляющего лунного света для вашей группы.

Раздел культуры также предложит вам начальную статистику. Например, если вы выросли в «Живых землях», это даст вам плюс один бонус к вашей мощи — отлично подходит для тех, кто выбирает классы для рукопашного боя. Выбрав расу, культуру и опыт, которые связаны с вашим классом, вы можете дать себе неплохой старт в своем приключении. Так что выбирайте бонусы к навыкам, которые, по вашему мнению, вы будете много использовать.

Бонусы от расы, культуры и фона вашего персонажа удобны, но не слишком важны. Итак, не стесняйтесь выбирать все, что вам кажется наиболее захватывающим, что позволит вам создать персонажа, столь же увлекательного, как и некоторые из интересных людей, которых вы встретите во время своего квеста.

Background[]

A lone figure in tattered robes shuffles across the chamber, muttering under its breath. As you approach, the figure halts and swivels its head toward you. Its haggard visage is a labyrinth of wrinkles and sores overgrown by a moss-like beard.

Helig of Thein is the former assistant of the legendary Pandgram, taken on when Pandgram’s research had reached the point where he could no longer conduct research on his own. Soon after he accepted the position, Helig was making trips to Eir Glanfath in Pandgram’s stead, gathering knowledge while Pandgram stayed behind to experiment. This partnership quickly bore fruit and Pandgram made a breakthrough — one that would irrevocably change his life and the general attitude about animancy forever. While the specifics of his experimentation will never truly be known, the rumors and stories that still circulate tell that he had sent out inquiries, asking for live subjects for help with a dangerous experiment that might change their life — or might end it. Those who were already dying were especially encouraged to apply. Response was overwhelming and Pandgram had his pick of numerous willing bodies. That is when he had his breakthrough. He discovered a way to fix a soul, anchoring it to its body so it couldn’t leave at death: He had discovered eternal life.

His research and life’s work had resulted in the greatest single discovery that animancy could hope for. His findings were published and quickly spread through Vailia — and beyond. While some groups — the Woedican church, for example — decried his work as nothing more than blasphemy and heresy, many put it to practice. Everyone wanted the chance at immortality. However, it quickly became apparent that simply restraining the soul, while keeping the person technically «alive,» was doing nothing for the body, which continued to decay — devolving and warping the soul now trapped inside it. The creatures it created were dangerous — carnivorous beasts that killed brutally and indiscriminately. The backlash was ruthless. The practice of Pandgram’s discoveries was outlawed. His works were collected and burned. He and Helig were branded heretics and hunted, chased from town to town until Pandgram simply vanished.

Hounded by numerous adventuring parties, Helig left a trail of bodies in his wake, from Solace Vale to Midwood. They fared poorly: Around 2763 AI Dalton and the Northwatch Rangers caught up with him just west of the Lake of Drowned Tombs, as he tried to flee to the Vailian Republics. Helig made short work of the party, killing all but their leader. However, his luck eventually ran out and he was tracked down, captured, and brought to trial for the atrocities committed against Vailia and its people. The trial was barely more than a formality to bring charges against him as everyone knew what hand he had played in the disaster. He was sent to prison for years, but eventually released once public outrage died down. Not long after his parole, he disappeared as well.

He moved to Defiance Bay when animancy started gaining popularity, in hopes of finding a place where his research would meet with more acceptance. He started work at the Brackenbury Sanitarium and continued his research unimpeded for a few months before he met Moedred. The two immediately came to blows and the situation gradually escalated into death threats. Around 2823 AI, things came to a head and Moedred plunged a dagger into Helig’s body while he slept, then dumped his colleague’s body in the catacombs. However, Helig planned for this eventuality and through a combination of Engwithan techniques and his own research, permanently attached his soul to his body and prevented the decay of his mind. He bides his time, continuing his research beneath Copperlane, looking for a way to achieve revenge.

