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Suggestions[]
Wizards make for an awesome combination of supportive artillery damage with the best self enhancing spell buffs. While a Wizard’s Accuracy may not seem particularly high, keep in mind that you are not always aiming for Deflection. In your spell descriptions, it will also mention if they target Reflex, Will, or Fortitude. However, all the rules that apply to Deflection will also affect your act of targeting these other defense. If some item or spell buff enhances your Accuracy, then it will help you in all cases with every thing. You should keep in mind though that Weapon Accuracy often receives a significantly higher boost than your Spell Accuracy. This very much proves true if you pick up One-Handed Style with a weapon. It’s typically better for a wizard to focus on either a Pike or a Quarterstaff for melee combat if you prefer staying closely near the front line of combat. Weapon Spells force this upon you.
Defensively speaking, a Wizard can in a matter of 3 seconds or less apply almost all of their protective Spell buffs. Other classes typically either pull from or mimic the Wizard set of spells if picking some thing to reduce damage. These Spell buffs may last a bit longer than half of a minute, but that’s usually all you need to survive the most dangerous incoming part of hazardous combat. It usually takes 30 seconds to deal with your absolutely worst threats. Otherwise, you may find your self facing a monstrous creature. No other class has the level of self protection that a Wizard offers, but it’s usually designed for you to handle things while your enemies focus on some one else. Some other classes provide immensely greater class resources to them selves than Wizard if your fights last too long, but a Wizard’s abilities make battles so much shorter.
If you want access to the weapon spells and defensive options available to Wizard for another class you favor, then choosing to Multi Class may help you. However, Wizard is one of those few classes where staying as a single class brings maximum power to your planning table, but it means your character stays reliant on at least one other member of your five member group at any one given time. Often this means you must initiate around the tanky type at your front line of combat. Your tactics should always revolve around assisting some one else first before your self as a solo class. The greatest benefit for choosing to Multi Class comes at empowering your self with tactics more than just helping your fellow allies. For this reason, Wizard + Monk presents the best option in that regard. You still can use the full power of Wizard as you see fit and able, and Monk gives both massive survivability and good damage. It really matters if you see your character as the support type or the authoritative influence. A solo class Wizard should never wander into the front line of combat before every one, but a properly built Wizard + Monk cures very much of that. A Wizard + Fighter (Unbroken) makes for an awesome tank as well if you both consistently prefer taking the first step into combat before your other chosen allies and WANT to use a Medium or Large Shield.
Subclasses[]
Ciphers in Pillars of Eternity II: Deadfire are able to choose between four subclasses (or no subclass): , , , . A fifth subclass is exclusive to the companion Serafen.
Ascendant
Ascendant ciphers train to use their powers when they are at full Focus. This can make their powers devastating when they are finally unleashed, but leaves them underpowered in other circumstances. Whether earned or not, ascendants have a reputation for being cocky and overconfident. |
Bonus | Penalty |
---|---|
|
|
Beguiler
Beguilers emphasize the mind-bending powers of ciphers, relying on deception and illusion to defeat their enemies. Some beguilers are known for their odd sense of humor, love of riddles, and fondness for Wael, god of dreams and secrets. |
Bonus | Penalty |
---|---|
|
Soul Blade
Soul blades focus all of their energy on offensive powers and the use of their soul whip. Among ciphers, they are known for their aggression and short tempers, though not all soul blades have such a hostile disposition. |
Bonus | Penalty |
---|---|
|
Psion
Psions are quite rare, often beginning as prodigal young minds that slowly unlock secrets deemed incomprehensible to even the wisest scholars. Their powers require intense meditation, but can allow them to manipulate the conscious mind or move objects with incredible force. |
Bonus | Penalty |
---|---|
|
|
Wild Mind
A cipher who developed their powers without formal training. Never learning to properly focus their energy, the wild mind is capable of violent surges of fantastic power that manifest in unpredictable ways. |
Note: Serafen only — as Cipher
Bonus | Penalty |
---|---|
|
|
6 Выберите класс, соответствующий вашему стилю игры
В играх Pillars of Eternity есть широкий выбор классов и подклассов. Вы можете быть грозным варваром или могущественным волшебником. В первой игре доступно 11 классов:
- Варвар
- Чантер
- Шифр
- Друид
- Боец
- Монах
- Паладин
- Жрец
- Рейнджер
- Разбойник
- Мастер
Важно решить, какой тип игрового процесса вы ищете в данном конкретном прохождении. Если вы хотите быть в большей степени вспомогательной ролью для своей группы, возможно, выберите Чантера, Жреца или Друида
Если вам не терпится попасть под удар в пылу битвы, выбирайте варвара, бойца, монаха или паладина. Хотите вызвать хаос на расстоянии? Возможно, поеду с Рейнджером. Хотите сосредоточиться на управлении толпой с помощью магии, выберите Шифр или Волшебника. Если вам нужна хитрая тактика, Rogue — ваш лучший выбор.
