Pillars of Eternity Pillars of Eternity Tips and Strategies v1.5 ================================================================================ Table of Contents !- To jump to a section, just "find in page" the code to the right of a section. Inline references exclude the starting "!", so remember to add that in yourself. -------------------------------------------------------------------------------- How to use this guide !how- Order of operations !ord- Combat mechanics !com- Action times !com,act- Weapon choices !com,wea- Damage modifiers !com,dam- Stacking defenses !com,sta- Engagement !com,eng- Stats !sta- Afflictions !aff- Talents?! !tal- Quickie on classes !qui- More on classes !mor- Barbarian !mor,bar- Chanter !mor,cha- Cipher !mor,cip- Druid !mor,dru- Fighter !mor,fig- Monk !mor,mon- Paladin !mor,pal- Priest !mor,pri- Ranger !mor,ran- Rogue !mor,rog- Wizard !mor,wiz- Troublesome Foes !tro- Itemization !ite- Universal weapons !ite,uni- Traps !tra- Appendix !app- Special thanks !app,spe- Version history !app,ver- All works !app,all- ================================================================================ ================================================================================ How to use this guide !how- -------------------------------------------------------------------------------- This guide is a random grab bag of tips, strategies, and math-heavy analysis. Pillars of Eternity is too mechanically large of a game for me to want to write a comprehensive guide, so instead this is just a grab bag of non-obvious information with a special eye towards Path of the Damned difficulty. In other words, this guide is an almanac of sorts; something I myself use as a reference in case I need to refresh my memory. If you don't want to get too overwhelmed by math, you should skip the "Order of Operations" and "Combat Mechanics" sections and jump straight to the "Talents?!" part of the guide; you can always come back later. If you have any questions or comments, send me an email to the following address WITHOUT the underscores (which are just there to prevent automatic parsers from grabbing my email): si_mu__lc_r_a@uchicago.edu Note that this guide looks best if you used a monospace font like Courier (Windows) or Menlo (Mac OS X). ================================================================================ ================================================================================ Order of operations !ord- -------------------------------------------------------------------------------- One thing to note, because it comes up again and again in the game, is how the game combines different modifiers. Fairly consistently, all modifiers for a given mechanic are first summed and then the result is treated as a multiplier for that mechanic. Even when the game's text says a modifier is "1.5x damage" it is actually treated internally as a +.5 adjustment to the damage multiplier. Some examples: 1.2x reload speed (Gunner) = .20 to reload speed multiplier .85x attack speed (dazed) = -.15 to attack speed multiplier 1.5x attack speed ("haste") = .50 to attack speed multiplier -40% recovery speed (armor) = -.40 to attack speed multiplier 1.5x damage (sneak attack) = .50 to damage multiplier 1.5x damage (critical hit) = .50 to damage multiplier So if you had a character equipped with breastplate affected by both dazed and Deleterious Alacrity of Motion, your final attack speed multiplier would be: 1 base + -.40 breastplate + -.15 dazed + .5 haste = .95x attack speed instead of multiplying all those together to get: 1 base * .6 breastplate * .85 dazed * 1.5 haste = .765x attack speed [no!] The fact that all modifiers for a mechanic are summed has some important gameplay ramifications, especially for damage modifiers and sneak attack. See section com,dam- for more. ================================================================================ ================================================================================ Combat mechanics !com- -------------------------------------------------------------------------------- Action times !com,act- Most actions (abilities, attacks, and spells) have an action phase and a recovery phase. Firearms, crossbows, and arbalests add a reload phase to the normal attack. Some abilities like Marked Prey are specially designed to have no recovery phase, but these are the exception rather than the rule. The combination of how long your characters spend in attack, recovery, and sometimes reload phases determines how quickly they can complete a single action and move on to their next action. These phases are influenced by different modifiers. Note that reload phases only acts as a delay for additional weapon-based actions (attack or ability); you can switch to casting a spell without waiting for a reload phase to finish. The rest of this section gets pretty math-heavy, so the quick summary is: 1. Dexterity adjusts all phases of an action (including reload). 2. "Attack speed" and recovery modifiers both actually just adjust the recovery phase. 3. Reload times are adjusted by reload modifiers, as would be expected. To understand how different phases are timed, you should know that Pillars of Eternity keeps track of "frames" where by default there are 30 frames per second. These frames are independent from your video frame rate; these frames are used internally just for tracking game logic. So, if you are attacking with a weapon that has 30 frames for action and 75 frames for recovery, you will spend 1 second on the actual action to attack and 2.5 seconds to recover before you can do anything else. Dexterity and reload speed modifiers adjust your action times by improving the rate at which these frames progress in-game. For example, if you have enough dexterity for +100% action speed (roughly 43 dexterity) then instead of your character advancing 30 frames/second, they advance 60 frames/second. Put another way, each frame used to take 1/30th of a second, and now they take 1/60th of a second. More generally, to compute the final time spent in a phase after adjusted for dexterity, divide the base time by 1 plus your Dexterity modifier. For example, if you have a weapon that takes 1 second to attack and 2 seconds to recover, if you have 15 Dexterity (+15% action speed), the final time spent is: 1s attack / 1.15 dex_bonus = 0.87s attack 2s recovery / 1.15 dex_bonus = 1.74s recovery ----- 2.61s total (net -.39s reduction) Reload speed modifiers work similarly, except that they are applied _before_ dexterity modifiers have their chance. So with Gunner (1.2x reload speed), you would get on a weapon with 4s reload: 4s reload / 1.2 gunner = 3.33s reload (net -.67s reduction) Attack speed/recovery speed modifiers are different. Rather than adjust the rate at which your characters speed through their frames, they directly adjust the total number of frames spent recovering. Note that in this sense "attack speed" is somewhat misleading since it actually affects recovery. Reminder! There are lots of ways to affect attack and recovery speed, and as per section ord- these are all summed first before being treated as a multiplier. Anyway, as an example, if you have a weapon with a 1s attack and a 2s recovery and have plate armor (-50% recovery speed), you will get something like this: 1s attack (unaffected) = 1s attack 2s recover * (1 - sum_of_attack_recovery_speed) = 2s recover * (1 - (-.5 plate_armor)) = 2s recover * 1.5 = 3s recover = 3s recover -- 4s total (net 1s increase) Like reload speed adjustments, attack/recovery speed adjustments are done before Dexterity has a chance to improve the rate your characters speed through frames. Putting it all together, consider the following scenario: you have a gun that has an attack speed of 1s, recovery and reload times of 2s; you have 15 dex, plate armor, are dazed (x.85 attack speed), have the gunner talent (1.2x reload speed), and are buffed by chanter's reload speed chant (1.2x ranged attack speed, 1.2x reload speed). First the non-dex stuff: 1s attack (unaffected) = 1s attack 2s recover * (1 - sum_of_attack_recovery_speed) = 2s * (1 - (-.15 dazed + -.5 plate + .2 chant)) = 2s * (1 - (-.45)) = 2s * 1.45 = 2.9s recover 2s reload / (1 + sum_of_reload) = 2s / (1 + (.2 gunner + .2 chant)) = 2s / 1.4 = 1.43s reload Then apply the dexterity bonus: 1s attack / 1.15 dex_bonus = 0.87s attack 2.9s recover / 1.15 dex_bonus = 2.52s recover 1.43s reload / 1.15 dex_bonus = 1.24s reload ----- 4.63s total time (net -.37s reduction) As to what all this means in terms of min-maxing, here are some take aways. 1. Attack/recovery speed bonuses benefit from increasing returns. Similarly, attack/recovery speed penalties benefit from diminishing effects. In other words, going from +80% attack speed to +100% attack speed provides a much greater net reduction as a percentage of your total action time than going from no attack speed change to a +20% attack speed change, even though both are the same absolute differences. Likewise, wearing -50% plate is not that much worse than -45% mail, whereas -5% priest robes is comparatively much worse than 0% simple clothing. 2. As a result, characters who want to be fast should _really_ try to avoid any armor or attack speed penalties, while characters who are already putting on heavier armor won't be hurt too much by going all the way to plate armor. This also means that effects like Deleterious Alacrity of Motion (1.5x attack speed) are most effective on characters who are already pretty fast (it may even be possible to get to 0 recovery time). 3. The way dexterity and reloading modifiers adjust your rate at going through frames means that changes to dexterity/reload times are effectively linear returns. In other words, each point gives you as much benefit as the preceding point. In short, everyone benefits or is hurt equally from dexterity or reload mods: e.g. a -5 dexterity debuff is going to mean roughly 15% slower attacks from everyone, regardless of how fast or slow they were originally going. 4. Since time spent in reload phase is not penalized by armor, using reloading weapons reduces the negative impact that armor penalties have on your characters. Conversely, this fact also means that reloading weapons mitigate the positive impact of things like Deleterious Alacrity of Motion. 5. Because your character _must_ go through the appropriate recovery phase before moving on to another action, you should ponder giving your casters fast weapons (or even dual-wielding). If you equip slow weapons, you run the risk that when you urgently need a spell your caster is stuck in a long recovery phase from the previous physical attack. (I suspect many players may run into this trap when they try to give Durance an arquebus and find that all of a sudden he is terrible at trying to cast spells in an emergency.) 6. Finally, don't make the mistake I initially made and think that dexterity's action speed bonuses can cancel out an equivalent armor penalty. It doesn't work that way. The latter makes your recovery slower, the former makes your entire action time faster. -------------------------------------------------------------------------------- Weapon choices !com,wea- Fast melee weapons have 20 attack frames and 40 recovery frames (remember 30 frames is 1 second of normal game time). All other melee weapons (including two-handed weapons) have 30 attack frames and 60 recovery frames. Equipping a shield allegedly slows down melee weapons a bit, but I don't know what the numbers are. Dual-wielding speeds up your attacks by halving the number of recovery frames for each weapon. The other effect is that you end up alternating between the two weapons: if you have a fast and slow melee weapon A and B, you spend 20 attack frames to attack with A, recover for 20 frames, then attack for 30 frames with B, then recover for 30 frames, then go back to A. Ranged weapons are a little more around the map. They kind of stick to a 30 for fast, 40 for average, 50 for slow/very slow frame count for attack, and 60, 75, and 80 for recovery (respectively), but there's some variation around those numbers (a pistol, for example, actually has 54 attack frames and 76 recovery, instead of 50/75). In addition, the reloading weapons have an amount of reloading frames that don't follow any real pattern: Crossbow 101 reload frames Arbalest 168 reload frames Pistol 154 reload frames Blunderbuss 192 reload frames Arquebus 194 reload frames Note that a consequence of these high reload frame numbers, the Gunner talent can be a _massive_ improvement in your action time. A 1.2x reload speed modifier on a pistol using the equation from the previous section will result in: 154 reload_frames / (1 + .2 gunner) = 128 reload_frames which is 26 fewer reload frames, almost a _full second_ off of your entire action time. Anyway, when considering weapon choices, if all you care about is damage throughput, then here's a ranking of the top highest damage rate ranged weapons (when considering the average DR of enemies): Top 5 ranged weapons (with special weapons for reference) (Rot Skull [druid]) (Kakaloth's Minor Blight [wizard]) Arquebus Pistol Arbalest War Bow Blunderbuss Note that certain circumstances can change this ordering. 1. If you have low or no recovery penalty, then the War Bow catapults past all the reloading weapons, though the Gunner talent still helps these reloaders edge out War Bow. 2. Blunderbuss catapults to the top if you have something like Expose Vulnerabilities to negate more than its standard DR penetration. This is because the blunderbuss fires 6 projectiles; any DR adjustment effectively has a six-fold effect on its damage output. 3. The Blast talent for the Wizard makes the implements much better in crowded situations (especially with Penetrating Blast). The Deadly Implement talent can also help, at the cost of health. 4. Unfortunately the Hunting Bow doesn't get much love, though with some help from DR reduction spells and such it can be a decent performer. Note that for this list and lists to come the damage ranking also roughly corresponds to how good the weapon is at focus generation. The one big exception is that if you eat Carow Golan (+4 focus per hit) then the blunderbuss becomes catapults to the top of the previous list. Top 5 one-handed melee (with special weapons for reference) (Fists [monk] and Shapeshift [druid], order depends on talents) Stiletto Dagger/Rapier/Club (3-way tie) Sabre There's less damage variation amongst one-handed melee weapons than ranged weapons. The stiletto stands out because it is both fast and has DR penetration. The speed and accuracy bonus for the dagger, rapier, and club helps out a bit. The sabre's special trait is doing more damage, which is nice. Top 5 two-handed melee (with special weapons for reference) (Spirit Lance [wizard]) (Firebrand [druid]) (Concelhaut's Quarterstaff [wizard]) Estoc Tie for all other weapons There's even less variation among two-handed melee weapons. The Estoc is special because it features DR penetration instead of reach or dual damage types which is what other two-handed melee weapons have. Note that in all of the above lists, the special weapons completely out-trump normal weapons, even if they can never be upgraded. The level 1 wizard spell Concelhaut's Quarterstaff, for example, is twice as good as an Estoc; that margin can shrink with upgrades/enchants to your Estoc, but will never completely close. -------------------------------------------------------------------------------- Damage modifiers !com,dam- All attack rolls get translated into a number, with the usual range being between 1 and 100. What value you get determines whether you miss (15 or less), graze at 0.5x damage/effect (16-49), hit at full (50-100), or crit at 1.5x damage/effect (101 or more). Importantly, as alluded to in section ord-, these damage modifications are treated like any other damage modifiers. That means a graze is not actually half damage, but rather a -.5 damage modifier (and a crit is a +.5 modifier). That may not appear to make much of a difference, but it does especially with sneak attack. A rogue's sneak attack does 1.5x damage. This is also a damage modifier, specifically +.5. Combined with how the above works, this means that a grazing sneak attack will actually do normal damage! -.5 graze + .5 sneak_attack = 1x damage modifier and NOT 1.5x halved for .75x damage modifier Unfortunately, this also means that a critical sneak attack will do less damage than expected (2x damage instead of 2.25x damage). However, this fact means that if you can add damage modifiers to your characters, you actually diminish the importance of accuracy! Sure, having a low enough accuracy where you miss a lot is still going to be bad, but you basically mitigate the downsides to grazes at the expense of crits. In truth, on Path of the Damned difficulty, enemy deflections are so high that crits are fairly rare anyway, so the mitigation of grazes more than balances out that loss. Example talents that add damage modifiers are Two-Handed Weapon Style and Savage Attack; these are both available to all classes. The upshot is that characters who can increase their damage modifier, especially those with access to sneak attack (rogue, priest of Skaen, a hunter pet) can greatly increase their damage throughput by significantly increasing their graze damage. -------------------------------------------------------------------------------- Stacking defenses !com,sta- All defenses have _increasing_ returns; each additional point is worth more than the point before. This is because as a defense rises in number and the attacker's miss range increases, each additional point taken away from the attacker's hit range is a greater proportion of the remaining hit range. In other words, reducing the attacker's net hit range from 1-100 to 2-100 is a 1% reduction in hit range. Reducing the attacker's net hit range from 99-100 to 100-100 is a 50% reduction in hit range. In case you're having trouble understanding how that is increasing returns, imagine you have either 97, 98, 99, or 100 deflection against someone with 15 accuracy. 