7th level spells[]

Spell Speed Range Area Duration Effects Description
Concelhaut’s Crushing Doom (Unique) Average 6m 10.0 seconds
  • Target: 20-30 damage ( vs )
  • If successful: Prone for 3 seconds ( vs )
  • Hammer attacks five times, at +5 for each additional attack
A truly unique spell, Concelhaut’s Crushing Doom summons an enormous magical hammer that repeatedly slams down into its target, doing Crush damage and knocking them Prone. The hammer strikes repeatedly, becoming larger, more accurate, and more damaging each time.
Delayed Fireball Fast 10m 2.5m Radius The wizard hurls out a tiny ball of flame that sits for a fixed amount of time before exploding for heavy Burn damage.
Llengrath’s Siphoning Image (Unique) Fast 45.0 seconds
  • Characters hitting Caster (45.0 sec): 3-8 Raw Damage, -20 Deflection for 15.0 sec ( vs )
  • Target: Applies the same effect as Characters hitting Caster (45.0 sec)
  • Caster: +40 Deflection, +30 Reflex, +50% of incoming Hits converted to Grazes (Deflection or Reflex only) for 45.0 sec
Causes the caster to appear visually displaced, increasing their Deflection and Reflex for the duration. Additionally, many Deflection and Reflex attacks that score Hits will be converted to Grazes.
Llengrath’s Warding Staff Fast 5.0m Radius from Caster 30.0 seconds
  • AoE: 2.5m Push
  • Caster: Summon Weapon: Llengrath’s Warding Staff for 30.0 sec
This spell conjures a powerful quarterstaff that adds Deflection and pushes enemies away with a Hobbled effect on each successful attack. The summoning itself also pushes everyone (including allies) away from the caster.
Ninagauth’s Killing Bolt Slow 10m This spell inflicts a heavy amount of Raw damage to the target. Any non-Spirit felled by the attack will summon a Spectre under the caster’s control.
Substantial Phantom Average 6m 30.0 seconds Substantial Phantom is an advanced version of Essential Phantom, creating an independent copy of the wizard that can cast a small set of low-level spells (Minoletta’s Minor Missiles, Necrotic Lance, and Arduous Delay of Motion). Due to the advanced nature of the spell, the copy from Substantial Phantom is more durable than Essential Phantom.
Tayn’s Chaotic Orb Average 10m + 5m Jump Foe Target + 5 Foe Jump Targets 8.0 seconds
  • Foe Target: 20-30 damage (+10 vs )
  • If successful: Petrified for 3.0 sec, Paralyzed for 4.0 sec, Weakened for 7.0 sec, Sickened for 8.0 sec, Stunned for 5.0 sec, Blinded for 6.0 sec (+10 vs )
  • Foe Jump Targets (x5): Applies the same effects as Foe Target
Named for the eccentric Aedyran wizard Tayn, the chaotic orb bounces between a number of enemies, dealing damage and inflicting a variety of negative Afflictions including Petrified, Paralyzed, Weakened, Sickened, Stunned, and Blinded.
Wall of Draining Average 12m 20m Wall 30.0 seconds Enemies passing through or standing in this wall will lose time from any of their timed beneficial status effects. For each second drained, the Wizard gains duration on any beneficial status effects they have.

Subclasses[]

Monks in Pillars of Eternity II: Deadfire are able to choose between four subclasses (or no subclass): , , , and . A fifth subclass is exclusive to the companion Xoti.

Helwalker

All Helwalkers undergo a ceremonial death rite as part of their initiation. The experience allows them to start combat with extra Wounds and to draw physical strength from their Wounds at the cost of increased vulnerability.

Bonus Penalty
  • Begin combat with more Wounds.
  • Helwalker monks gain Might for each Wound they have.

Nalpazca

The Nalpazca are an order of monks who meditate on the differences between the material world and the perceived world through the use of mind-altering substances. Originating in Ixamitl, the nalpazca are respected in their homelands but often disregarded as fools when traveling abroad. Their extensive dabbling with the boundaries of reality can give others the impression that they are addled or simply insane.