Не торопитесь на этом этапе создания персонажа. Нет спешки. Прочтите различные льготы, перечисленные для каждой роли, подумайте об их классовых способностях и сделайте то, от чего, по вашему мнению, вы получите больше всего удовольствия, в зависимости от того, как вы обычно любите играть.
Background[]
A steady white-haired elf frowns down at a table covered in coiled copper wires and glimmering shards of adra. Her gloved hands smooth her well-tailored Vailian coat as she mumbles under her breath. Her clothing is spotless and well-tailored in the Old Vailian style, replete with lace, silk velvet, and brocade. |
Ydwin was born and raised among a remote pale elf tribe of the White that Wends, where she witnessed cruelties of both kith and nature. She chose to leave when she grew disillusioned with the leadership of the tribal elders and the religious worship of the coming End Times, which seem to be running about ten thousand years late. She focused on unraveling the mysteries of Eora the hard way: Through natural sciences.
Ydwin chose to relocate to the Vailian Republics due to their progressive attitude towards animancy. She greatly enjoys their grand libraries, which she considers to be the republics «true treasures». She left in part due to the tensions between The Dyrwood and the Republics that were caused by the events in Pillars of Eternity, and also needed better access to luminous adra for her studies.
As well as being an animancer she is also a talented seamstress, finding that the two practices have more in common than one might think. She enjoys adopting pieces of culture from other nations and has a near perfect Vailian accent.
Animancy
After decades of study, Ydwin has became an expert in the metaphysics of Eora and is a skilled practitioner of animancy.
As an apprentice, she focused on discrediting animancy phrenological studies and the idea that some kith are more desirable soul vessels than others. She then became interested in theoretical ideas, before taking an interest in the study of parapsychological inertia — or «the tendency for some souls to gravitate towards familiar locals or engage in behaviors exhibited from past lives.» Following that, she moved on to meta-mortality — or «the scientific study of souls over lifetimes and the cycle of reincarnation.»
She holds a deep interest in the Watcher’s abilities and the hunt for Eothas, which she believes «may be one of the defining events of the age». Apart from doing her own experiments she has a keen interest in unlocking the secrets of luminous adra and its ability to store souls. Following the Watcher out to sea is a good way to ensure that can happen.
Soul
Shortly after her recruitment, the Watcher can discover exactly how intense her focus on animancy is: Ydwin performed a successful experiment and removed her soul from the Wheel — becoming, effectively, a fampyr. She keeps herself sustained on the souls of animals.
Buffs in Pillars of Eternity[]
In addition to a character’s base Survival, there are various ways to gain further bonuses. Some of these buffs are permanent or can be activated for as long as desired, while others must be enabled and then expire after their duration runs out. Some can only applied to the character themselves, while others apply to allies. Some buffs stack, others are mutually exclusive.
A character’s Survival score for a certain attack can benefit from the given number of bonuses from each of the following tables at the same time.
Unlimited – Permanently active once learned
Talent | Classes | Modifier |
---|---|---|
Rymrgand’s Boon | All | +1 |
Equipment
One only – While equipped
Slot | Item | Modifier |
---|---|---|
Armor | Jack of Wide Waters | +2 |
Armor | Sanguine Plate | +2 |
Neck | Mantle of the Excavator | +2 |
Head | Rugged Wilderness Hat | +2 |
One only – Duration: see table
Item | Modifier | Duration |
---|---|---|
Rite of the Untamed Wild | +3 | 120 s |
Resting
One only – Duration: see table
Area | Inn | Room | Modifier | Duration |
---|---|---|---|---|
Copperlane | Goose and Fox | Vixen’s Burrow | +1 | 2 rests |
Hearthsong | The Celestial Sapling | Wanderer’s Reprieve | +1 | 2 rests |
Caed Nua | Brighthollow | Warden’s Lodge | +2 | 3 rests |
Использование[]
Навыки применяются в различных ситуациях и частично определяют, как персонаж игрока или его последователи могут взаимодействовать с окружающим миром. В Pillars of Eternity II: Deadfire появилось большое количество новых навыков, которые влияют на игровой процесс. Теперь навык героя складывается с навыками группы и имеют большое значение на практике (исправлена проблема из предыдущей игры, где, например, 12 очков в навыке «Знание» в разговоре со Стоиком не имело никакого значения).