97 deflection: only a 3% chance for attacker to graze 98 deflection: only a 2% chance for attacker to graze (this is a 50% increase in your "effective" health) 99 deflection: only a 1% chance for attacker to graze (this is a 100% increase in your "effective" health) 100 deflection: attacker always misses (this is an infinite% improvement in your "effective" health!) Note how with each increasing point, the net effect on your survivability keeps getting better, until you reach the point where the attacker always misses and you have infinite survival, whereas the point before you still had finite survivability. Most players who have played the game before probably have experienced this reality with Eder who will most likely be outfitted with (Wary) Defender, a large shield, and Weapon and Shield specialization, helping his deflection skyrocket to hardy levels. Now, with all this information, it's important to note that of all your defenses, deflection is probably the most important. There are two main reasons why: 1. Due to increasing returns, you get the most benefit from stacking a single defense instead of spreading yourself across several defenses. 2. Despite the presence of enemy priests/druids/ciphers/wizards, the most common and deadliest attacks are inevitably deflection-targetting; creatures like Crystal Eater spiders or Xaurip Skirmishers have powerful on-hit afflictions that must first hit your deflection before they can trigger their petrify/paralyze/etc effects. As such, where possible favor deflection over other defenses; like if you're considering getting a Ring of Deflection or a Ring of Protection, you should save your cash for the former. In an extreme case, if you never plan on wanting a squishy ally being hit by melee, you could stack on other defenses. In particular, Fampyrs will always target their dominate effects on a caster, so it might make sense to stack nothing but will defense for your valuable casters. -------------------------------------------------------------------------------- Engagement !com,eng- Engagement is a critical part of combat in Pillars of Eternity. Briefly, most characters can "engage" one enemy; to engage an enemy, the following must be true: 1. The character has a melee weapon and is either attacking or waiting to attack with the weapon. An "attack" in this case is either the normal auto-attack or an ability that uses an attack or full attack. 2. The character is at melee range with a foe. 3. The character is not at their maximum engagement. Most characters/enemies can only engage one adversary at a time, though certain talents/creatures/abilities allow for greater engagement. If all the above are true, engagement occurs; if the adversary was moving, they immediately stop moving. This is also true for your characters, unless you disable the "character stops moving on engagement" option (I recommend you don't disable it if you prefer the tactical challenge). Note that some enemies will eagerly and repeatedly break engagement to go after more vulnerable characters. Once engaged, any attempt by the adversary to break engagement triggers a disengagement attack from your character, which is a normal attack made with a +5 accuracy bonus. The disengagement attack can potentially be brutal; it's possible that it will interrupt the adversary, which will allow the character to run up and re-engage the adversary. Note that in many melee combat cases, engagement is mutual; both the character and their adversary will be engaging each other. Some effects can immediately (albeit temporarily) break engagement; see section aff- for details on what afflictions can break engagement. ================================================================================ ================================================================================ Stats !sta- -------------------------------------------------------------------------------- Might Most important for: druids and spellcasters focused on damage or healing Sure everyone likes dealing damage or healing, but one problem is that each point of might has diminishing returns. Going from 10 might to 11 might is 100% to 103% damage/healing, a 3% increase. But going from 17 might to 18 might is 121% to 124% damage/healing or a 2.4% increase. Because of this, many classes are better off putting points into dexterity since that stat offers linear returns. That being said, doing more damage will help bypass damage reduction better than doing the same amount of damage faster, so the preference for dexterity is a weak one. That being said, when it comes to spells (which are finite) instead of attacks (which are almost infinite), _efficiency_ is more important than speed, in which case might shines. Druids in particular benefit from might because virtually everything they do is based in damage or healing. Constitution Most important for: monk, tanks Can be dumped Constitution is definitely important if you plan on taking damage. If you don't, like a caster who sits at a distance, then you can safely ignore constitution. I personally don't have a second's thought about taking a couple of points from constitution to put elsewhere. Dexterity Most important for: everyone Dexterity universally benefits everyone with linear returns. Each point is a further 3% increase in your action speed. Virtually everything you do is improved by a higher action speed. In fact, point-for-point a 3% faster character is probably better than a character who merely does 3% more for damage and healing. So if you're trying to decide between a point in might or dexterity, choose dexterity. Perception Most important for: offensive characters Perception used to be a lame stat, but now that it bestows an accuracy bonus/penalty, it is almost universally useful. I would say that on any class that needs to regularly hit the enemy, perception is as good as dexterity. On the other hand, characters focused more on party buffs and defense will benefit little. While perception does not offer linear returns like dexterity, high perception will offer increasing chance for critical hits, which is particularly powerful for duration-based effects. Intellect Most important for: casters, barbarians Can be dumped by tanks Casters definitely benefit here; chanters, ciphers, druids, priests, and wizards really need all the area of effect and duration they can get. But other characters also have core abilities that rely on duration or area. For example, a monk's Torment's Reach or Swift Strikes benefit from intellect. However, most notable is the barbarian's Carnage which gets a larger area of effect from intellect. Fighters and other characters who plan on mostly just soaking up damage can safely dump this stat. Resolve Most important for: tanks (kinda) Can be dumped Kind of a loser stat. You get deflection and you are also slightly harder to interrupt. For tanks who are expected to get a lot of unwanted attention, both can be a useful benefit. ================================================================================ ================================================================================ Afflictions !aff- -------------------------------------------------------------------------------- Afflictions can be a bit confusing, since many of them are only slightly different from each other. I'll list them here and also provide "net" effects which include the effects of stat reductions. Note that enemies cannot be reduced past 0 in a stat, so all these "net" effects are "up to"; if an enemy doesn't have enough of a stat to be lowered, they'll get less of an effect. Blinded [allows sneak attack] (breaks engagement) raw: -25 accuracy, -20 deflection/reflex, -4 perception, -2 move net: -29 accuracy, -20 deflection, -28 reflex, -12 interrupt, -2 move Charmed (breaks engagement) raw: alliance flipped, -25 accuracy, -25 defenses, -.25 attack speed net: (same) Confused (breaks engagement) raw: every 6 seconds, one of: stand around, run away, attack ally, behave normally* net: (same) * Despite the in-game tooltip, I've never actually seen an enemy "behave normally" i.e. attack me. Dazed raw: -10 accuracy, -2 dexterity/intellect/perception, -.15 attack speed net: -12 accuracy, -6% action speed, -12% ability area, -10% ability duration, -6 interrupt, -8 reflex, -4 will, -.15 attack speed Dominated (breaks engagement) raw: alliance flipped net: (same) Flanked [allows sneak attack] raw: -10 deflection net: (same) Frightened raw: -10 accuracy, -2 dexterity/resolve net: -10 accuracy, -6% action speed, -6 concentration, -4 reflex, -4 will, -2 deflection (overridden by terrified) Hobbled [allows sneak attack] raw: -20 reflex, -1.5 move speed, -2 dexterity net: -26 reflex, -6% action speed, -1.5 move speed Paralyzed [allows sneak attack] (breaks engagement) raw: no actions, -40 deflection/reflex, dexterity set to 0 net: no actions, -40 deflection/reflex, additional -2 reflex per dexterity lost Petrified [allows sneak attack] (breaks engagement) raw: no actions, -40 deflection/reflex, dexterity set to 0, x2 damage taken net: no actions, -40 deflection/reflex, additional -2 reflex per dexterity lost, x2 damage taken Prone [allows sneak attack] (breaks engagement) raw: no actions, waste ~1 second to stand back up at end of effect, -10 deflection/reflex, -2 dexterity net: no actions, waste ~1 second to stand back up at end of effect, -10 deflection, -14 reflex Sickened raw: -20 fortitude/will, -1 all stats net: -3% damage/healing, -3% action speed, -3% endurance/health, -3 interrupt, -1 accuracy, -6% ability area of effect, -5% ability duration, -3 concentration, -24 fortitude, -4 reflex, -24 will, -1 deflection Stuck [allows sneak attack] raw: can't move, -5 accuracy, -20 deflection/reflex, -2 dexterity net: can't move, -5 accuracy, -20 deflection, -24 reflect, -6% action speed Stunned [allows sneak attack] (breaks engagement) raw: no actions, -30 deflection/reflex, -4 dexterity/intellect/perception net: no actions, -30 deflection, -42 reflex, -8 will Terrified raw: -20 accuracy, -4 dexterity/resolve net: -20 accuracy, -12% action speed, -12 concentration, -8 reflex, -8 will (overrides frightened) Weakened [allows sneak attack] raw: -20 fortitude/will, -2 might/constitution, -2 move speed net: -28 fortitude, -20 will, -6% damage/healing, -6% health/endurance, -2 move speed Some pivot tables follow. If you want to: ...sneak attack, use: blinded, flanked, hobbled, paralyzed, petrified, prone, stuck, stunned, weakened ...reduce deflection, use: [best] blinded, charmed*, flanked, paralyzed, petrified, prone, stuck, stunned [misc] dazed, frightened, sickened, terrified ...reduce fortitude, use: charmed*, sickened, weakened ...reduce reflex, use: [best] blinded, charmed*, hobbled, paralyzed, petrified, prone, stuck, stunned [misc] dazed, frightened, sickened, terrified ...reduce will, use: [best] charmed*, sickened, weakened [misc] dazed, frightened, terrified ...break engagement, use: blinded, charmed, confused, dominated, paralyzed, petrified, prone, stunned ...slow the enemy's movement, use: [best] blinded, weakened [misc] hobbled ...reduce enemy accuracy, use: [best] blinded, charmed*, dazed, frightened, terrified [misc] stuck * while charmed can be useful here, after one attack against a charmed enemy, they will revert back to normal, so it is only good for one attack. As you can see, fortitude is the hardest defense to lower (made worse by the fact that enemies tend to have a high fortitude across the board). Reflex, by contrast, is the easiest. Not only are there many ways to do so, but all these effects in aggregate are very common, especially blinded and hobbled. ================================================================================ ================================================================================ Talents?! !tal- -------------------------------------------------------------------------------- Basically just going to cover some talents of particular note. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cross-class Apprentice's Sneak Attack Probably the best cross-class talent in any reasonable mixed party. It should be reasonably easy to apply sneak attack-enabling debuff, at which point this is a straight-up passive 15% damage bonus for your non-rogues. Veteran's Recovery Great for non-fighters who want to take on a tanking role. Monks in particular will like this. Chanters who take on a more rough-and-tumble role will also like this on top of their chant-based regeneration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Offensive Weapon Focus: [whatever] Basically everyone other than maybe a wizard should get this. Especially on Path of the Damned you need all the accuracy you can get away with. Note that as of 2.0/White March, there are weapons that have a "universal" weapon type. This includes all weapons summoned from spells and all soulbound weapons. Weapons that are "universal" will benefit from _any_ Weapon Focus talent, so long as you at least have one (though multiples do not stack). So if you're planning on using a summoned weapon a lot or a particular soulbound weapon, don't fret it and choose a Weapon Focus that will satisfy your normal usage. Interrupting Blows Interrupt benefits from increasing returns. So don't pick up this talent if the character making use of this has low perception. However, on a characer with high perception, this can make interrupts an almost coin-flip proposition. This may actually be good on a caster, someone who is going to hit a bunch of enemies at once, repeatedly. That can mean many more chances to interrupt then, say, a dual-wielding melee attacker. Penetrating Shot What might not be obvious is that the ranged DR bypass also applies to spell-like abilities (at the cost of recovery time). It might not actually be worth the extra -20% penalty to recovery time for an extra 5 damage for most spells, but for spells that hit repeatedly for small amounts (like beam spells or area of effect hazards) this can dramatically boost a spell's net damage. On Path of the Damned you might seriously want to consider this for everyone who uses ranged attacks regularly, as virtually every enemy appears to have some kind of DR. Slower weapons will benefit less since they already do so much damage that getting an extra 5 may not be worth the -20% penalty to recovery time. The upshot is that you have to make sure the extra 5 damage per attack exceeds the 20% increased recovery speed (this will generally be true for most cases). Dangerous Implement The extra 25% will make implements better than non-Gunner reloading weapons, at the cost of health per strike. Make sure you only activate this when your health is high and only get this on characters who don't plan on getting hit much. If you do want the extra damage, don't be too worried about the health loss. Treat health as another resource; in a properly managed party, your non-melee characters will only ever rarely take enemy damage so this lets you arbitrage that "unused" health into extra damage. Gunner A 1.2x reload speed can be a significant increase in your attack rate with reloading weapons. Anyone planning on using reloading weapons regularly should get this. Beast Slayer/Sanctifier Of all the talents that target specific enemy types, these two are the most useful. Beasts cover a wide array of enemies, including the problematic Elder Lion, Elder Wolf, drakes and dragons of all sorts, and the Crystal Eater spider. Vessels cover similarly problematic enemies: Dargul, Adra Animat, Death Guard, and Fampyr. The Ghost Hunter talent may appear to be useful since spirits of all sorts are the bane of your early game (Phantom, Spectre, Shade, and Cean Gwla as well as flame blights of various kinds), but eventually by mid-level you should have no problem dealing with these guys. By contrast, even higher level parties will struggle with Crystal Eater spiders, dragons, Fampyrs, and swarms of Darguls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Defensive Cautious Attack Useful to give anyone a deflection boost since there are only so many deflection items to go around. Bear's Fortitude/Snake's Reflexes/Bull's Will Because of the importance of stacking deflection (see section com,imp-), if you're thinking about one of these, make sure you get Superior Deflection first, and then maybe one of the talents that gives you defense against specific types of attacks (which can benefit deflection) before you get one of these. Hold the Line While fighters with Defender are the best tanks, barbarians, monks, paladins, and chanters make suitable secondary tanks with