Bonus Penalty
  • All drug effects last longer.
  • Generate Wounds while receiving the bonus of drugs.
  • Crash penalties from drugs cause the monk to be unable to receive healing.
  • Degenerate Wounds while not benefiting from drugs.

Shattered Pillar

Unlike other monastic orders, monks of the Shattered Pillar philosophy gain power from causing pain and harm. While not inherently sadistic, the order does attract many practitioners who delight in the suffering of others.

Bonus Penalty
  • Cannot gain Wounds from damage received.
  • Required threshold to gain Wounds is increased.
  • Max Wound limit is decreased.

Forbidden Fist

Followers of cryptic teachings rooted in a dark past, these monks are among the few granted — or cursed — with knowledge of forbidden techniques. Their martial prowess was said to corrupt the very soul of the wielder. Believing that great and terrible events justify their use, these monks travel Eora weighting the balance between the purity of their soul and the necessity of conflict.

Bonus Penalty
  • Gain Wounds and Health when Hostile effects expire.
  • Gain Forbidden Fist ability.

Sister of the Reaping Moon

A monastic order of Gaun, the reaping aspect of Eothas, Sisters of the Reaping Moon are most effective against opponents who are already at death’s door.

Note: Xoti only

Bonus Penalty
  • Gain Buckler proficiency. (Binding Block)
  • Gain Wounds when defeating an enemy with a melee attack.

Таланты

Психический ответный удар – вызывает ответный удар, оглушая врага каждый раз, когда он проходит проверки против защиты Воли Сайфера.

Кусающий хлыст – Кнут души Сайфера кусает глубже, добавляя бонус к урону.

Выпивающий хлыст – усиливает иссушающую силу Кнута Души Сайфера, позволяя ему накапливать Фокус быстрее.

Жестокий ответный удар – Психический ответный удар становится еще сильнее, травмируя цель и нанося ей немного чистого урона.

Великий Фокус – увеличивает максимальное количество фокуса Сайфера.

В конце предлагаем вашему вниманию видео гайд по сайферу в Pillars of Eternity:

Поделитесь информацией с друзьями:

Abilities[]

Monks have unarmed attacks, high mobility, special attacks which deal status effects, and can resist/confound status effects on themselves.

Wounds

Some monk abilities require and consume Wounds on use. A monk typically begins with no Wounds, until they have received enough damage to generate a Wound. Certain monk subclasses may alter this rule.

Monks can convert incoming damage into Wounds. As monks take damage, they build up their Wound resource. Wounds are the resource that powers many of the monk’s abilities. Some of these abilities require a minimum number of Wounds present in order to activate. Talents or traits can impact this ability in positive ways.

Wounds are a resource that Monks use to cast certain abilities or get passive bonuses. Wounds can be accrued by taking damage in combat, and are spent when casting Wound-specific abilities.

When a Monk takes damage from any source (after Damage Reduction), the amount of damage taken is added to a Wound counter. When the counter reaches a certain threshold (10 by default), the monk receives a Wound. If they are not used immediately, Wounds can accumulate until a certain point (10 Wounds by default) after which you cannot gain new Wounds. At the end of combat all Wounds are removed.

In Pillars of Eternity

During combat, Wounds disappear after a certain amount of time if they are not used (20 seconds, affected by Intellect).Verify

  • Lesser Wounds reduces the Wounds threshold by 2.
  • Mortification of the Soul grants +1 Wounds, damaging the monk in the process.