Бонус от группы рассчитывается следующим образом:
Суммирование очков навыка от членов группы | Бонус навыка |
---|---|
1 | +1 |
2 | +2 |
4 | +3 |
7 | +4 |
11 | +5 |
16 | +6 |
22 | +7 |
29 | +8 |
Например, Хранитель выполняет проверку навыка «История», которая позволяет использовать стороннюю помощь. У Хранителя есть навык «История» равный 3, а у его членов группы Алота, Зоти и Эдера, есть навык «Истории», равный 3, 4 и 0. В общей сложности их навык равен 7 (3 + 4 + 0) и они дают Хранителю бонус +4 к навыку, что повышает навык Хранителя до 7.
Навык «Знание» из предыдущей части был разделён на «Историю», «Религию», «Метафизику» и «Тайные знания» (последний навык определяет уровень свитков, который может использовать персонаж).
Progression[]
In Pillars of Eternity
- At character creation, priests must select one deity, and automatically learn the ability Holy Radiance (the effects of which scale with their deity’s favoured disposition — or with their level in the case of NPCs).
- A priest’s selected deity grants them one unique talent that can be learned at any time (see below).
- As spellcasters, priests learn all spells at each new tier, but are limited to the amount of casts that can be made per rest at each tier (see the table below).
- At every odd level (1, 3, 5, etc.), the next tier of spells are unlocked.
- Spell Mastery allows the spellcaster to pick a single spell to switch to «per encounter» restoration. This occurs at level 9, 11, 13, and 15, for 1st, 2nd, 3rd and 4th level (or lower) and spells respectively.
- As with other classes, priests learn one talent at every even level (2, 4, 6, etc.).
Characterlevel | Ability levellearned | Maximum casts by ability level / tier | Spellmastery | |||||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | |||
1 | 1st | 2 | ||||||||
2 | 3 | |||||||||
3 | 2nd | 4 | 2 | |||||||
4 | 4 | 3 | ||||||||
5 | 3rd | 4 | 4 | 2 | ||||||
6 | 4 | 4 | 3 | |||||||
7 | 4th | 4 | 4 | 4 | 2 | |||||
8 | 4 | 4 | 4 | 3 | ||||||
9 | 5th | 4 | 4 | 4 | 4 | 2 | 1st | |||
10 | 4 | 4 | 4 | 4 | 3 | |||||
11 | 6th | 4 | 4 | 4 | 4 | 4 | 2 | 2nd | ||
12 | 4 | 4 | 4 | 4 | 4 | 3 | ||||
13 | 7th | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 3rd | |
14 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | |||
15 | 8th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 4th |
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
In Pillars of Eternity II: Deadfire
- At character creation, priests must pick a deity, select one 1st level spell (active only), and automatically learn the ability Holy Radiance. This does not change for multiclass characters. A priest’s subclass automatically grants them one spell at every power level.
- As with other classes, priests pick 2 spells/abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one spell/ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- As spellcasters, priests are limited to the amount of spell casts that can be made per encounter at each tier, though this scales with their level (see the table below).
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19).
Ability points at each level | ||||
---|---|---|---|---|
Level | Power level learned | Points available | ||
Single | Multi | Single | Multi | |
1 | 1 (I) | 1 (I) | 1 | 1+1 |
2 | 1 | 1 | ||
3 | 2 (II) | 2 | 1 | |
4 | 2 (II) | 1 | 1+1 | |
5 | 3 (III) | 2 | 1 | |
6 | 1 | 1 | ||
7 | 4 (IV) | 3 (III) | 2 | 1+1 |
8 | 1 | 1 | ||
9 | 5 (V) | 2 | 1 | |
10 | 4 (IV) | 1 | 1+1 | |
11 | 6 (VI) | 2 | 1 | |
12 | 1 | 1 | ||
13 | 7 (VII) | 5 (V) | 2 | 1+1 |
14 | 1 | 1 | ||
15 | 1 | 1 | ||
16 | 8 (VIII) | 6 (VI) | 2 | 1+1 |
17 | 1 | 1 | ||
18 | 1 | 1 | ||
19 | 9 (IX) | 7 (VII) | 2 | 1+1 |
20 | 1 | 1 |
Max spell casts at this power level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Powerlevel | Character level | Ability power level | |||||||||
Single | Multi | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
1 (I) | 1 | 1 | 2 | ||||||||
2 (II) | 3 | 4 | 2 | 1 | |||||||
3 (III) | 5 | 7 | 2 | 2 | 1 | ||||||
4 (IV) | 7 | 10 | 2 | 2 | 2 | 1 | |||||
5 (V) | 9 | 13 | 2 | 2 | 2 | 2 | 1 | ||||
6 (VI) | 11 | 16 | 2 | 2 | 2 | 2 | 2 | 1 | |||
7 (VII) | 13 | 19 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | ||
8 (VIII) | 16 | 22 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | |
9 (IX) | 19 | 25 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 |
Progression[]
In Pillars of Eternity
- At character creation, rogues automatically learn the passive ability Sneak Attack.