this talent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Utility Fast Runner The staple of any attempt at a solo run (especially triple crown solo, I can tell you that from personal experience). Even outside of a solo run, this is useful for any character who needs to be mobile for optimal efficiency. Fast Switch Good for a wizard juggling grimoires. Even better if you want to juggle slow weapons: if you switch weapons right after an attack phase and before the recovery phase kicks in (indicated by a full yellow bar in the character's combat tooltip) your character uses the weapon switch delay instead of the recovery frames. Ordinarily this is not too great; the weapon switch delay is 2 seconds by default and unmodified by attack/recovery speed adjustments. With Fast Switch this delay shrinks to .5s, a fraction of normal recovery phases. You could fire with a reloading weapon, switch to a second and fire again with only a .5s pause in-between instead of a full recovery and reload phase. This tactic works best with an Island Aumaua since they have an extra weapon set. You could have two reloading weapons to start off a fight with and then a third melee or ranged weapon to settle on for the rest of the fight. In some cases, this rapid switch at the start of a fight can be enough to kill off a weaker foe. Ciphers also benefit disproportionately from doing this kind of trick; this burst of damage can give them a decisive surge in focus. Note that as of White March there is an item that can further reduce your weapon switch time to 0s, allowing micromanagers to remove any recovery time from a character. Arms Bearer Gives you an extra weapon set. Generally not useful except when coupled with Fast Switch to quickly plow through reloading weapons at the start of a fight. Scion of Flame/Secrets of Rime/Spirit of Decay/Heart of the Storm These all function like their Icewind Dale II equivalents, which give you resistance to the element type and a respective 20% damage bonus. You don't need to have a lot of sources of the damage type to benefit, just at least one you use a lot. So a wizard who uses Chill Fog a lot will love Secrets of Rime, even if they have a bunch of other non-freeze spells they also use. Like in Icewind Dale II, these also boost random other sources of damage your character does, like the Lash enchantments. ================================================================================ ================================================================================ Quickie on classes !qui- -------------------------------------------------------------------------------- The most important thing to note here is that aside from every other difference, character classes are tiered into different levels of starting accuracy and deflection (health and endurance, too, but that's less important for now). Why is this a big deal? Well, first of all, most ways to increase accuracy and deflection are equally available to _all_ characters. In addition, every time you level up, you always gain 3 accuracy _and_ deflection, so the net effect of a level is that you just gain parity with other characters at that level. That means that any character that possesses an innately higher starting accuracy or deflection (or possesses character-specific ways to help boost them innately) has a powerful advantage. What's also interesting about how the classes are designed is that classes themselves do not necessarily fall into convenient tiers of accuracy and deflection based on their traditional RPG role; in fact, there's a bit of a mix across tiers, yielding some interesting results (notably for the Chanter). Refer to the below reference table: (Tier:) Bad! Low Med High Wow! Starting Accuracy 20 25 30 35 Starting Deflection 10 15 20 25 30 Class [see note] Accuracy Deflection Spell accuracy* Barbarian Med Low Chanter [1] Med High Med Cipher [2] Med Med High/Wow! Druid [3] Low Med High Fighter High Wow! Monk High High Paladin Med High Priest Low Low High Ranger High Med Rogue [4] High Low Wizard [5] Low Bad! High * Spell accuracy is what you would generally experience from making heavy use of a character's spell-like abilities (which generally feature some sort of innate accuracy bonus). There will sometimes be variation amongst spell-likes, but this is what you should generally expect. Of note is that the low accuracy caster classes _generally_ feature an innate +10 accuracy bonus on all their spells to bring their spell accuracy up to par with a fighter (High accuracy); there are some exceptions (like level 2 wizard spell Binding Web, which has no accuracy bonus and is thus a Low accuracy spell). In this way the game is able to make these classes good at spells but underwhelming at traditional fighting. [1] Chanters are basically the bard class of Pillars of Eternity, except they're actually better than standard implementations of bard classes. They have comparable accuracy to other classes expected to melee (Barbarian, Paladin, possibly Cipher), a high deflection (on par with an actual tank: the fighter), and best of all their main ability (chanting) is completely disconnected from attack/recovery frames. So you could just load up on the heaviest armor and basically be a full-on tank for everyone else. Notably, even though their invocations are spell-like, none of them feature any innate accuracy bonuses, so their net spell accuracy will not be on-par with actual spell casters. [2] Ciphers are interesting because they are very caster-like but have a higher standard accuracy than actual casters. Unlike chanters (who also have a decent base accuracy), ciphers also still feature innate accuracy bonuses to their spell-like powers, a fact that bumps them up to higher spell accuracy. But unlike other casters whose innate spell accuracy bonuses serve to just bump them up to Fighter-level, Ciphers actually possess a collection of powers that gives them a full +10 bonus on top of their already higher standard accuracy, which gives them a selection of the most accurate spell-like abilities in the game. [3] Druids have a higher deflection than would be expected for a class that eventually spends all their time casting spells, but this works with the fact that shapeshfiting involves getting up close and personal. [4] With high accuracy and low deflection, Rogues are a real glass cannon. Even a wizard has more survivability thanks to spells. In fact, because a rogue is probably going to give up a shield in favor of dual-wielding or wielding a two-handed weapon, it makes it even _more_ likely that your deflection will be at stunningly low levels, making you ripe for enemy critical attacks (especially on Path of the Damned). At least a wizard can equip a superb small shield for +14 deflection and still stay back to cast spells at full power. [5] Wizards have uniquely bad deflection; they are literally on a tier of their own. They sort of make up for this by being the only caster class with many self-buffs devoted to surviability. Less important for our purposes, classes also fall into tiers of endurance and health: (Tier:) Low Med High Endurance +per level 36 +12x 42 +14x 48 +16x Health multiplier x4 x5 x6 Class Endurance Health Barbarian High High Chanter Low Low Cipher Low Low Druid Low Low Fighter Med Med Monk Med High Paladin Med Med Priest Low Low Ranger Low Med Rogue Low Low Wizard Low Low Note that health doesn't really matter for most battles, it merely acts as a constraint over multiple fights. Characters with low health multipliers will not be able to repeatedly take much damage before needing to rest (or risk maiming/death). Notably, the monk and ranger are in a health multiplier tier higher than their endurance tier, which suggests they are expected to take more damage than other classes in their endurance tier. ================================================================================ ================================================================================ More on classes !mor- -------------------------------------------------------------------------------- Barbarian !mor,bar- Personally I find the barbarian a bit underwhelming. Carnage can be a decent ability, but its never going to be a wow amount of extra damage. It also requires a lot of advantageous positioning or decent intellect. Many things about the barbarian, even Carnage, suffers disproportionately in the step up to Path of the Damned. Carnage suffers because enemies already have huge deflection so having extra attacks at a -10 penalty means your attacks are very rarely ever going to connect. Frenzy's masking of health information becomes riskier. Brute Force is less helpful. Bloodlust is less likely to trigger since the tougher foes mean the barbarian is less likely to be the finisher of two foes early on. Etc, etc, etc. That being said, the barbarian has a truly astronomical amount of endurance and health, being literally on a tier on its own. If you want to take a barbarian out for a spin, I recommend at least using dual-wielding or single-wielding: if you're going to have a really inaccurate area of effect attack, you can at least give yourself a lot of chances at it or give yourself a higher accuracy bonus. -------------------------------------------------------------------------------- Chanter !mor,cha- As mentioned in the quickie guide, a chanter is a very interesting class. In many other RPG implementations of a bard, you end up with a class who is generally kind of mediocre at everything. Notably, in Advanced Dungeons & Dragons (via Baldur's Gate I and Icewind Dale I), bards had the "benefit" of being able to equip chainmail armor and be proficient with any weapon, as if that was good enough to make them viable for combat. Spoiler alert: it wasn't. (Fortunately, the existence of wands made bards useful until they could cast more spells, i.e. became more wizard-like.) The chanter in Pillars is much more capable, and to re-cap the quickie guide it's due to two things: 1. An accuracy and deflection on par with characters actually expected to go toe-to-toe. 2. The chant ability being completely unaffected by attack/recovery speed mechanics. For point 2, while a chanter's health/endurance are caster-ter (36 + 12/level, x4 health), being able to equip the heaviest of armors with little impact on the chanter's main ability helps mitigate this squishines. Not to mention that the chanter has an upgradeable talent that adds a fighter-like regeneration to all that chanting (for the entire party, to boot). Also, the chanter lacks many class-specific talents. This sounds like a weakness, but is actually a strength because this means that much of the chanter's power comes built-in. This therefore leaves you a lot of flexibility to customize your chanter based on the common pool of talents. For example, if you want your chanter to tank you can pick up Weapon and Shield Style, Cautious Attack, and Superior Deflection and rack up a pretty high deflection. Or if you want to do some burst damage you can get Arms Bearer, Fast Switch, and Gunner and start off every fight with a blitzkrieg of Arquebusses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The problem with high-level chanters Chanters are great versatile additions to a party, but suffer from a curious problem: the more powerful your party, the less impact a chanter has. This is because higher-level chants take longer to sing and higher-level invocations take more sung chants to use. Both of these implies that you need a long fight to really take advantage of the chanter's high-level stuff. This is in stark contrast to the _actual_ trend of combat with a high-level party, which is decided fairly quickly. As such, chanters actually get less effective with each additional level after a certain point. This is not to say that they aren't still useful, it's just that each additional level doesn't make them as more useful as that same level for another class. This problem is exacerbated in the White March, where level 4 chants/invocations are available, but most fights will end before you can get mileage out of these. There are a few notable exceptions (such as the fight against the Alpine Dragon and Concelhaut), but those are indeed exceptions not the rule. Pray that Obsidian does something to address this, as this is a fairly uniquely chanter-specific problem. Until then, you generally have to decide whether you want to use high-level chants or high-level invocations; you probably won't be able to have both in a normal fight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A word on chants As you go about creating your own custom chant sequences, one thing you need to keep in mind is that while chants are nice, invocations are good. Really good. Like, even level 1 invocations in the late game can be tide-turning-ly good. And so while loading up a chant with level 3 chants might be nice, it'll mean that it'll take a _very_ long time to build up enough chants to use an invocation. What I'm saying is you really should mix in some level 1 chants. It'll lower the average time of each chant in your sequence, and thanks to the linger effect of each higher-level chant, you won't really miss that much. And you'll notice the difference when you're actually able to use an invocation before the battle is completely over. Note that as of 2.0/White March, you can no longer "cheese" the chant system by forcefully changing the songs shortly after triggering the first song's buff; selecting a chant now forces a lengthy cooldown on all your chants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chant/invocation highlights But Reny Daret's Ghost, He Would Not Rest (level 1 invocation) A really solid early-mid game summon. This phantom can stun with each hit and gets sneak attack bonuses, to boot. Even late game you can send in a phantom to some otherwise occupied foe and basically stun-lock them. White Worms Writhed in the Bellies of the Dead (level 1 invocation) Did you ever play Diablo II? If so, do you remember what Corpse Explosion was like? Because this is Corpse Explosion for Pillars of Eternity. The targetting is janky and the description unclear, but basically what happens is that any corpse in the area of effect _explodes_ in a base 1.25m area of effect, doing modest crush damage to any foe nearby. Might not sound great, but by the time you have 3 chants down, you could have a lot of corpses around. Even if the corpses belonged to easy Xaurips, they'll still explode for full damage. You can instantly end fights by exploding a bunch of corpses for numerous blasts of ~25 crush damage. The best part is that unlike Diablo II's Corpse Explosion, the corpses are still useable for successive invocations, so for long-running fights (or if you keep pulling enemies back to the same pile), you can have a snowball effect where each successive invocation does dramatically more damage. Do note that some enemies do not leave corpses behind, like spirits or blights. Sure-Handed Ila Knocked Her Arrows With Speed (level 2 chant) It's been nerfed to only provide a 1.2x reload bonus, but this is still A+ for any party that likes ranged weapons, especially reloading ones. The Dragon Thrashed, the Dragon Wailed (level 3 chant) Holy flurcking schmidt that's a lot of damage (60 burn _and_ slash)! Even on Path of the Damned just one sing of this chant is enough to clear out trash mobs. For all other fights, this will rapidly accelerate the killing process. Note that you can kind of "cheat" this by chanting it, immediately switching to another chant, performing an attack or action to "reset" to the new song, then switch back and perform an attack or action to "reset" again to instantly trigger another use of this chant. It won't help with increasing your current chant count, but it will help make sure every enemy in sight is fully afflicted by this chant. All level 4 chants [White March only] ...suffer from the same problem. Yes, they're _good_ but they take a long time to sing and aren't _that_ much better than level 3 chants. At this point you're so powerful that most fights are over very quickly, so by mixing in level 4 chants you're actually significantly reducing the likelihood of ever using invocations. All level 3/4 invocations ...are basically awesome. But they kind of have to be since you need a whopping 5 chants to get there (which will be more than the length of many trash fights by this level). -------------------------------------------------------------------------------- Cipher !mor,cip- The cipher is definitely one of the most interesting classes in the game, both in terms of flavor and mechanics. Here I'll focus on the mechanics. Basically every other caster is "rest-limited." Other casters may have some per encounter abilities, but the majority of their powers are limited to per rest, so you have to strategically mete out your spells. (Note that this is not strictly true for chanters, but ther invocations are too infrequent to count.) By contrast, the cipher is "rate-limited." The cipher has infinite use of their abilities per rest. The constraint on casting is instead based on what their focus generation rate permits, focus being their resource for using powers. This reliance on focus does have the interesting effect where without careful consideration cipher powers are invariably obsoleted. "True" casters get more spells