The realms of Dyrwood are fraught with danger, but also ripe for adventure. Pillars of Eternity leads you through myriad quests where you encounter fascinating folk and fearsome beasts. Depending on the class you choose, your character will evolve in a unique way with numerous options in armor, weapons, and items. Your every interaction determines your fate, so here are 10 tips to help you along the way!
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- Unique Weapons in Pillars of Eternity 2: Deadfire are covered on this page. Weapons include swords, wands, axes, firearms etc. Weapons include swords, wands, axes, firearms etc. You can get the weapons through quest reward, enemy loots or purchase from NPCs.
- Total DMG = 0 + 2.975 + 8.5 + 1.53 = 13.005 or approx. 13 To prove the basis of calculation, Suppose to be you have a 100% chance to always land a hit, (1 x 1 x 17= 17) that would give you a full potential of your weapon damage since its always a hit.
1. Scouting Mode: While this mode slows movement, it also conceals the party. Use it to sneak past tough enemies or to ambush them. Pay close attention to each character’s selection circle; these turn yellow when approaching a foe and red when your cover is blown.
2. Get Some Rest: No, not the kind of rest you’ll need after playing the game all night. Resting is the only way to remove aliments and is critical to restore health on long journeys. It’s easy to rest at any inn, but always have camping supplies to rest in the wild. Nobody wants to have to back track to town while in the middle of a dungeon.
3. A Little Help From Your Friends: Forming an effective party is crucial to survival. Each class has unique abilities, along with a set of pros and cons. A good mix of spell casters and melee combatants is the optimal choice. Set their formation to keep a strong close combat crew that locks down enemies while long range attackers can fight unharmed.
For Pillars of Eternity on the PC, a GameFAQs message board topic titled 'best damage type for enchantment'. DR listed by itself is base DR to all damage types. Pillars of Eternity is my current video game obsession. An obvious and worthy successor to BG/BG2. I particularly love the setting / world-building, and have been thinking about what a tabletop game set in that world would be like.
4. Companions: These are special characters that can join your party. Each has a unique story and quest that unfolds during the course of the game. They are not mandatory party members, but they do provide an enhanced experience compared to hirelings.
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5. Exploration is the Key: Unlike many games that allow grinding against monsters to raise experience, Pillars of Eternity rewards exploration and questing. Check out every area of each map to earn more XP and receive numerous side quests and tasks.
6. Weapon of Choice: Sometimes, a weapon or spell simply isn’t well-suited to penetrating an enemy’s Damage Reduction. When the attack hits, the DR will wipe out all but a small percentage of the incoming damage. You’ll hear your characters complain about it when it happens. Take heed, and note the damage type that’s being blocked, then switch to a weapon or spell that inflicts a different damage type.
7. Do It Yourself: Throughout your adventure, take notice of a variety of strange objects with no immediate usefulness. These ingredients can be used to Craft consumable goods (e.g., potions and scrolls) or Enchantments for weapons, armor, and shields. These items and bonuses are a huge incentive to explore every area of a map and pick up anything you find.
8. Hit or Miss: All characters have four primary defenses against specific types of attacks: Deflection (physical attack), Fortitude (body attacks like poison or disease), Reflex (area of effect attacks), and Will (mental attacks). These defenses are based on the characters’ attributes, level, items, and other effects. Accuracy is compared to the appropriate defenses when an attack is made. If Accuracy is below the target’s defense, the attack suffers a penalty and it is more likely to result in a Miss. Likewise, if Accuracy is above the target’s defense, the attack is more likely to result in a Crit. The important factor is to recognizing what types of attacks work well on each opponent!
9. Pause Combat When Needed: Combat in this game uses a pauseable real-time system. Often you have to manage more than one character’s spells and abilities. In complex battles, it’s a good idea to pause the game, issue orders, and then resume real-time to let the orders play out.
10. Spells and Ability Usage: Many spells and abilities have a limited number of uses. An ability that can be used a number of times Per Encounter have all of its uses restored when combat ends. However, abilities that can be used a number of times Per Rest are restored only when you rest at an inn or use Camping Supplies.
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This article is about weapons in Pillars of Eternity and its expansions. For weapons in Pillars of Eternity II: Deadfire, see Weapons (Deadfire).
Concept art of various melee weapons
Weapons are any wieldable items that a player can use to inflict damage in combat. Weapons come in a variety of categories and qualities. Here they are grouped by their usefulness in close combat (melee) or at a distance (ranged), and by damage type.