- Rogues are able to select one ability at every odd level (1, 3, 5, etc.).
- At every odd level (1, 3, 5, etc.), the next tier of abilities are unlocked.
- As with other classes, rogues learn one talent at every even level (2, 4, 6, etc.).
- Rogue abilities specify their own max uses and restoration type, independent of the rogue’s level.
In Pillars of Eternity II: Deadfire
- At character creation, rogues select one 1st level ability (active only), and automatically learn the passive ability Sneak Attack. This does not change for multiclass characters.
- As with other classes, rogues pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- Rogues use Guile (a power pool resource) to cast abilities. As with other power pool resources, the rogue starts with a pool of 3 Guile, which is increased by 1 at every power level, capping out at 11.
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
Ability points at each level | ||||
---|---|---|---|---|
Level | Power level learned | Points available | ||
Single | Multi | Single | Multi | |
1 | 1 (I) | 1 (I) | 1 | 1+1 |
2 | 1 | 1 | ||
3 | 2 (II) | 2 | 1 | |
4 | 2 (II) | 1 | 1+1 | |
5 | 3 (III) | 2 | 1 | |
6 | 1 | 1 | ||
7 | 4 (IV) | 3 (III) | 2 | 1+1 |
8 | 1 | 1 | ||
9 | 5 (V) | 2 | 1 | |
10 | 4 (IV) | 1 | 1+1 | |
11 | 6 (VI) | 2 | 1 | |
12 | 1 | 1 | ||
13 | 7 (VII) | 5 (V) | 2 | 1+1 |
14 | 1 | 1 | ||
15 | 1 | 1 | ||
16 | 8 (VIII) | 6 (VI) | 2 | 1+1 |
17 | 1 | 1 | ||
18 | 1 | 1 | ||
19 | 9 (IX) | 7 (VII) | 2 | 1+1 |
20 | 1 | 1 |
Power pool capacity | |||
---|---|---|---|
Powerlevel | Character level | Powerpool | |
Single | Multi | ||
1 (I) | 1 | 1 | 3 |
2 (II) | 3 | 4 | 4 |
3 (III) | 5 | 7 | 5 |
4 (IV) | 7 | 10 | 6 |
5 (V) | 9 | 13 | 7 |
6 (VI) | 11 | 16 | 8 |
7 (VII) | 13 | 19 | 9 |
8 (VIII) | 16 | 22 | 10 |
9 (IX) | 19 | 25 | 11 |
10 (X) | 22 | 28 | 11 |
11 (XI) | 25 | — | 11 |
12 (XI) | 28 | — | 11 |
Background[]
A lone figure in tattered robes shuffles across the chamber, muttering under its breath. As you approach, the figure halts and swivels its head toward you. Its haggard visage is a labyrinth of wrinkles and sores overgrown by a moss-like beard.
Helig of Thein is the former assistant of the legendary Pandgram, taken on when Pandgram’s research had reached the point where he could no longer conduct research on his own. Soon after he accepted the position, Helig was making trips to Eir Glanfath in Pandgram’s stead, gathering knowledge while Pandgram stayed behind to experiment. This partnership quickly bore fruit and Pandgram made a breakthrough — one that would irrevocably change his life and the general attitude about animancy forever. While the specifics of his experimentation will never truly be known, the rumors and stories that still circulate tell that he had sent out inquiries, asking for live subjects for help with a dangerous experiment that might change their life — or might end it. Those who were already dying were especially encouraged to apply. Response was overwhelming and Pandgram had his pick of numerous willing bodies. That is when he had his breakthrough. He discovered a way to fix a soul, anchoring it to its body so it couldn’t leave at death: He had discovered eternal life.