In Pillars of Eternity II: Deadfire

  • Helwalker monks start combat with 1 more Wounds.
  • Nalpazca monks gain additional Wounds while under the influence of Drugs, where they generate 1 Wound every 6.0 sec. While they don’t have a drug effect, they lose 1 Wound every 3.0 sec.
  • Shattered Pillar monks gain Wounds by dealing melee damage (instead of taking damage). This works in the same way, but the counter uses the final damage dealt to an enemy instead. The threshold is increased to 30 damage, and their max Wounds is reduced to 5.
  • Forbidden Fist monks do not gain Wounds by taking damage. Instead, they gain 1 Wound when a hostile effect expires.
  • Sister of the Reaping Moon monks (Xoti only) gain 3 additional Wounds when they defeat an enemy with a melee attack.
  • Abilities that grant Wounds:
    • The default Wounds passive can be upgraded to Lesser Wounds to gain a -20% reduction to the Wounds threshold (8 for regular monks, 24 for Shattered Pillar).
    • Mortification of the Soul immediately grants +2 Wounds when used, damaging the monk in the process.
    • Dance of Death and Enduring Dance grant +1 Wounds every 3.0 sec.
    • Parting Sorrow grants +1 Wound when an enemy breaks engagement with the monk.
    • Imagined Pain grants +1 Wound when an enemy misses an attack on the monk.

Mortification

Some monk abilities require and consume Mortification on use. Outside of combat, a monk’s Mortification is restored, ready to be used in the next encounter.

Mortification is an additional «power pool» resource added in Pillars of Eternity II: Deadfire. Monks begin combat with full Mortification (the amount of which is relative to their current level) and spend points to cast certain abilities, with more powerful abilities costing more points. Unlike Wounds, Mortification is not typically regenerated during combat, but some abilities/enchantments (such as Soulkeeper, or an empower) enable this. After an encounter, Mortification is replenished.

Talents[]

Note: Pillars of Eternity only

  • Biting Whip – As long as the cipher’s Focus is below maximum, their Soul Whip deals 20% more damage in melee and ranged combat.
  • Psychic Backlash – Whenever the cipher is attacked, targeting their Will defense, the attacker may get themselves, with the cipher’s Accuracy

    Brutal Backlash – Whenever the cipher’s Psychic Backlash talent strikes, this brutal upgrade adds 20 Raw Damage to the stunned effect.

    -10 counting against their own Will.

  • Draining Whip – As long as the cipher’s focus hasn’t reached its maximum, their Soul Whip will generate 33% more Focus while in combat.
  • Greater Focus – The cipher’s maximum and starting Focus are increased by 10.

11 Один монах

Для другой сборки одного класса, для выполнения которой не требуется слишком много математики, этот монах-одиночка будет доминировать в поздней игре с простота. Прокачка в начале и в середине игры может быть немного грубой, но отдача того стоит. Просто сосредоточьтесь на атакующих способностях монаха и на тех, которые дают тонны скорости атаки от навыков, упомянутых ниже.

  • Класс: Налпаска (монах)
  • Приоритетные характеристики: Восприятие, Решимость, Ловкость.
  • Оружие: Безоружный Кулак, Ладонь Тутило
  • Головной убор: Пасть Смерти
  • Нашейник: Защитный эотазийский амулет
  • Доспех: Кираса дьявола Карока
  • Кольца: Перстень Энтонии, Кольцо одинокого странника
  • Сапоги: Каменные сапоги
  • Пояс: Тупой пояс
  • Наконечник: Рукавицы меткости
  • Накидка: плащ отражения

Эти заклинания являются наступательными по своей природе, но гарантируют, что у врагов не будет шанса:

  • Swift Flurry
  • Heartbeat Drumming
  • Stunning Surge
  • Возвышенные мучения
  • Удары грома
  • Вращающееся колесо
  • Зеркало души
  • Укоренившаяся боль

Общая боль

Резонансное прикосновение
Внутренняя смерть
Шепот ветра

Talents[]