per rest, translating into more spells per fight. But because a cipher is rate-limited, the cipher will only cast a few powers in a given fight. As such, if you naively select powers, each new level-up will render more powers obsolete since you only have time to use the "best" few in any given fight. Strategies to deal with this will follow in a sub-section below. Interestingly, whereas other casters are independent from weapons, a cipher's focus generation is intimately tied with weapon usage: 25% of damage dealt is turned into focus. Therefore, being able to choose the right weapons is an important skill to have with ciphers. Melee weapons are by far the best choice for focus generation, having both fast attacks and high damage throughput. In particular, the stiletto, estoc, and sabre are particularly good choices. The stiletto is good due to a combination of high speed and DR penetration. The estoc combines a two-handed weapon's lumbering damage with DR penetaration. And the sabre features high base damage. When using one-handed melee weapons, dual-wielding is best. However, if you need extra survivability, you can still get decent focus while wielding a small shield. On Path of the Damned you may even consider forgoing the shield in favor of the accuracy bonus of just wielding a single one-handed weapon: due to rounding, grazes generate insignificant amounts of focus. Keep in mind though that ciphers are going to be squishy at melee. While a cipher has both medium-tier deflection and accuracy, you can't put heavy armor on a cipher without jeopardizing their ability usage. A high resolve may help avoid interruptions, but the upshot is that especially on Path of the Damned a cipher has difficulty going toe-to-toe with foes. Therefore ranged weapons can be a good choice; in return for lower focus generation you get increased safety. Reloading weapons are on average the best but can net you very "bursty" focus generation. This is because their high-damage hits can generate a lot of focus, but their low accuracy and slow attack rates can mean dry spells due to a misses and grazes back-to-back. If you prefer consistency in your focus generation, war bows are the best choice. Apart from weapons, you should consider dropping cash for drugs. Blacsonn gives you a +.2 focus gain multiplier bonus, which stacks with Draining Whip's +.33 bonus. This significantly increases your focus generation with all cipher builds. Carow Golan gives you 4 focus per hit, which benefits ciphers using fast weapons, dual-wielding setups, or blunderbusses. Especially the blunderbuss: each of the 6 projectiles triggers the 4 focus, which can result in a surge of focus with each attack. The "withdrawal" effects of Carow Golan can be severe, but it's definitely worth even the -10 Might penalty. A steady supply of Blacsonn and Carow Galon can first be found at either the Scrivener's Dormitory or if you get on House Doemenel's good side. Be prepared to drop thousands of gold per restock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Talents of particular note Basically every cipher should have Draining Whip (+.33 to focus gain multiplier) and Biting Whip (+.2 to soul whip's damage multiplier). Both help your cipher gain focus, albeit Biting Whip does so by making your cipher do more damage. Remember, focus gain bonuses are added together before being multiplied against the base 25% rate. So if you have Draining Whip and are under the effects of Blacsonn, your focus generation would be: 25% base * (1 + .33 draining_whip + .2 blacsonn) = 25% base * 1.53 = 38.25% of weapon damage The Greater Focus talent is not too useful; only when you're doing a Carow Golan + blunderbuss frenzy will you skirt close to your cipher's maximum focus. However, the talent does bump up your starting focus but only by 2-3 (depending on rounding). Apart from that, consider accuracy boosting talents to help your cipher land consistent hits for better focus generation: choose a Weapon Focus ASAP and consider something like Marksman. Improvements to attack rate also help, so Gunner or Two-Weapon Style are good choices depending on your weapons of choice. Moreover, for firearm/crossbow-based ciphers you should consider making the expensive investment of getting both Fast Switch and Arms Bearer to quickly cycle through weapons at the start of a fight to generate a lot of up-front focus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Picking powers Your cipher will typically have only 3 powers per level, so you must be very deliberate in your choices. Of note, make sure you are diversifying what defenses your powers attack. For example, if you only choose reflex-targeting powers you will have a blind spot against reflex-resistant enemies. In particular, on Path of the Damned, many enemies have reliably high fortitude defenses, so you should refrain from piling on too many fortitude-attacking powers. Also as mentioned before, rate-limited casting poses the risk that your cipher will essentially obsolete their powers with each new level. This defense-targeting diversification can help make sure you have a full set of useful powers. But to further prevent power-obsoletion, try selecting situationally useful powers. However fun it may be to get every damage power, that doesn't do you any good if you're not using 90% of them. Instead, think of your power selection as trying to find the rock, paper, scissors for all sorts of different situations. You can still have an ability or two that you just want to spam over and over, but at least you'll have your bases covered. Note that there's nothing stopping you from picking a power from a lower level, so it's not inconceivable to bypass higher-level power for lower level ones, especially when choosing an area of needed diversity (or if you just need cheaper powers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Power highlights Antipathetic Field (level 1) The in-game description for this power is confusing and misleading. Here's how it actually works: you choose an enemy to be an anchor. You then project a beam that inflicts corrode damage per second for 6 seconds to everyone between you and the anchor, including any allies. In addition, you gain a buff for 12 seconds that increases all beam damage you deal by 20% which happens to also improve this power's beam. Also, in case it isn't clear, this 12 second buff duration is modified by Intellect, whereas the beam is not; so the beam buff could far outlast the beam itself. Anyway, if you can get master the party-unfriendly targetting, this power is _lethal_. You'll even annihilate foes on Path of the Damned. Moreover, the beam damage buff means you can combo this into Ectopsychic Echo (level 3 power), Ray of Fire (level 2 scroll), or even both for incredible damage. Also noteworthy: for a beam, this power has super long range, so you can sweep an entire battlefield with proper positioning. Mental Binding (level 2) This is a powerful paralyze effect, with an area of effect stuck to boot. Unfortunately in White March/2.0 this got nerfed a bit, so it's no longer a fast spell and the paralyze duration is shorter, but it's still very powerful, probably the most cost-effective and versatile power a cipher can pick. Psychovampiric Shield (level 2) Melee ciphers will enjoy the +10 deflection while simultaneously reducing the enemy's by up to 10. The enemy is easier to interrupt, to boot. All that might be pretty modest on its own, though. More importantly, -10 resolve translates into up to -20 will, which gives this power a niche late-game use for lowering enemy will defenses. When you really need to land a paralyze or confuse, you can cheaply use this on top of standard will-reducing afflictions like weakened or sickened. Recall Agony (level 2) Yet-another-confusing-description-for-a-power. All it really does is debuff an enemy to increase all damage taken by 30%. Generally fights against a single foe are short enough that you're better off with something more direct, though big enemies might be good candidates for this. Ectopsychic Echo (level 3) Another semi-confusing description; this power projects a beam from you to an anchor, this time an ally. The resultant beam inflicts crush damage every second for 10 seconds on foes only. This power is devastating on its own, but it can be apocalyptic if you precede it with an Antipathetic Field for the +20% beam damage buff. As an example, a cipher with a buffed Ectopyschic Echo can pretty much take care of the final boss fight on their own, even at modest levels. Note that your anchor must be a _true_ ally. Confused, charmed, and dominated enemies don't count even though their targetting circles turn friendly. Summons do count as allies, so if you're having positioning problems you can just summon a creature behind enemy lines. Pain Block (level 4) This power won't fit well into every cipher playstyle; it basically lets your cipher fill an emergency assist role. The damage reduction bonus is significant, even on Path of the Damned. The healing is modest but in combation with said DR bonus buys your ally massive breathing room. Even ranger pets can become immovable objects with the help of Pain Block. Wild Leech (level 4) Useful for every cipher but best picked up for a cipher who can make use of any stat bonus. In other words, a ranged cipher may not benefit much from constitution or resolve, but a melee cipher could use the extra health and deflection those provide. If by luck you drain an undesirable stat, you still remove that same stat from the enemy. This at the very least means up to -20 to one of their defenses along with varying additional effects. For example, -10 Resolve will also make the enemy vulnerable to interrupt and give -10 deflection. Note that if the foe you Wild Leeched dies, your Wild Leech buff immediately wears off. So prefer Wild Leeching enemies who are going to be around for a bit. This power features a +10 innate accuracy bonus; combined with the cipher's medium-tier accuracy, this power is in the club of most-accurate spells. Borrowed Instinct (level 5) May obviate the need for Wild Leech altogether. This power drains a guaranteed bunch of enemy stats (-8 Intellect/Perception) and guarantees a sweet set of +20 to accuracy and defense bonuses. For more power, you could always have both Wild Leech and this going at the same time for a superhuman cipher. Unlike Wild Leech, Borrowed Instinct will still buff your cipher even if the enemy you drained dies, so feel free to target a weak foe with this power. The accuracy buff provided by Borrowed Instinct appears to use a similar effect to one provided by the priest's level 4 Devotions for the Faithful. This means that the effects do not stack, though you get the other defense bonuses. Detonate (level 5) The power's description is a little confusing. What the power does is do a decent amount of raw damage to one enemy. If the enemy would be knocked out or at low endurance afterwards, the enemy is instantly killed and all targets nearby take a similar amount of raw damage. This is a modest power that can help bump up the cipher's damage rate, especially against DR-heavy foes. The party-unfriendly area of effect makes this hard to use in the heat of combat as nearly-dead foes tend to be near your allies. However, the damage can be worth hurting your own allies, especially if it means taking out a bunch of low-endurance but problematic foes in one go. Amplified Wave (level 6) A great power. Even though this power targets fortitude, the area of effect is so massive that even on Path of the Damned you're likely to knock many enemies down for a decent chunk of time (at least enough to follow up with reflex-targeting spells from other casters). Because this also does a decent amount of damage, you could instantly win fights against swarms of lower-level creatures like Xaurips or Shadows. Disintegration (level 6) Another confusing description for a power. This does not do 30 raw damage over ~15 seconds. Instead, it does 30 raw damage _every few seconds_ for a base 15 seconds. This is incredibly powerful. With modest Might and Intellect the base 30 periodic raw damage is virtually lethal to most enemies in the game. In fact, this ability may just be overkill. You may be better off against many moderate foes using the cheaper, faster, and longer-ranged Soul Ignition. Mind Plague (level 6) Longest and most accurate confuse effect in the game. It's also paired with a dazed affliction for good measure. Moreover, this power has a jump mechanic that lets it afflict really far-flung enemies. Counterbalancing these strengths is the fact that the projectile and jump are _very_ slow. The jump is also unpredictable, since each new target really depends on where the currently confused target wanders; it may end prematurely if it fails to affect the preceding jump target. In short, a wizard will be able to confuse enemies more consistently and rapidly. A cipher will instead confuse enemies for longer and daze them to boot. The upshot is that this is a very good power that fills out a slightly different use case from the wizard. Time Parasite (level 7) [White March only] A modest buff. Nothing like Mind Plague in terms of mass disable, somewhat slowing down a bunch of enemies while boosting the cipher's speed. The duration bonus for the cipher's own personal speed boost stacks with each jump, so the cipher could have a *very* long speed boost, far exceeding a wizard's Deleterious Alacrity of Motion. Ciphers with firearms won't benefit as much from the speed boost (due to reload times) though melee ciphers will really like this ability. Whispers of Treason/Puppet Master/Ringleader (levels 1, 3, 5) All these powers are notable for three very big reasons. First, these all have +10 accuracy bonuses, making them members of the club of most-accurate spells. Second, these powers are the only true sources of charm/dominate available to playable classes. While druids and chanters can charm, the former only targets beasts and the latter can only do so intermittently. And neither of those are dominate effects. Third and most importantly, taking complete control over enemies is very powerful, much more powerful than simply confusing them. The flip-side to the above are several big caveats. These powers are _slow_ to cast. They also have very limited range; in either stealth or combat use prudence lest you endanger your cipher. Finally, you must coordinate your other spells: hitting a charmed/dominated enemy immediately terminates the effect. So if you like to cast spells like Slicken or Fireball, you're better off skipping these cipher powers in favor of confusion-type effects. Foe-only spells are fine, though. -------------------------------------------------------------------------------- Druid !mor,dru- I consider the druid a very unintuitive class. On paper, the druid's focus is mass crowd control via area damage. In fact, all of a druid's spell levels are chock full of spells targeting different defenses or using different damage types. In this way, the druid's spellcasting is a little bit of a game of rock, paper, scissors. However, mixed in with this mass damage capability are a grab bag of other idiosyncratic capabilities; I say idiosyncratic because the druid isn't particularly good at them. A druid can heal, though nowhere near like a priest. A druid can buff and debuff, but weakly. Moreover, while the druid has a low health/endurance and low-tier accuracy, the druid is expected to go toe-to-toe against enemies with regularity, thanks to a medium-tier deflection and a per-encounter shapeshift that yields a very damaging dual-wielded melee weapon. The upshot is that ironically, even though a druid's focus is on mass damage, these idiosyncratic extra capabilities are what defines the druid. This fact is most noticeable on Path of the Damned, where dramatically boosted enemy stats diminishes the impact of any given damage spell. So, a druid's continued effectiveness is based on how well you can weave these idiosyncracies together into a cohesive whole. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . On shapeshifting Shapeshifting is a high-risk, high-reward endeavor. Normally a druid should probably stay back and plunk at enemies, but to really get good mileage out of the druid you should be prepared to identify good opportunities to charge a shapeshifted druid headfirst into melee. A good opportunity is when you have a solid tank who is keeping a foe occupied, and when you're reasonably certain that that foe is not going to turn around any time soon. In addition, it would be best if there aren't a lot of other foes nearby, or risk your druid getting suddenly swarmed if e.g. your tank gets knocked prone. A druid's shapeshifted claws are effectively a dual-wield melee weapon that does 16-25 damage per hit with a DR penetration of 5; it strikes as an average-speed weapon so 30 attack frames and 30 recovery frames from dual-wielding. Note that there is no innate accuracy bonus to this, so there's nothing to help compensate for a druid's low-tier base accuracy. However, 16-25 damage is _a lot_, more than two-handed weapons. It gets even better if you pick up a Wildstrike talent (and pick up a Greater Wildstrike upgrade). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spell highlights Nature's Vigor/Nature's Balm/Moonwell/Garden of Life (levels 1, 3, 4, 6) These spells are a druid's healing repertoire. They can actually heal more than equivalent-level priest spells, but they all do so as a slow regeneration effect over time. So they won't help you in emergencies, but with proactive use can enable your druid to keep your party hale and hearty. Note that aside from Garden of Life all these healing spells have very limited range and area. In fact, Nature's Vigor and Balm just affects a close area around the druid. So remember to consider the time spent moving your druid around when being proactive about healing. Woodskin (level 2) The damage reduction bump is huge but limited in its applicability, benefiting only Pierce, Burn, and Shock. Keep an eye out for what weapons the enemy has and if there are any casters around. Some tips: * Non-implement ranged weapons invariably do pierce damage. If you see a lot of archers, use Woodskin. * Spears are definitely piercing and look obvious when used by an enemy; Xaurips love spears. * Animats, Adra Beetles, and Will o' Wisps love using shock damage. * Enemy wizards and high-level priests/druids are prone to using fire and shock damage. Beetle Shell (level 3) Similar to a priest's Withdraw spell, with a couple differences in mechanics. First, enemies can still attack the encaseed ally. This can be a good thing: casting Withdraw on a tank is a risky move because any enemy formerly attacking the tank immediately moves on to another target. Second, Beetle Shell neither provides nor permits any healing to the encased ally. So this power is not useful to save an almost-dead ally who is swarmed by foes: you won't be able to heal them until the enemies break through the shell to deliver thefinishing blow. That being said, Beetle Shell is a good breathing-room spell. Like the druid's healing spells this is something you have to use proactively. Rot Skulls (level 6) The ranged weapon this spell creates is the most damaging ranged weapon in the game. It's like a wand (30 attack frames, 60 recovery frames) that does 22-32 damage with a +10 accuracy bonus and some area of effect damage. Conjure Lesser/(Normal)/Greater Blight (levels 2, 4, 6) In many ways this trifecta of spells is equivalent to a cipher's suite of mind control spells. Like the cipher's mind control spells they carry the risk of having very limited range and very slow cast time. But also analogously, these spells generate powerful allies to aid you in combat. Returning Storm/Relentless Storm (levels 3, 5) AKA "stunlock spells." Returning Storm only targets one enemy at a time, while Relentless Storm hits all enemies in the area. Both spells follow a medium-sized area centered on your druid, so you'll have to make sure your druid is positioned close enough to enemies without risking danger. On the other hand, this might be a good spell to use before shapeshifting, since while shapeshifted you'll be going up close and personal anyway. Note: Returning Storm does not feature any innate accuracy bonus. Nature's Bounty (level 7) [White March only] Generates items in all available quick slots, which kind of encourages your to play inefficiently and deliberately leave your party members under-equipped with their quick slots. Still, the item you get in unoccupied quick slots is super good. Since this spell is fast, you could open with this and have all your party members down a Nature's Bounty while the fight is still opening and continue the rest of the fight with significant combat bonuses and an endurance regeneration effect. -------------------------------------------------------------------------------- Fighter !mor,fig- A fighter is THE tanking class, bar none. High-tier accuracy and deflection, solid endurance/health, automatic endurance regeneration, and most importantly the Defender modal ability: it gives you lots of extra melee engagement and can be upgraded to give you huge defensive boosts. Of course, you could also build a fighter who can dish out some consistent damage, but if you only have one fighter you should definitely make them the party tank. Not much else to say here. If tank, get Defender, Wary Defender, Constant Recovery and some other defensive talents/abilities. If not tank, get Weapon Specialization, Weapon Mastery, etc. Do note that as of 2.0/White March, there are "universal" weapon types. As mentioned elsewhere, this means that _any_ Weapon Focus talent can be used to give you an accuracy bonus with them. This also applies to a Fighter's Weapon Specialization and Weapon Mastery; so long as you have _any_ one of these talents, it will apply to "universal" weapons (though multiples do not stack). For a fighter, this simply means that regardless of where you put your Focus/Specialization/Mastery talents, you can use soulbound weapons at full effect since they are universal. -------------------------------------------------------------------------------- Monk !mor,mon- Taking a naive approach to the monk will result in a bit of a problematic class. Many of a monk's abilities are powered by wounds, but wounds are only generated by taking damage. Unfortunately, relying on taking damage results in the monk being very squishy. In fact, regularly taking damage on Path of the Damned is suicidal. A better approach for your monk is to treat wounds and wound-powered abilities as _incidental_; just an extra that occasionally occurs in the course of combat. This means you should gear your monk up like any other tank-like. This will minimize how many wounds you get, but at least your monk will be alive. The minimization of wounds necessarily means certain abilities and approaches become better than others. Swift Strikes gives you a temporary attack speed buff, but at least the buff is longer-lived than the alternative of choosing Torment's Reach. You could try and pick up other wound-based abilities, but I personally find that Turning Wheel is a great all-around choice. Turning Wheel passively transforms any excess wounds into extra burning damage. Normally to maximize a monk's effectiveness you should be spending any available wounds on abilities. But if you are gearing up your monk to be hardy, you run the risk that you'll be picking up many abilities that you can never use due to a lack of wounds. Turning Wheel, by contrast, is a mere one-time investment that converts any and all wounds into something useful. It may seem that by not actively stocking up on wound-based mechanics your monk is losing out on a competitive advantage. In truth, Turning Wheel largely mitigates this; and the monk has other non-wound abilities to pick up. And apart from this, the monk has several other strengths. The monk possesses a high-tier endurance, and an unarmed monk will eventually have the most damaging if not most accurate melee weapon in the game. Note: Lesser Wounds may be a good talent to pick up early on. Whenever your monk eventually does take damage, Lesser Wounds increases the likelihood that you get a meaningful amount of wounds out of it. -------------------------------------------------------------------------------- Paladin !mor,pal- The paladin is an interesting class. After receiving some buffs in a patch, they are a reasonable tank that fills some various support roles in keeping your party hale and hearty. They won't be able to deal out damage like a barbarian or monk, and they certainly can't withstand damage like a fighter, but they nonetheless help keep your party going just the same. Their main benefit is one of several auras that project a party buff in a modest area. This is the main argument for favoring Intelligence for a paladin, so as to increase the likelihood your allies are protected by an aura. Zealous Focus or Zealous Endurance are both good, either boosting your damage output or decreasing your damage intake. On Path of the Damned, Zealous Endurance might be a better choice, especially now that it has been buffed to potentially convert incoming Hits to Grazes. Zealous Charge can also be an interesting choice, but its effects are much more subtle. Most of the time combat is fairly static thanks to engagement, so at first blush solely having a boost to move speed is underwhelming. However, faster movement means two important things: your tanks can get into proper position much faster; and your squishy characters can likely outrun any foes approaching them. The two combined means your tanks can quickly intercept foes (and the disengagement defense bonus helps repositioning be less painful) and your squishier characters stay safe. So while the benefits of Zealous Charge are indirect, properly used this can give you a significant boost in your party's net survivability. The fact that you can also use the accelerated movement to kite enemies is a nice side bonus. Along with auras, the Paladin gets access to "exhortations," or mostly per-encounter single-ally buffs that feature no recovery time. Liberating Exhortation is probably the best, acting as a Suppress Affliction for one ally for quite a long time. Can be clutch when someone is immobilized. Reinforcing Exhortation can help an off-tank be briefly untouchable. Hastening Exhortation can help a party member dish out afflictions or damage faster, though is the one exhortation that is per-rest instead of per-encounter. Reviving Exhortation is only useful if you aren't trying to go for a 0-knockout game, but can quickly swing the tide of battle, especially since its later endurance drain has been reduced. Note that because exhortations have no recovery, Hastening, Reinforcing, and Liberating Exhortation can be spammed at the start of the fight to quickly buff your party (though to get mileage out of spamming Liberating Exhortation you need to either be a Darcozzi Paladini or Goldpact Knight for the special Liberating Exhortation talents). The paladin also has access to some miscellaneous abilities. Lay on Hands is actually a fairly decent single-target heal; nothing like what a druid, priest, or even cipher can do but it can help fill in the gaps in party health. Sworn Enemy is like the ranger's Marked Prey ability albeit per-rest. Flames of Devotion isn't too great on Path of the Damned due to high enemey health, but is a nonetheless welcome damage boost when you need that extra umph to take out a problematic foe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Theocracy As alluded, during character creation you can select a paladin order which, in addition to enforcing some role-playing on to you due to their favored dispositions. The paladin order gives you access to two different talents. Some of these can have transformative effects on the paladin as a class, as elaborated below. Bleak Walkers - add bonus corrode damage to Flames of Devotion - when paladin finishes an enemy, nearby enemies become fightened* Darcozzi Paladini - add accuracy buff to Liberating Exhortation - Flames of Devotion also creates a weak Flame Shield on the paladin Goldpact Knights - add defense bonus vs charm/confuse/dominate to Liberating Exhortation - add extra fire damage-over-time to Flames of Devotion Kind Wayfarers - when paladin finishes an enemy, nearby allies are healed* - Flames of Devotion heals nearby allies* Shieldbearers of St. Elcga - add deflection buff to Lay on Hands - Flames of Devotion temporarily buffs nearby allies' deflection* * the area of these effects is roughly 7-8m Talents that boost Flames of Devotion damage work well with an arquebus or some other slow ranged weapon as an opening attack to maximize the effect of the bonus damage. Darcozzi Paladini can turn the specialized Liberating Exhortation into a general-purpose accuracy buff (that casts at instant speed with no recovery). Shieldbearers can turn the somewhat bursty Flames of Devotion into a nice party buff. Kind Wayfarers make the paladin into a more heal-tastic class. -------------------------------------------------------------------------------- Priest !mor,pri- Standard-fare role-playing game priest. Lots of heals, lots of buffs, some debuffs, and a few damaging spells. Unlike other RPGs where the priest also had better combat prowess than his peers, the priest in Pillars of Eternity is almost as squishy as a wizard. There are a couple quirks with a priest, though. First is that after choosing a deity, you can pick up a related talent that gives you a special ability and a +10 accuracy bonus in two weapons. That +10 accuracy bonus effectively bumps the priest's base accuracy up to high-tier for physical combat; you can still get a Weapon Focus to further augment those numbers. The second quirk is that a priest has several "trap" spells. More than just an aesthetic similarity to "real" traps, the priest's Mechanics skill will actually contribute a bonus to the accuracy of these trap spells. Considering that these trap spells have higher accuracy than "real" traps, which feature accuracy penalties as severe as -40, it is not uncommon to see these traps regularly set off critical hits. Both the above quirks add some strategic depth to a priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Theology Choosing a deity is more than just a role-playing experience, it can fundamentally alter how you play your priest due to the deity-specific talent it unlocks down the road: +10 Accuracy Special Ability Berath Mace, Great Sword Lesser Concelahut's Corrosive Siphon Eothas Flail, Morning Star Hope Eternal Magran Sword, Arquebus Burst of Summer Flame Skaen Stiletto, Club adds a 1.2x Sneak Attack Wael Quarterstaff, Rod Lesser Arkemyr's Dazzling Lights Skaen is most notable here. First, the two weapon bonuses fall into the same Weapon Focus category (Ruffian), making it easy for you to further upgrade both. Second, the added sneak attack significantly improves a priest's combat damage throughput (see section com,dam- for more info on damage modifiers). In fact, by becoming a high-tier accuracy, low-tier deflection class with sneak attack, a priest of Skaen basically becomes a mini-rogue, giving up some of the pure damage of the rogue in exchange for better "traps" and a wide array of survivability-boosting spells. Magran and Wael both unlock a high-tier accuracy with a ranged weapon, which will significantly boost the priest's ability to plunk away for damage. It's tough to say which is better; the arquebus has better damage throughput but its lengthy recovery frames means that you could be caught with your pants down when an emergency heal is needed. The other two options aren't too great. If you want melee you're better off with Skaen, and they don't offer any ranged boost. Berath and Eothas are mainly useful to pick up for role-playing purposes. Of course, if you don't plan on taking advantage of the deity-specific talent, then pick whatever deity you want. Note that as of 2.0/White March, there are "universal" weapon types, which benefit from _any_ Weapon Focus. For the priest in particular, any of the above deity-specific +10 weapon accuracy talents _also_ applies to universal weapons, which means that regardless of what diety you follow if you pick up the diety-specific talent you will have some very good accuracy with soulbound weapons (which are universal). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holy Radiance and Interdiction These are the priest's defining per encounter spells, though you have to get a talent to use Interdiction. There are many talents to upgrade these and shape them to your needs. Brilliant Radiance is probably the only definite loser out of all the upgrades; the extra damage is minute in any real fight, especially on Path of the Damned. In general though, the talents help your priest out in the early game but are less useful in the mid-late game. Holy Radiance and Interdiction are best because they are per-encounter spells, but once you are high enough level that your level 1 spells become per-encounter, you no longer really need Holy Radiance or Interdiction. Painful Interdiction has a Weakening debuff that is pretty good, though. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spell highlights Withdraw (level 1) This spell is an amazing way to instantly protect a party member. The protection is almost absolute; enemies will just move off to another target. Moreover, this spell also heals the withdrawn ally, so if the effect wears off while the fight is still going, your ally will be in good shape to resume. There are certain rare situations where damage will still get through to a withdrawn ally. Pre-existing debuffs that deal raw damage can still kill your ally, though frequently the healing will counteract this. Bug? As of 2.03 Withdraw appears to lack any healing effect. The spell description still mentions one, so the operating assumption for now is that it will be fixed eventually. Suppress Affliction (level 2) It's hard to justify many of the "Prayer against" spells when this will completely negate all hostile effects, albeit only temporarily and reactively. As of 2.0, this does also appear to save you from domination and charm. This spell may have some weird side-effects: it may suppress beneficial effects that are implemented as hazard area of effects, such as Consecrated Ground. Repulsing Seal (level 2) The first of three "trap" spells the priest has, and arguably the best. Instead of doing damage, which becomes less important on Path of the Damned, this inflicts prone on anyone near the triggering point. With a high Mechanics skill, it is not uncommon to crit a bunch of enemies with this, resulting in very lengthy start-of-fight crowd control. Holy Power (level 2) The aura range on this spell is _extremely_ small. Treat this as essentially a priest's self-buff that just happens to help out allies who are right next to the priest. Iconic Projection (level 2) There's almost no reason to bother with the same-spell-level Restore Endurance. This spell heals more, will generally have a more advantageous area of effect, and will also damage enemies in the process. The main advantage the same-spell-level Restore Endurance offers it that you could also heal the priest if needed. Consecrated Ground (level 2) This spell is basically a required spell for any hard fight. The repeated healing in an area will basically keep your entire party up and healthy in even the direst of circumstances. The only "concern" is that because this will let party members fight in dangerous situations for a lot longer then they really should, you run the risk that your squishier allies may avoid low endurance only to run into low health, a far worse situation. Warding Seal (level 3) The second of three "trap" spells the priest has and arguably the weakest. The damage can be significant on lower difficulties, but on higher difficulties you probably want to go with one of the other trap spells, both of which feature at least a debuff. Searing Seal (level 4) The last of the "trap" spells; it does less damage than Warding Seal but features both a much larger area and range than either Repulsing or Warding Seal and has a blind debuff. Similar to Repulsing Seal, a high Mechanics skill may mean lots of crits and therefore very lengthy blind durations. Devotions of the Faithful (level 4) Truly an insane buff/debuff packaged into one convenient spell: the +20 accuracy for allies and -20 accuracy for enemies on its own would make this spell A+; the fact that it also boosts ally Might while diminishing enemy Might is frosting on the cake. The major downside is its limited range. Note that if you have a cipher on your team, the accuracy bonus that this buff this provides actually clashes with the buff a cipher gains from using the Borrowed Instinct level 5 power: they do not stack (though you still get the other bonuses from Borrowed Instinct). Salvation of Time (level 5) This spell increases the duration of all friendly buffs by a flat 10 seconds. As a result, it heavily benefits buffs that are ordinarily very short, such as a wizard's Eldritch Aim or the druid's various regenerative heals. However, for this spell to be truly worthwhile to cast, you need to have a lot of buffs on a lot of party members. Crowns for the Faithful (level 6) Features a whopping +6 intellect bonus that will make any and all casters (and possibly barbarians and paladins) extremely happy. Also has a ginormous Resolve bonus, making even tanks extremely happy due to the massive concentration/deflection boost. Prayer against Fear/Infirmity/Restraint/Bewilderment/Imprisonment/Treachery (levels 1-6) By far the most useful spells of this sequence are Prayers against Restraint and Imprisonment. Both help mitigate the impact of debuffs that not only can knock a party member out of the fight but render them _extremely_ vulnerable to enemy attacks. All of these spells, in addition to providing an insane +50 defense bonus against their respective afflictions, modestly reduce the duration of any active afflictions on the party member. As of 2.0, Bewilderment and Treachery now appear to properly work against confusion, charm, and domination effects (respectively). So they can both be used a pre-emptive solutions and to deal with effects currently underway. Restore Minor/Light/Moderate/Major/Critical Endurance (levels 1-5) All these spells are fast-casting ways to get your party members back to tip-top shape. The only thing to be concerned about is to make sure that you're not too reliant on them: while a priest can be nothing more than just a heal-monkey, you're better off keeping your party members stocked with potions for periodic heals. This way, your priest can spend their time casting more proactive spells, and you can save busting out these spells for emergencies, like when a party member is knocked prone while trying to quaff a healing potion. -------------------------------------------------------------------------------- Ranger !mor,ran- The ranger is suited for single-target damage. The ranger also gets a pet which can help add to the class's total damage output. This pet can also play tactical roles, such as running interference by engaging potential threats or helping to provide flanking afflictions for your melee party members. The ranger is not the easiest of classes to play; the pet is absolutely crucial for the ranger's damage output. This is in part because you get a "grief" debuff that cripples your ranger's accuracy when your pet gets knocked out. But despite this importance, the pet is very fragile. So moreso than the rogue you'll need to do a lot of micromanagement to make sure everybody's positioning is spot-on. In return for this micromanagement, you get a class with high-tier accuracy (and medium-tier deflection) along with a bunch of class-specific abilities to help you generate a ridiculous amount of damage with ranged weapons. You can also try and opt for melee while using your pet as a flank-assist, but I would recommend the ranged approach. Note that your pet shares the same endurance as your ranger. So if you were contemplating dumping Constitution because you planned on keeping your distance all the time, be aware that this will also negatively impact your pet's endurance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Choosing and caring for your pet Different pets feature innate abilities that either improves their survivability or their offenses. The exception is the wolf, who does neither and instead just has a move speed bonus. Either focus on survivability or offense is suitable; just choose whichever fits your preferred playstyle. The ranger gets a lot of different talents that improve the pet. Given how weak the ranger's pet is both in terms of survivability and damage, you might be dubious of the benefit of pet talents. And while they shouldn't be your first choice, you should definitely get a couple pet talents. Like I said, pets will contribute a significant share of the ranger's total damage output, and their ability to continue to run interference is greatly improved by improved survivability. Of note is Merciless Companion, which grants your pet a 1.3x sneak attack. As alluded to in section com,dam-, sneak attack disproportionately improves your pet's overall damage output by increasing how effective their grazes are. You'll have to pay attention to flanking and other afflictions to make sure you're getting sneak attack opportunities, but it can be worth it. Of note, the stag's carnage effect is improved by the Merciless Companion sneak attack as well. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Talents/Abilities of note Driving Flight (ability) The number one reason to go for a ranged weapon ranger. The +1 bounce can dramatically up your damage output so long as you're targetting the right enemy: choose enemies closer to the front who have multiple enemies behind them. Does not work well with Stalker's Link, however, since this ability requires you to adjust your targetting to maximize the ability to bounce, while your pet won't have the same freedom. Merciless Companion (talent) See above section about the 1.3x pet sneak attack. Resilient Companion (talent) Can be a good way to ensure your pet lasts longer in fights. This won't make it a true tank, but will mean that dedicated attention is a bit easier to shrug off. Stalker's Link (ability) The accuracy bonus from attacking the same target as your pet can be pretty significant, but it necessitates you are very good at positioning and keeping your pet alive. In other words, this ability is no good if your pet is always getting knocked out quickly or if you can't position your pet to attack the same foes as your ranger. Swift Aim (ability) If you like firearms or reloading weapons, you should definitely get Swift Aim. The reload speed increase is a _massive_ increase to your attack rate with reloading weapons, far out-pacing the accuracy penalty inflicted by this modal ability. This is still pretty good for melee use, but the benefit isn't quite as good compared to the accuracy penalty. Vicious Aim (ability) The alternative to Swift Aim, the reduced rate of fire and reload speed mostly cancels out the ranged damage increase, so you're mainly getting the accuracy bonus out of this. Though for hunting bows and implements translating their attack speed into higher damage can help compensate for their vulnerability to damage reduction. -------------------------------------------------------------------------------- Rogue !mor,rog- This class is a true glass cannon. The rogue is very fragile, having both low-tier deflection and endurance. However, with a cooperative party the rogue can dish out unmatched single-target damage. The key to making this work is sneak attack. As a 1.5x multiplier, this actually acts a +.5 damage modifier (see section com,dam-). In addition to making your normal attacks more damaging, it also makes your grazes twice as effective. Triggering sneak attack requires that the rogue's target has one or more of the following afflictions: Blinded Flanked Hobbled Paralyzed Petrified Prone Stuck Stunned Terrified Weakened Of these, Flanked is the easiest to do at-will; it requires you to have an enemy engaged by a foe on opposite sides, as defined by a 180 arc in front and behind them. All other debuffs require some source ability. The rogue can trigger a few via Blinding, Crippling, Fearsome, and Withering Strike. Wizards and ciphers are kings at afflicting abilities; druids and priests have some; everyone else may have an ability or two. For sneak attack purposes you don't need more than one of these afflictions. But the Deathblows talent--which is amazing for your damage output--requires two or more sneak attack afflictions on the target. Having a wizard or cipher in your party is very helpful in these situations. Unfortunately, like I said before the rogue is very squishy. You should make sure your tanking skills are A+. You should also pick up some of the rogue's survival abilities as soon as possible. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ability/talent highlights Dirty Fighting (level 3 ability) Works best if you have a weapon with an enhanced crit damage multiplier. Still great otherwise, though the impact of sneak attack and Deathblows will reduce how beneficial this is. Escape (level 3 ability) A good survival move. If your rogue's target suddenly turns away from the party tank, you can activate Escape to leap to safety. Deathblows (level 11 ability) Strongly recommended. On enemies with two or more sneak attack afflictions, you get a +1 damage modifier. A lot of this power is that this basically negates the importance of accuracy; a graze will still do 1.5x damage! Sap (level 13 ability) [White March only] A must-have: a per-encounter set of stuns. What more needs to be said? Shadowing Beyond (talent) Both an excellent survival move but also a critical way to get your rogue to solo the game. Once invisible, you can simply run away until combat ends. Vicious Fighting (talent) A must-have if you also picked up Dirty Fighting. -------------------------------------------------------------------------------- Wizard !mor,wiz- The wizard is a very versatile spellcaster. The class features all sorts of debuffs, damaging spells, as well as several niche spells: a summon, temporary magical weapons, or even offensive/defensive self-buffs. The cost for all of this is the grimoire gameplay mechanic. While the wizard has more spell diversity than any other caster, only 4 spells of any given spell level are accessible at a time. For the wizard to access more spells in combat requires that you swap out grimoires, which comes with an expensive 10-second block on spellcasting. (At least the delay is unaffected by armor peanlties.) Prudent spell selection can help out a ton here. If you keep your grimoires focused on particular combat scenarios, you can pre-emptively switch to an appropriate grimoire based on information gleaned from scouting or simply by what enemy you see at the edge of your fog war. For example, you might load up on debuffs most of the time, but have an alternate grimoire dedicated to knocking out/protecting against casters for when you see an archmage in an enemy party. Or you might load up on fire/corrode damage types in one grimoire and have a backup for cold/shock in cases where the resistances favor it. Or you could just have a couple of core spells per spell level that you dedicate yourself to using and never worry about being able to cast any other spell. This is perfectly viable, though this may be a self-imposed nerf since one of the wizard's advantages versus other caster classes is spell diversity. Note that you can slightly "cheese" the grimoire switch delay by queueing up a spell and immediately switching grimoires; your wizard will continue to cast the spell even though all their spellcasting icons are blocked out for the grimoire switch. With Fast Switch, you can effectively reduce the grimoire switch time to a few seconds by doing this approach: the first ~3 seconds of the delay will be used up casting the spell (for an average-speed spell), so your wizard will only have to wait ~3 more seconds to resume casting. Apart from this, the wizard features a very useful per encounter ability: Arcane Assault, which you actually get two of per fight. Its raw damage means it scales well with how far you are into the game: when up against high DR Animats the effective damage dealt by Arcane Assault goes up. And to boot, because Arcane Assault also dazes, you effectively have free debuffs to use per fight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Talent selection The wizard features several class-specific talents. Arcane Veil gives you +50 deflection for a short while (and can be upgraded to offer a total of +75). Ignore what the game says; firearms do not ignore this bonus, and even if they did, very few enemies are equipped with firearms. These _can_ be a useful line of talents for survival purposes, but for most wizards you're better off saving the talents for something else and just staying out of danger. Wizards inclined to toe-to-toe might benefit from Arcane Veil as a temporary oh-shit when your melee target turns around from attacking the party tank. Grimoire Slam promises to be a fast per-encounter survival move by knocking enemies back, but truth be told you should be a lot more proactive than waiting for them to come to your wizard. If your wizard is not capable of melee engagement, then you should be using other party members' engagement to halt foes in their tracks before they make their way to the wizard. (Yes, I know some enemies willfully disengage to attack squishies and still others can teleport, but still!) Blast and Penetrating Blast are a fun couple of talents that augments the wizard's implements to inflict area of effect damage. This can enable your wizard to maintain some steam even when you're not willing or able to cast spells. Though in truth, when level 1 spells become per encounter you'll be spending far less time actually attacking, so keep that in mind when going down this path. If you do go down this path, you might consider the Dangerous Implement talent. Sure the wizard is squishy, but most of the time you should not be getting hit, so you can arbitrage that health into extra damage. You should consider giving basically every wizard some damage type they like to do and give them the appropriate talent (like Scion of Flame). The wizard has a variety of spells for each damage type, it just basically boils down to your play style and how many talents you want to pick up for damage-boosting purposes. Your wizard could also benefit from the various Bonus Level N Spell talents; if there's one thing the wizard benefits very well from, it's more spell casts. Though keep in mind that at higher levels, your low-level spell levels become per-encounter, though you still may enjoy the extra per-encounter spell casts. If you plan on using the generated weapons a lot, it's important to note that as of 2.0/White March, all summoned weapons are of "universal" type, which means that regardless of their base type so long as you have _any_ Weapon Focus, you will get the accuracy bonus, so you do not need to select a different Weapon Focus talent for each summoned weapon you plan on using. However, other specific talents like Dangerous Implement still only work for e.g. summoned wands, instead of applying universally. If you're somehow playing a pre-2.0 version of the game, the above is not true and you will need the right Weapon Focus talents to boost summoned weapons. It is worth noting that a wizard's summoned weapons have such a huge innate accuracy bonus that you can be successful even without a Weapon Focus. Lastly, Fast Switch is worth considering if you plan on switching grimoires a lot. 6 seconds is still a long time to wait so you shouldn't get into the habit of switching grimoires too much in battle, but it will help take the sting out of doing it on occasion. If you do the "cheese" grimoire strategy from above, Fast Switch roughly cuts down your grimoire switch time by ~57% (from ~7 seconds to ~3 seconds). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Deflection Stacking If you're interested in becoming a spellsword of sorts, i.e. going toe-to-toe with spell backup, you'll need to keep in mind a few things. The wizard boasts a lot of spells and abilities that allow for deflection to be buffed. However, most of these do not stack, so you won't be able to necessarily boost your deflection to high levels. Namely, the level 1-3 spells suppress each other: only the highest of Wizard's Double, Mirror Image, and Llengrath's Displaced Image will ever be used. This means that, ironically, for pure deflection purposes the level 1 spell Wizard's Double will be the best. Arcane/Hardened Veil and Llengrath's Warding Staff act separately from the level 1-3 spells. This means that if, for example, your wizard casts Wizard's Double and uses Hardened Veil, your wizard will get a whopping +115 deflection bonus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spells of note Note that as of the White March expansion, there are a few unique spells that can *only* be pulled from enemy grimoires. A couple of these are hidden on the map (Ninagauth's Black Pages) and another couple comes from defeating Concelhaut and looting his grimoire. Chill Fog (level 1) This level 1 spell is ACES: the damage and blind debuff repeats every few seconds. So long as you're careful with your targeting, this can be a significant way to swing every fight. Early on, this spell can clear all enemies by itself. And while you may think the indiscriminate area of effect is a minus, consider this: you can drop this on confused foes and still damage them; foe-only spells ignore confused enemies. Concelhaut's Parasitic Staff (level 1) Creates a quarterstaff that deals 26-39 damage with a +8 accuracy bonus and has an effect that converts 20% of damage to endurance. It's a pretty great weapon, but to take advantage of it you need to deal with the wizard's general squishiness. Make sure your targets are well-occupied with a tank and consider keeping a spell or two in reserve for survivability purposes. Fortunately, this weapon (like normal quarterstaffs) has reach, which means you can sit safely behind a tank while using this weapon. Early on the accuracy bonus helps you almost get on par with a fighter, but in the end--because you can never upgrade this weapon--you'll still lag behind significantly. Fortunately, the damage of this weapon is so high that even grazes are reasonably powerful. Eldritch Aim (level 1) Early on, getting a +15 accuracy bonus for such a short duration is almost a waste. Later on, especially when level 1 spells become per encounter, this is a great way to help make sure your spells land and even crit. Slicken (level 1) Probably the most powerful spell a wizard can ever learn. An area of effect prone is useful in many ways; it can interrupt spells being cast by enemies, it can save allies who are in danger, it can prime enemies for reflex-targetting attacks, etc. etc. This spell only becomes more powerful once level 1 spells become per encounter; you can basically keep eneies knocked out the entire fight. Wizard's Double (level 1) The deflection bonus is huge; at +40 it's the second-highest a wizard has access to. In case it isn't clear from the description, the double/buff _only_ goes away if your character is either hit or critically hit; grazes do not dispel it. As such, the higher your deflection, the more powerful this becomes, as this spell becomes less a short-term buff into a more permanent buff. As a consequence, this is a pretty powerful effect in potion form, since you can have your high-deflection tanks quaff it. Bewildering Spectacle (level 2) Confusion is an awesome affliction to have in your repertoire, and this is a solid way to apply it. Fetid Caress (level 2) Wizards lose out here versus ciphers. Sure you get a paralyze effect, but this spell strikes the much-harder fortitude defense while a cipher's Mental Binding attacks will. Moreover, this spell has a weird area of effect sicken, which will most likely just hit your guys since you'll probably want to paralyze a scary foe who's engaged with you. That being said, paralyze is still awesome, so this is still a great spell. Merciless Gaze (level 2) Like Eldritch Aim, this spell is probably not worth it early on when you have very few level 2 spells. Later on, though, this is a great way to get your spells to crit. The way these sorts of abilites work is that once you land a hit, you have an x% chance of it instead being converted to a crit (where x is the sum of all these +% hits to crit effects). +15% may not sound like much, but over the very long duration and with area of effect abilities you can get many extra critical hits. Miasma of Dull-Mindedness (level 2) I really like this spell. -10 Perception, Intellect, and Resolve translates into much lower enemy deflection (up to -20), _much_ lower will saves (up to -40), lower reflex saves (up to -20), and greater interruption. Use this to help your allies hit tough enemies or to prep foes for a slew of reflex or will-based attacks. In particular you can basically guarantee lots of crits if you use this before a will-based attack. Mirrored Image (level 2) Grants you a +25 deflection bonus that goes down 5 per hit (until the spell either wears off or the bonus goes to zero). Won't help you if you're getting some serious enemy attention: the wizard has bad-tier deflection so half of this buff just helps to compensate for that. However, if you stack on a bunch of other deflection buffs this can help you get to astronomical levels. Even without doing that kind of deflection-stacking, this debuff can help you get out of melee engagement and survive the disengagement attack in the process. Note that this effect is most useful as a potion on your tank. Since your tanks already have high deflection, this effect would make them nigh untouchable, which in turn strengthens this effect by making it less likely that you'll get successive -5 reductions to the buff. Deleterious Alacrity of Motion (level 3) Sure it costs you endurance, but as I've said in other places, a wizard should not be getting much attention most of the time, so that endurance is going to waste. This spell lets you convert a bit of endurance into a _really_ powerful effect: the move speed is nice, but the 1.5x attack speed is great! (Reminder: 1.5x attack speed is actually +50% bonus to recovery speed.) And in case it isn't clear, because spells are also affected by recovery mechanics, this also speeds up how quickly you can cast spells! Do note that if your wizard is using firearms or some such, much of the attack speed bonus is mitigated by the lengthy reloading times of these weapons. Expose Vulnerabilities (level 3) An incredibly useful debuff; this will dramatically increase your party's net damage by lowering the deflection and damage reduction of enemies. The concentration debuff helps a bit, too, in that the enemies will spend more time recovering from interrupts. Llengrath's Displaced Image (level 3) This has been buffed to provide +50% hit to graze conversion for both deflection and reflex in addition to the big bonus to those defenses. Like Mirrored Image, this spell won't help you against sustained focus, but can be stacked with other deflection bonuses to make you nigh-untouchable. The hit to graze conversion is nice for general emergency survivability purposes. The potion version only offers the deflection/reflex buff, but like Mirrored Image you'll find it quite useful on your characters who already have lots of deflection (your tanks). Kalakoth's Minor Blights (level 3) This generates a wand-like weapon (30 attack frames, 60 recovery frames) that deals 18-26 damage of a random type (fire, shock, corrode, freeze) with a +20 accuracy bonus and a minor area of effect. This does a whole lot of damage and due to its duration can work best when you're running low on spells and want to maintain your damage throughput. Unfortunately, later on in the game you won't be running low on spells much. Confusion (level 4) Like Bewildering Spectacle except for longer and in a wider area of effect. What more could you ask for? Minor Grimoire Imprint (level 4) A real joke of an ability. Theoretically you already have spells that you want, so why waste a spell to cast a spell that you don't want? And that's _if_ the wizard you target has a spell you don't already have! Plus, if you're unlucky, you could be like me and have this spell bug out and do weird things to your grimoire. Ninagauth's Shadowflame (level 4, UNIQUE spell) [White March only] UNIQUE: only available from Ninagauth's Black Pages. Basically like fireball, except does freeze damage and _paralyzes_ as well. Trumps almost anything else available at this spell-level, albeit the paralyze targets fortitude and the closest competitor at this spell level, Confusion, targets will. Call to Slumber (level 5) Slicken on steroids: the duration is super-long. The only downside is that by this time Slicken is a per-encounter spell, so you might actually just want to save this slot for something else. Citzal's Spirit Lance (level 5) Creates a pike that has 29-44 damage, a +15 accuracy bonus, a +20% recovery speed buff, a Superb enchantment (for an additional +12 accuracy and +45% damage), and a small area of effect. This is by far the most powerful melee weapon available in the game; the inherent +15 accuracy bonus helps the wizard get up to fighter levels and more, and this weapon separately has all sorts of great enchantments that would be the envy of any melee attacker. Just keep in mind that you need to make sure that your wizard's only going for targets that are preoccupied with other allies and that you have a lot of backup survival spells. Fortunately, this weapon (like regular pikes) has reach, so you can have your wizard stand safely behind a tank while attacking away. Ninagauth's Bitter Mooring (level 5) Your target becomes an anchor for a beam; the beam does a lot of freeze damage per second to everyone it touches, including the anchor. Notably, this spell also afflicts everyone hit with stuck. This can both keep a bunch of foes at bay as well as set them up for reflex-based attacks. The only downside is that this ability targets fortitude, which is a pretty strong defense for most enemies. Arkemyr's Capricious Hex (level 6) Randomly applies one of three increasingly useful afflictions to all foes in the area: dazed, sickened, or paralyzed. Paralyzed is by far the best, and the duration is really long (20 seconds base for any affliction), but having only a 1/3 chance to apply it kinda sucks. To make up for it, this spell has a _huge_ area of effect. In dense battles, it might be worth using this just to afflict everyone in sight with something, and some of them will get paralyzed in the process. Citzal's Martial Power (level 6) You have to be pretty willing to commit to normal attacks to use this. In truth, this might be useful when you're running low on spells coupled with a good generated weapon, but by this point you're not going to be low on spells often. Plus, disabling spellcasting means you're going to lose out on all the survivability spells you'll need when going toe-to-toe. May still be useful just for ranged weapon purposes, where you're pretty safe anyway. Gaze of the Adragon (level 6) A little too good. You have to deal with the fact that it targets fortitude and in a limited area, but in return it gives you the only source of petrification available to players and for a lengthy duration, to boot. Minoletta's Precisely Piercing Burst (level 6) The damage is huge with a party-friendly area of effect (albeit centered on you), and it casts very quickly. You could easily just spam this a few times and win most trash fights. Llengrath's Warding Staff (level 7) [White March only] Creates a powerful staff that gives you a +25 deflection buff but also hobbles and knocks away enemies on hits. Unlike other melee weapons, wizards who don't actually want to get into the mix of things may benefit from this, since the ability to repel enemies repeatedly (in addition to a nice deflection bonus) will do aces for your survivability. Though arguably, you shouldn't be letting enemies get this close to begin with. For added protection, this weapon (like regular quarterstaffs) has reach, so you can stand behind tanks while knocking enemies away. For sheer damage purposes you're better off with Citzal's Spirit Lance. Tayn's Chaotic Orb (level 7) [White March only] An absolutely brutal spell: aside from the damage, the best outcome is laying down some brutal debuffs like petrification, paralyze, or stunned. Open with this spell and the battle is pretty much over already. ================================================================================ ================================================================================ Troublesome foes !tro- -------------------------------------------------------------------------------- Adra Dragon You'll face one at the bottom of Caed Nua, and she's rough. Super high defenses, is accompanied by Delemgans and a swarm of Xaurips, and has both a brutal breath and wing attack that can wipe out your entire party in one hit. The three most important things you need: 1. A source of paralyze (Scrolls of Paralyze work well, as does a cipher's Mental Binding). 2. Lots of afflictions to reduce will defenses. Examples include: - spells/abilities that directly target intellect or resolve, like: o Miasma of Dull-Mindedness (wizard) o Arkemyr's Wondrous Torment (wizard) o Psychovampiric Shield (cipher) o Borrowed Instinct (cipher) - any weapon with Disorienting (-5 defenses on hit) - any spell or ability that can weaken or sicken that also targets will, like: o Empowered Interdiction (priest) o Secret Horrors (cipher) 3. Lots of buffs to help with accuracy. Examples include: - Scrolls of Valor - Devotions of the Faithful (priest) - Blessing (priest) You could also make the fight significantly easier by also having sources of confusion. Scrolls of Confusion work for this purpose, and both the wizard and cipher have multiple sources of confusion. You need all this because you effectively need to keep the Adra Dragon permanently disabled throughout the entire fight or else she *will* knock out much of your party in one go with either her breath or wing attack. While it's possible to recover from this with revive effects, it can be ruinous and for myself--I always play for a zero-knockout challenge--a non-starter. From the start, you should have buff accuracy as much as you can in the first second or so and then use paralyze or confuse on the dragon. If the debuff misses, just keep trying: you don't need to reload the game until the breath attack occurs. Confusion at the start is preferable, because then the dragon has a high likelihood of using her breath attack on her allies, which can be a huge life-saver for you. At the very least, the annoying Delemgan will focus their attacks on the dragon. After you get an initial confuse or paralyze to land, the rest of the fight should be spent carefully monitoring the remaining duration of the respective affliction: you never want the dragon to be not-confused or not-paralyzed for more than a second. IMPORTANT DANGER: there's a bug (as of 1.06) where if you use multiple Scrolls of Paralyze, it is possible that the dragon will become prematurely "unstuck" and be able to act, despite a paralyze debuff with active time remaining. As such, _never_ use another paralyze effect on the dragon until the previous one has expired. Once you have the initial paralyze or confuse, use everything you have to bring down the dragon's will to approachable levels. This will make it easier for future paralyze and confuses to hit. While doing that, you need to send off a tank to the bottom-right to deal with the swarms of Xaurips that are incoming. Some powerful spells can clear them all out pretty quickly (Scrolls of Maelstrom help). Don't let them stick around for too long; the skirmishers can paralyze and the priests can wreak havoc if left unmaintained for too long. Confusion effects here can give you a lot of breathing room. The Delemgan will cast Relentless Storm, so try to eliminate them quickly or else you'll find your party being repeatedly stunned. Having a character who is a solid single-target damage dealer will be able to make quick work of them. Delemgan also pose the danger that they can petrify your allies, so try to keep some form of Suppress Affliction or Prayer against Imprisonment handy. The rest of the battle should be a slow, pause-filled crawl of struggling to to keep the dragon frozen disabled while eliminating all the extra foes with enough efficiency that you can then focus all your attention on the dragon before all your ways of disabling/reducing will run out. Alpine Dragon [White March only] In many ways similar to the Adra Dragon fight, except that you have a lot more additional foes to worry about. Moreover, the