His research and life’s work had resulted in the greatest single discovery that animancy could hope for. His findings were published and quickly spread through Vailia — and beyond. While some groups — the Woedican church, for example — decried his work as nothing more than blasphemy and heresy, many put it to practice. Everyone wanted the chance at immortality. However, it quickly became apparent that simply restraining the soul, while keeping the person technically «alive,» was doing nothing for the body, which continued to decay — devolving and warping the soul now trapped inside it. The creatures it created were dangerous — carnivorous beasts that killed brutally and indiscriminately. The backlash was ruthless. The practice of Pandgram’s discoveries was outlawed. His works were collected and burned. He and Helig were branded heretics and hunted, chased from town to town until Pandgram simply vanished.
Hounded by numerous adventuring parties, Helig left a trail of bodies in his wake, from Solace Vale to Midwood. They fared poorly: Around 2763 AI Dalton and the Northwatch Rangers caught up with him just west of the Lake of Drowned Tombs, as he tried to flee to the Vailian Republics. Helig made short work of the party, killing all but their leader. However, his luck eventually ran out and he was tracked down, captured, and brought to trial for the atrocities committed against Vailia and its people. The trial was barely more than a formality to bring charges against him as everyone knew what hand he had played in the disaster. He was sent to prison for years, but eventually released once public outrage died down. Not long after his parole, he disappeared as well.
He moved to Defiance Bay when animancy started gaining popularity, in hopes of finding a place where his research would meet with more acceptance. He started work at the Brackenbury Sanitarium and continued his research unimpeded for a few months before he met Moedred. The two immediately came to blows and the situation gradually escalated into death threats. Around 2823 AI, things came to a head and Moedred plunged a dagger into Helig’s body while he slept, then dumped his colleague’s body in the catacombs. However, Helig planned for this eventuality and through a combination of Engwithan techniques and his own research, permanently attached his soul to his body and prevented the decay of his mind. He bides his time, continuing his research beneath Copperlane, looking for a way to achieve revenge.
3 Обратите внимание на рекомендуемые атрибуты
Ваши атрибуты являются важной частью создания персонажа. Есть шесть атрибутов, с которыми можно поиграть:
- Могущество (Ваша физическая и духовная сила)
- Телосложение (Ваше здоровье и выносливость)
- Ловкость (Ваша скорость и координация)
- Восприятие (ваша способность замечать мельчайшие детали)
- Интеллект (ваша логика и воля)
- Решимость (ваша решимость и концентрация)
При выборе атрибутов важно учитывать, какой тип персонажа вы создаете. Экран создания персонажа в этом действительно полезен
Он выделит около трех из шести характеристик, которые рекомендуется выбрать в зависимости от вашего класса. Принять к сведению эти рекомендации — отличная идея. Вы даже можете забрать очки, чтобы переехать в другое место, если чувствуете, что есть характеристика, которая будет мало полезна для вашего конкретного класса и сборки.
Независимо от того, на чем вы специализируетесь, вы всегда должны следить за тем, чтобы не пренебрегать своей Конституцией. Каждому классу требуется хорошее телосложение, чтобы быть уверенным в том, что вы сможете пережить опасные испытания, с которыми вам предстоит столкнуться.
Description[]
Talents fall into two categories: class-specific and class-neutral. Class-specific talents are only available to members of certain classes. For example, Alteration School Specialization is only available to wizards because it specifically augments wizard spells, not cipher powers or priest powers. You can take class neutral talents as long as you meet the prerequisites. Prerequisites are designed to be «or»s and many of them will have an option that opens at higher levels. E.g., to take this talent you need to be an Elf or Aedyran or 9th level. Weapon Specialization will likely be available to fighters at low levels, but will also become available to members of other classes at higher levels.
Some talents affect groups of weapons; these groups contain at least one weapon for each of the three physical damage types. There are combat style talents that improves fighting with weapon and shield, , a single , or .
Progression[]
In Pillars of Eternity
- At character creation, rangers must pick one of six Animal Companions.
- Rangers are able to select one ability at every odd level (1, 3, 5, etc.).
- At every odd level (1, 3, 5, etc.), the next tier of abilities are unlocked.
- As with other classes, rangers learn one talent at every even level (2, 4, 6, etc.).
- Ranger abilities specify their own max uses and restoration type, independent of the ranger’s level.
In Pillars of Eternity II: Deadfire
- At character creation, rangers must pick one of six animal companions (Stag, Wolf, Lion, Bear, Antelope, and Boar), and select one 1st level ability (active only). This does not change for multiclass characters.