Note: Pillars of Eternity only

  • Grimoire Slam – attacks an enemy in melee with the magically-charged grimoire of a wizard, unleashing a concussive wave of energy on contact. If it hits, the attack knocks the target back, usually far enough to break Melee Engagement in the process.
  • Arcane Veil – Conjures a protective shield of magic, dramatically boosting the wizard’s Deflection.
  • Blast – Generates a Blast on the target when using Wand, Rod or Scepter, doing a modest amount of damage to all enemies in a small area around the target.
  • Penetrating Blast – grants DR penetration to a wizard’s Blast ability.
  • Hardened Veil – Strengthens the wizard’s Arcane Veil, providing a particularly high Deflection bonus.
  • Bonus 1st Level Spell – Gain an extra spell cast of level 1 spells.
  • Bonus 2nd Level Spell – Gain an extra spell cast of level 2 spells.
  • Bonus 3rd Level Spell – Gain an extra spell cast of level 3 spells.
  • Bonus 4th Level Spell – Gain an extra spell cast of level 4 spells.

Manifestations[]

Woedica is usually depicted with burned and withered skin, having been cast from her rightful seat by war and burned in Magran’s fire. Nevertheless, she retains her dignity and plots her «rightful» revenge. She has no allies among the other gods, believing they owe her fealty. However, Skaen is associated with her, though the exact nature of their relationship is unclear.

Woedica manifests in the world as the Strangler, a leathery-skinned old woman, always clad in tattered finery, who appears on an empty road or abandoned alleyway to murder those who break a solemn oath. According to those few that claim to have seen her, she is supernaturally agile and quick while possessing the strength to strangle a full grown aumaua. Woedica’s avatar is believed to have slain several usurpers in Dyrwoodan history, though it is possible that the real murderers merely blamed the goddess. For this reason, oath breaking is punished by strangulation in many cultures.

Геймплей[]

По замыслу разработчиков, Pillars of Eternity должна вобрать в себя важность центрального персонажа, запоминающихся компаньонов и исследование мира, как в Baldur’s Gate, добавить к этому веселье, динамичные схватки и исследование подземелий, как в Icewind Dale, и связать это воедино благодаря драматичному, зрелому повествованию, как в Planescape: Torment.

Карта мира усеяна множеством локаций, рассчитанных на продолжительное исследование. Игрок создаёт собственного персонажа, и по мере прохождения игры находит себе спутников. Ему предстоит вести развёрнутые диалоги, дающие множество возможностей определить судьбу своих компаньонов — или свою собственную. Сюжет игры призван рассказать историю, поднимающую зрелые вопросы и ставящую игрока перед сложным выбором. Успех в сражениях зависит от умения правильно разместить членов отряда и координировать их атаки и умения.

Бои происходят в реальном времени с возможностью паузы и изменения скорости. У камеры зафиксирован вид сверху с возможностью её приближения/отдаления. В игре использованы 2D-фоны, на которых размещены 3D-персонажи и визуальные эффекты.

Где найти всех подручных

Помимо основных компаньонов, в игре можно найти 4-х подручных, у которых отсутствуют личные квесты или межпартийные диалоги. Эти спутники могут помочь создать полную группу, предоставляя игроку набор способностей определенного класса. Они являются лучшим выбором для тех, кому не хочется выполнять второстепенные задания или постоянно слушать препирания боевых товарищей.

Идвин

  • Расположение: остров Некитака (Священные ступени)
  • Классы на выбор: Сайфер, Авантюрист или Повелитель разума

К сожалению, Obsidian не сделала из Идвина полноценного компаньона, так как из нее получился бы весьма харизматичный вампир, любящий проводить эксперименты. Отыскать ее можно во время путешествия на вершину Шпиля Прорицателя душ, расположенного на Священных ступенях.

Константин

  • Расположение: остров Некитака (Причал Королевы)
  • Классы на выбор: Певчий

Массажист, которому надоело растирать каждого путешественника в Некитаке. Его можно найти на верхнем этаже Дикой Мары, расположенной в районе Причала Королевы.