All weapons are used either for melee or ranged combat. Melee weapons are grouped by their relative handedness and speed (fast one-handed, larger/heavier one-handed, and two-handed). Each weapon or type of ammunition deals a certain type of damage (slashing, piercing, crushing, etc.), which represents how well it will do against various creatures' immunities or protective equipment (e.g. ordinary mail is 40% worse against crushing attacks).[1]
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A weapon's value is calculated by using its quality and any applied magical enchantments. Weapon enchantments are balanced around their handedness and speed.[2] There are twenty-eight base weapon types, there are standard, fine, exceptional and superb quality variants, and two unique (mid and high power) versions for each base type.[3][4]
There are no restrictions on what types of weapons characters can use, though specific classes offer bonuses for specific types, e.g. wizards can gain bonuses with wands, rods, and scepters via their passive AoE talentBlast.[5]
- 2Ranged weapons
- 3Melee weapons
Weapon type bonus[edit | edit source]
Besides other differences, almost every weapon type has a distinguishing characteristic that sets it apart from similar weapons. This is called weapon type bonus. For example, pikes have an extended reach that allows their wielders to strike at targets from farther away; flails ignore a portion of shield-based deflection; estocs negate DR; etc.
Some effects of weapon type bonuses can be achieved by other means, mostly by enchanting the weapon. But contrary to enchantments, weapon type bonuses consume no enchanting slots ('anvils'), leaving space for other enchantments. Specific bonuses for each weapon type are listed in the tables below.
Ranged weapons[edit | edit source]
Bows and crossbows[edit | edit source]
Bows and crossbows have the largest attack range among all the ranged weapons in the game. Bows are the fastest to use. Crossbows are slower to reload/fire than hunting bows or war bows but they do more damage. The more powerful Arbalests can't be cocked by hand and need to be planted and cranked, and thus are slower to reload than crossbows, but still faster than Firearms.
Bows | Base Damage | Damage Type | Range | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|---|
Hunting bows | 10-15 | Pierce | 12m | Fast | 0.5 sec (Average) | Faster than War Bow | Peasant |
War bows | 13-20 | Pierce | 12m | Average | 0.5 sec (Average) | Increased damage over Hunting Bow | Adventurer |
Crossbows | 18-26 | Pierce | 12m | Slow | 0.75 sec (Strong) | Middle ground between the arbalest's damage and bow's speed. | Knight |
Arbalests | 22-32 | Pierce | 12m | Very Slow | 0.75 sec (Strong) | Critical hits can knock the target Prone, but reduced critical hit damage. | Soldier |
![Pillars Of Eternity Types Of Dmg Pillars Of Eternity Types Of Dmg](/uploads/1/3/4/3/134365725/806921125.jpg)
Firearms[edit | edit source]
Firearms are very slow to reload, taking longer to reload than any other weapons and aren't very accurate, but they make up for it by dealing high damage, their low base Interrupt value and unique advantage in dealing with Wizards standard magical defense.
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Arquebuses do the most damage per shot of the firearms and have the lowest accuracy penalty but are the slowest to reload. Pistols do less damage than arquebuses and have a higher accuracy penalty but reload faster. Blunderbusses reload as fast as pistols and are quite inaccurate, but they fire 6 projectiles that each do a small amount of damage. If the target does not have much armor and has low Deflection, or if it's from a Sneak Attack, blunderbusses are the most devastating.
Firearms | Base Damage | Damage Type | Range | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|---|
Blunderbusses | 6-9 (six projectiles) | Pierce | 8m | Very Slow | 0.05 sec (Weakest) | 4 Damage Reduction bypass -0.3 Crit damage multiplier | Ruffian |
Pistols | 22-30 | Pierce | 8m | Very Slow | 0.35 sec (Weak) | 6 Damage Reduction bypass -0.3 Crit damage multiplier | Ruffian |
Arquebuses | 24-36 | Pierce | 10m | Extremely Slow | 0.35 sec (Weak) | 6 Damage Reduction bypass -0.3 Crit damage multiplier | Soldier |
Magical implements[edit | edit source]
Magical Implements are ranged magical missile weapons, that are quite fast and accurate, but not very powerful and have low interrupt value. Wizards gain a bonus via their Blast ability when using Magical Implements.