Alpine Dragon is a lot more aggressive with breath attacks and area of effect attacks. Moreover, the additional foes appear almost instantly at the start of the fight, so you have less time to freely debuff the dragon. What worked well for me is to have a really tough tank run up to the dragon with the explicit intention of turning the dragon around and pointed away from the rest of your party, so that the breath/area of effect attacks aren't wiping you out. Stock this tank up with healing potions so they can be relatively self-sufficient against the repeated breath attacks. Focus on wiping out all the additional foes, then when you have some breathing room set out and try to debuff the dragon as much as you can, as you would with the Adra Dragon. Crystal Eater spider These guys have two really annoying characteristics: 1. They can petrify on hit. 2. They can cast Ninagauth's Freezing Pillar. Both of these things are awful. Petrification can knock you out a tank pretty quickly. Ninagauth's Freezing Pillar can wipe everyone out pretty quickly, and it also hobbles everyone, making it harder to escape. When fighting these guys, a few things will go a long way to making things go your way. Keep several casts of Suppress Affliction handy (priest, paladin, or spellbind item). These can make sure your tank(s) stay unpetrified. Prayers against Restraint and Imprisonment are useful, both proactively (for the +50 defense bonus to hobble and petrified) and reactively (for the duration reduction). Prayer against Restraint can be had via a scroll, but Prayer against Imprisonment can only be gotten from a priest. It also helps to have fast ways to interrupt enemies. Ranged attackers with high interrupt can be used to try and disrupt Crystal Eaters who want to cast Freezing Pillar. There tends to be a huge window of opportunity since they take a while to walk to where they want to cast it. Aside from that, you can also try to keep fast-ish casting spells like Slicken or Mental Binding to try and stop the cast before it can happen. Melee interrupts don't work because Crystal Eaters will try to cast Freezing Pillar at range. Finally, for when Freezing Pillars do hit your party, make sure you're fighting in an area with lots of movement room. If necessary, fallback the moment combat begins to escape narrow hallways in favor of larger open areas. This way you can maneuver your party members out of the area of effect of active Freezing Pillars instead of letting them wrack up an extreme amount of damage. Dank Spore and Sporelings Dank Spores have the tedious ability to confuse members of your party at will off a ranged attack. As such, for your sanity's sake, start off every fight by backing away and trying to pull any Sporelings away from the Dank Spore so you can handle them separately. Then, when the Sporelings are gone, reveal as few Dank Spores as possible (only one if you can) and try to engage it at range. In a couple areas the designers perversely put devastating traps near Dank Spores, so unless you've been able to de-trap them either before or during the fight, you should not chance the potential instant knockout. Disabling afflictions go a long way here. If you can keep a Dank Spore in perpetual lockdown due to successive uses of paralyze or prone, this can prevent it from confusing important party members away. Death Guard, Ancient [White March only] Tough as nails, but the worst part about them is the combination of their fear aura and their use of Clear Out. The first will make it even harder to affect them, the latter can quickly knock your entire party prone, at which point these guys will take you out at their leisure. Best solution is to actually run in with a tank and confront them ahead of your party. That way, at least if they Clear Out your tank, the rest of your party is unaffected. At the very least keep anyone with Suppress Affliction-type effects away so you can try to pull your party out of prone as fast as possible. Fampyr Annoyingly, Fampyrs tend to be surrounded by paralyzing Darguls. But the worst part of fighting a Fampyr is their ability to dominate a member of your party. In fact, invariably a Fampyr will dominate a caster (generally a wizard or cipher) right at the start of the fight. Even if you try to keep your caster far away, a Fampyr will either seek them out and hit them with their sinfully long range or just target the next most-caster-like. As such, if you want to minimize how disruptive the domination is, you need to cast something like Prayer against Treachery or Circle of Protection _right_ at the start of the fight. Suppress Affliction is also your friend here (not the paladin exhortation, since you need to be able to target foes). ================================================================================ ================================================================================ Itemization !ite- -------------------------------------------------------------------------------- Not much to say here aside from what has already been covered in earlier sections, except to focus on different kinds of enchantments that you can get for your weapons. Just to highlight a few that deserve explanation or highlighting: reach, speed, disorienting, and weapon change recovery. REACH Quarterstaffs and pikes innately have a greater reach than other weapons. The effect is that their melee range is large enough that you can stand behind another party member and still attack an enemy. This is actually a fairly powerful effect. At the very least, it means your squishier characters can engage with melee weapons with relative safety, especially since two-handed melee weapons tend to out-damage ranged weapons. More importantly, this means that even your designed-for-melee characters can get away with wearing less armor than normal if they can hide behind a sturdy tank. Less armor penalty means higher damage throughput. Do note that it's not all sunshine and roses. Some enemies also have reach, so sometimes what may seem "safe" is not actually safe, since while standing behind a tank you can still get clobbered with melee attacks. Ogres are a good example of an enemy with significant melee range. SPEED Speed is a 1.2x attack speed boost which, as mentioned before, is treated as a -.2 to your recovery speed modifier. This is one of few ways in the game that you can improve your recovery speed, so you should generally prize this on weapons. This has less of an impact on reloading weapons since the act of reloading is so long that speed makes up less of a bonus, but the effect is still good to have. DISORIENTING Disorienting is an effect that triggers a -5 to all defenses debuff for a short duration on any enemy that you at least graze. The duration is affected by intellect and notably the effect stacks with itself. Meaning if you strike an enemy repeatedly over a short time frame, you can increase the debuff to -10 or -15. Notably, Scon Mica's Roar has this disorienting effect on a blunderbuss, and since each shot counts independently, you could potentially cripple an enemy with -30 to all their defenses in one go. With a high enough intellect, you could make this effect long enough so that this makes successive shots be very likely to land all 6 hits as well. I've seen defense penalties regularly hit -50 in sustained attack situations. You can always tell how many times you've stacked the effect by examining the tooltip for your weapon: the description will update with the current effect strength. WEAPON CHANGE RECOVERY Exactly one weapon in the game features a bonus to your weapon change recovery: the belt "Coil of Resourcefulness." It reduces it by one second. This may sound like a modest boost, but coupled with the Fast Switch talent, this will reduce your weapon switch recovery to 0 seconds. (In buggy 2.01, it actually reduces your recovery to negative time!) This means that with good timing, you can cancel out the recovery of _any_ action. To really benefit you need significant micromanagement skill, but it effectively obviates the concern for recovery and weapon attack speeds. -------------------------------------------------------------------------------- Universal weapons !ite,uni- As mentioned in various other sections, in 2.0/White March there is a new "universal" type of weapon. All summoned weapons and soulbound weapons are considered "universal." When a weapon is universal, it means that _any_ of the following talents will apply to it, regardless of its base type: Weapon Focus Weapon Specialization Weapon Mastery priest's diety-specific +10 accuracy talents It appears the main aim of this change was to ensure that despite there only being a handful of soulbound weapons in the game, any character with any weapon selection would be able to use the soulbound weapons at full strength. So a Priest of Skaen with the deity talent and Weapon Focus: Ruffian will get +16 accuracy with their weapons of choice, but they will also get that +16 accuracy with universal weapons. The side effect of this change is that it is now much easier to use summoned weapons at full effect. Before the change, summoned weapons acted like every other weapon: you needed the specific talents to improve them, which could potentially be a waste of a talent if your normal (non-summoned) weapons of choice were in a different category. Now you just need _any_ talent to buff the power of your summoned weapons. This can be particularly useful for a druid, since with one Weapon Focus talent they will get a buff to their normal weapons of choice, their shapeshifted form, their two summoned weapons (nominally base types of a Great Sword and a Wand), and any soulbound weapons. ================================================================================ ================================================================================ Traps !tra- -------------------------------------------------------------------------------- Traps are an idiosyncratic bunch. You get them either from disarming existing traps or by paying close to an arm and a leg from an appropriate vendor. The first thing to clarify is the mistaken first impression that traps are seriously inaccurate, since all traps feature an accuracy _penalty_ that scales higher the more powerful the trap is (as high as -40 or so). However, what's not indicated is that traps do not use _your_ accuracy; they use some sort of environmental accuracy that is _super_ high. So even with a modest -20 accuracy or so, your traps can still have a net accuracy of ~110 or so. The second thing to clarify is that _each_ character can set _one_ trap at a time. One person cannot set many traps, but across an entire party you can have six traps; if you have priests you can have one additional seal per priest, which offers additional trapping potential. The final thing to clarify is that if you're used to traps from Baldur's Gate: Enhanced Edition, Baldur's Gate 2 (vanilla or enhanced), or Icewind Dale: Enhanced Edition, you're in for a downer. Traps in Pillars of Eternity are not the room-clearing machines from those games. They can _kind_ of approximate the effect if all six of your party members have some decent mechanics skill, but it's hard to sustain the cashflow needed to have six dedicated trappers (though you can still do this for particularly hard fights). So there are really a few ways to use traps: - Save up your traps for a big fight, at which point all six of your party members lay them down in a cluster to channel enemies through. - Use one or two traps periodically as you fight, treating them as a free spell of sorts at the start of the fight that doesn't cost an action. - Lay a defensive trap in front of relatively immobile party members, to head off any foes seeking to engage them. Boiling Spray and Gaze of the Adragon trap are best suited for this. In general, I don't think any approach is necessarily better than the others. If you have a steady supply of cash, a hybrid of the first two may work: use your cheaper traps from your best mechanics member (or two) for modest fights, but then bust out all the big guns from all your party members when a big fight is brewing. Because traps are likely to crit (especially priest seals), traps that have some debuffing component are probably the most powerful. Individually, trap damage numbers are low so the impact on a fight is muted. In aggregate the damage can be impactful. However, even just a single debuff from a trap can be impactful. Gaze of the Adragon is especially noteworthy here as a critical hit petrification effect can immediately turn the tide of battle. But even a simple weaken effect (from a Poison Dart trap) can be pivotal if it means that critical spells can land due to the enemy's lowered defenses. ================================================================================ ================================================================================ Appendix !app- -------------------------------------------------------------------------------- Special thanks !app,spe- To all the hard-working nerds on the Pillars of Eternity forums who have helped dig up all sorts of information on the mechanics of action speed. To all the kickstarters and Obsidian for bringing PoE to life. And my wife for putting up with my nerding out when I got my backer's cloth map in the mail. -------------------------------------------------------------------------------- Version history !app,ver- 2015/12/28 v1.5 General grammatical and spelling fixes. com,eng-: new section tal-: adding note about "universal" weapon type qui-: updating Fighter's new higher deflection mor,dru-: adding note about "universal" weapon type mor,fig-: adding note about "universal" weapon type mor,pal-: extended discussion on Zealous Charge mor,pal-: info on area of effect for certain effects mor,pri-: adding note about "universal" weapon type mor,wiz-: fixing Merciless Gaze number mor,wiz-: removing reference to Singed Grimoire mor,wiz-: note about "universal" weapon type mor,wiz-: notes about reach for wizard's summoned melee weapons mor,wiz-: adding bug note about Withdraw ite-: section about reach ite,uni-: new section tra-: new section 2015/10/26 v1.4 General grammatical and syntax fixes. sta-: some revisions to notes tal-: some revisions to notes, especially for Fast Switch mor,bar-: corrections about Carnage, more notes mor,cha-: note about high-level problem, some notes. mor,cip-: note adjustment for Borrowed Instrinct tro-: note adjustment for Adra/Alpine Dragons. ite-: formatting adjustment 2015/10/20 v1.3 mor,cha-: removing stuff about force-switching chants mor,pal-: adding notes about paladin orders mor,wiz-: corrections about how deflection stacks 2015/09/30 v1.2 More stuff for White March/2.0. mor,cha-: section about the high-level power curve. mor,cha-: adding note about level 4 chants. mor,cip-: revising note about power limitations. mor,cip-: Wild Leech revision due to perception buff. mor,pri-: domination/charm appear to be addressed by Suppress Affliction and Prayer against Treachery. mor,rog-: highlighting Sap. mor,wiz-: note for Llengrath's Warding taff. mor,wiz-: note for Ninagauth's Shadowflame. sta-: revising notes about perception. 2015/09/28 v1.1 Minor updates for White March/2.0: tal-: adding notes for a couple cross-class talents.s mor,cip-: revised note about Mental Binding. mor,cip-: adding Time Parasite. mor,dru-: adding Nature's Bounty. mor,pal-: adding more about exhortations. mor,wiz-: adding note about unique spells. sta-: updating note about perception. tro-: adding note for Alpine Dragon. tro-: adding note for Ancient Death Guard. ite-: adding note about Coil of Resourcefulness. 2015/08/07 v1.0 Adding Adra Dragon to troublesome foes New sections: sta- and aff- and ite- and app,all-. tal-: adding note for Interrupting Blows. mor,cip-: Psychovampiric Shield note. 2015/08/01 v0.9 Adding troublesome foes section. qui-: monk is on its on endurance/health tier, fighter/paladin are on a slightly lower tier. mor,cip-: adding extra note to Amplified Wave. not,cip-: adding note for Disintegration. mor,pri- mor,cip-: Borrowed Instinct and Devotions of the Faithful clash only on the accuracy buff. mor,pri-: Suppress Affliction does not target enemies (d'oh). 2015/07/15 v0.8 Initial incomplete version submitted. -------------------------------------------------------------------------------- All works !app,all- 1999 Mode Guide (Bioshock Infinite) Clash in the Clouds Guide (Bioshock Infinite: Clash in the Clouds DLC) Heart of Fury Guide (Icewind Dale 2) Party Creation Guide (Baldur's Gate) Party Creation Guide (Baldur's Gate: Enhanced Edition) Mechanics and Character-Building Guide (Dragon Age: Inquisition) Populous II Guide (Populous II) Thief Guide (Baldur's Gate 2) Ultimate Analysis (System Shock 2) Ultimate Oblivion FAQ (The Elder Scrolls IV: Oblivion) ================================================================================ ================================================================================ The Stinger -------------------------------------------------------------------------------- Thaos: "Have your friends proven a worthy distraction from the pain of ostracism?" Hiravias: "Ostracism? Is that the name for the groin rash your mother gave me?" ================================================================================