Фессина

  • Расположение: остров Некитака (темный буфет)
  • Классы на выбор: Волшебник

Вы сможете отыскать ее в темном буфете, расположенном в районе возвышенности Перики, которая находится на острове Некитака.

Рикки

  • Расположение: восточный край карты мира
  • Классы на выбор: Боец

Рикки можно отыскать во время события, связанного с обломками кораблекрушения, которые можно найти в восточном краю карты игрового мира.

Мирке

  • Расположение: форт Мертвый свет
  • Классы на выбор: Монах

Ее можно найти во внутреннем дворе форта Мертвый свет во время выполнения побочного квеста «Выкурить добычу».

Progression[]

In Pillars of Eternity

  • At character creation, priests must select one deity, and automatically learn the ability Holy Radiance (the effects of which scale with their deity’s favoured disposition — or with their level in the case of NPCs).
  • A priest’s selected deity grants them one unique talent that can be learned at any time (see below).
  • As spellcasters, priests learn all spells at each new tier, but are limited to the amount of casts that can be made per rest at each tier (see the table below).
  • At every odd level (1, 3, 5, etc.), the next tier of spells are unlocked.
  • Spell Mastery allows the spellcaster to pick a single spell to switch to «per encounter» restoration. This occurs at level 9, 11, 13, and 15, for 1st, 2nd, 3rd and 4th level (or lower) and spells respectively.
  • As with other classes, priests learn one talent at every even level (2, 4, 6, etc.).
Characterlevel Ability levellearned Maximum casts by ability level / tier Spellmastery
1st 2nd 3rd 4th 5th 6th 7th 8th
1 1st 2
2 3
3 2nd 4 2
4 4 3
5 3rd 4 4 2
6 4 4 3
7 4th 4 4 4 2
8 4 4 4 3
9 5th 4 4 4 4 2 1st
10 4 4 4 4 3
11 6th 4 4 4 4 4 2 2nd
12 4 4 4 4 4 3
13 7th 4 4 4 4 4 4 2 3rd
14 4 4 4 4 4 4 3
15 8th 4 4 4 4 4 4 4 2 4th
16 4 4 4 4 4 4 4 3

In Pillars of Eternity II: Deadfire

  • At character creation, priests must pick a deity, select one 1st level spell (active only), and automatically learn the ability Holy Radiance. This does not change for multiclass characters. A priest’s subclass automatically grants them one spell at every power level.
  • As with other classes, priests pick 2 spells/abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one spell/ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
  • As spellcasters, priests are limited to the amount of spell casts that can be made per encounter at each tier, though this scales with their level (see the table below).
  • As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19).
Ability points at each level
Level Power level learned Points available
Single Multi Single Multi
1 1 (I) 1 (I) 1 1+1
2 1 1
3 2 (II) 2 1
4 2 (II) 1 1+1
5 3 (III) 2 1
6 1 1
7 4 (IV) 3 (III) 2 1+1
8 1 1
9 5 (V) 2 1
10 4 (IV) 1 1+1
11 6 (VI) 2 1
12 1 1
13 7 (VII) 5 (V) 2 1+1
14 1 1
15 1 1
16 8 (VIII) 6 (VI) 2 1+1
17 1 1
18 1 1
19 9 (IX) 7 (VII) 2 1+1
20 1 1
Max spell casts at this power level
Powerlevel Character level Ability power level
Single Multi 1 2 3 4 5 6 7 8 9
1 (I) 1 1 2
2 (II) 3 4 2 1
3 (III) 5 7 2 2 1
4 (IV) 7 10 2 2 2 1
5 (V) 9 13 2 2 2 2 1
6 (VI) 11 16 2 2 2 2 2 1
7 (VII) 13 19 2 2 2 2 2 2 1
8 (VIII) 16 22 2 2 2 2 2 2 2 1
9 (IX) 19 25 2 2 2 2 2 2 2 2 1
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