Implements | Base Damage | Damage Type | Range | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|---|
Wands | 9-14 | Pierce/Crush (Best) | 10m | Fast | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Adventurer |
Scepters | 9-14 | Crush/Slash (Best) | 10m | Fast | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Noble |
Rods | 11-16 | Pierce/Slash (Best) | 10m | Average | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Noble |
Melee weapons[edit | edit source]
Different melee weapons will have different attack speeds, but for most weapons will be categorized by their relative handedness and speed (Fast One-Handed, Large One-Handed, and Two-Handed). Fast one-handed weapons attack more frequently than large one-handed weapons. Two-handed Weapons are almost universally hard-hitting weapons, that can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them or use a second weapon.
Fast one-handed weapons are particularly effective against enemies with low damage reduction and two-handed weapons are particularly effective against enemies with high damage reduction.
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Fast one-handed[edit | edit source]
Fast one-handed | Base Damage | Damage Type | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|
Daggers | 9-13 | Slash | Fast | 0.35 sec (Weak) | +5 Accuracy | Noble |
Hatchets | 9-13 | Slash | Fast | 0.35 sec (Weak) | +5 Deflection | Peasant |
Rapiers | 9-13 | Pierce | Fast | 0.35 sec (Weak) | +5 Accuracy | Noble |
Stilettos | 9-13 | Pierce | Fast | 0.35 sec (Weak) | 3 Damage Reduction bypass | Ruffian |
Clubs | 9-13 | Crush | Fast | 0.35 sec (Weak) | +5 Accuracy | Ruffian |
Flails | 9-13 | Crush | Fast | 0.35 sec (Weak) | 30% of Grazes converted into Hits. | Adventurer |
Monk Fists | 10-15 | Crush | Fast | ? | Bonus damage & accuracy from Transcendent Suffering LvL 1/4/7/10/13 | Peasant |
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Large one-handed[edit | edit source]
Large one-handed | Base Damage | Damage Type | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|
Maces | 11-16 | Crush | Average | 0.5 sec (Average) | 3 Damage Reduction bypass | Noble |
War hammers | 11-16 | Crush/Pierce (Best) | Average | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Soldier |
Spears | 11-16 | Pierce | Average | 0.5 sec (Average) | +5 Accuracy | Peasant |
Swords | 11-16 | Slash/Pierce (Best) | Average | 0.5 sec (Average) | Uses the more advantageous of two damage types. | Knight |
Battle axes | 11-16 | Slash | Average | 0.5 sec (Average) | +0.5 critical hit multiplier | Knight |
Sabres | 11-16 | Slash | Average | 0.5 sec (Average) | 20% damage. | Ruffian |
Two-handed[edit | edit source]
Two-handed | Base Damage | Damage Type | Speed | Interrupt | Weapon type bonus | Weapon Focus / Specialization |
---|---|---|---|---|---|---|
Estocs | 14-20 | Pierce | Slow | 0.75 sec (Strong) | 5 Damage Reduction bypass. | Adventurer |
Pikes | 14-20 | Pierce | Slow | 0.75 sec (Strong) | Extended Reach. | Soldier |
Great swords | 14-20 | Slash/Pierce (Best) | Slow | 0.75 sec (Strong) | Uses the more advantageous of two damage types. | Soldier |
Pollaxes | 14-20 | Slash/Crush (Best) | Slow | 0.75 sec (Strong) | Uses the more advantageous of two damage types. | Adventurer |
Quarterstaffs | 14-20 | Crush | Slow | 0.75 sec (Strong) | Extended Reach. | Peasant |
Morning stars | 14-20 | Crush | Slow | 1.0 sec (Stronger) | High Interrupt value. | Knight |
'Magic' weapons[edit | edit source]
Magic Weapon | Base Damage | Damage Type | Interrupt | ToHitRoll |
---|---|---|---|---|
Larder Door | 8-12 | Crush | average | deflection |
Retaliation | 10-15 | Pierce | average | autohit |
Rooting Pain | 10-15 | Crush | average | Spell vs Fortitude |
Torments Reach AOE | 15-25 | Crush | average | Spell vs Reflex |
Druid Shape-shifted forms | 16-25 | Crush/Pierce/Slash | average | Deflection |
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Related[edit | edit source]
- Unique melee weapons provides a list with every unique melee weapon in Pillars of Eternity
- Unique ranged weapons provides a list with every unique ranged weapon in Pillars of Eternity
- Unique shields provides a list with every unique shield in Pillars of Eternity
References[edit source]
Pillars Of Eternity Game
- ↑Forum post by Josh Sawyer
- ↑Josh Sawyer forum post about weapon enchantments balance
- ↑Forum post listing quality variants
- ↑Forum post detailing weapon verity
- ↑Josh Sawyer on gear restrictions
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