- As with other classes, rangers pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- Rangers use Bond (a power pool resource) to cast abilities. As with other power pool resources, the ranger starts with a pool of 3 Bond, which is increased by 1 at every power level, capping out at 11.
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
Ability points at each level | ||||
---|---|---|---|---|
Level | Power level learned | Points available | ||
Single | Multi | Single | Multi | |
1 | 1 (I) | 1 (I) | 1 | 1+1 |
2 | 1 | 1 | ||
3 | 2 (II) | 2 | 1 | |
4 | 2 (II) | 1 | 1+1 | |
5 | 3 (III) | 2 | 1 | |
6 | 1 | 1 | ||
7 | 4 (IV) | 3 (III) | 2 | 1+1 |
8 | 1 | 1 | ||
9 | 5 (V) | 2 | 1 | |
10 | 4 (IV) | 1 | 1+1 | |
11 | 6 (VI) | 2 | 1 | |
12 | 1 | 1 | ||
13 | 7 (VII) | 5 (V) | 2 | 1+1 |
14 | 1 | 1 | ||
15 | 1 | 1 | ||
16 | 8 (VIII) | 6 (VI) | 2 | 1+1 |
17 | 1 | 1 | ||
18 | 1 | 1 | ||
19 | 9 (IX) | 7 (VII) | 2 | 1+1 |
20 | 1 | 1 |
Power pool capacity | |||
---|---|---|---|
Powerlevel | Character level | Powerpool | |
Single | Multi | ||
1 (I) | 1 | 1 | 3 |
2 (II) | 3 | 4 | 4 |
3 (III) | 5 | 7 | 5 |
4 (IV) | 7 | 10 | 6 |
5 (V) | 9 | 13 | 7 |
6 (VI) | 11 | 16 | 8 |
7 (VII) | 13 | 19 | 9 |
8 (VIII) | 16 | 22 | 10 |
9 (IX) | 19 | 25 | 11 |
10 (X) | 22 | 28 | 11 |
11 (XI) | 25 | — | 11 |
12 (XI) | 28 | — | 11 |
Progression[]
In Pillars of Eternity
- At character creation, monks automatically learn the passive ability Transcendent Suffering.
- Monks are able to select one ability at every odd level (1, 3, 5, etc.).
- At every odd level (1, 3, 5, etc.), the next tier of abilities are unlocked.
- As with other classes, monks learn one talent at every even level (2, 4, 6, etc.).
- Monk abilities specify their own max uses and restoration type, independent of the monk’s level.
In Pillars of Eternity II: Deadfire
- At character creation, monks select one 1st level ability (active only), and automatically learn the passive abilities Transcendent Suffering and Wounds. This does not change for multiclass characters.
- As with other classes, monks pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- Monks use Wounds (an accrued resource) to cast certain abilities. Max wounds, threshold and damage conversion does not scale with the character level.
- Monks use Mortification (a power pool resource) to cast certain abilities. As with other power pool resources, the monk starts with a pool of 3 Mortification, which is increased by 1 at every power level, capping out at 11.
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
Ability points at each level | ||||
---|---|---|---|---|
Level | Power level learned | Points available | ||
Single | Multi | Single | Multi | |
1 | 1 (I) | 1 (I) | 1 | 1+1 |
2 | 1 | 1 | ||
3 | 2 (II) | 2 | 1 | |
4 | 2 (II) | 1 | 1+1 | |
5 | 3 (III) | 2 | 1 | |
6 | 1 | 1 | ||
7 | 4 (IV) | 3 (III) | 2 | 1+1 |
8 | 1 | 1 | ||
9 | 5 (V) | 2 | 1 | |
10 | 4 (IV) | 1 | 1+1 | |
11 | 6 (VI) | 2 | 1 | |
12 | 1 | 1 | ||
13 | 7 (VII) | 5 (V) | 2 | 1+1 |
14 | 1 | 1 | ||
15 | 1 | 1 | ||
16 | 8 (VIII) | 6 (VI) | 2 | 1+1 |
17 | 1 | 1 | ||
18 | 1 | 1 | ||
19 | 9 (IX) | 7 (VII) | 2 | 1+1 |
20 | 1 | 1 |
Power pool capacity | |||
---|---|---|---|
Powerlevel | Character level | Powerpool | |
Single | Multi | ||
1 (I) | 1 | 1 | 3 |
2 (II) | 3 | 4 | 4 |
3 (III) | 5 | 7 | 5 |
4 (IV) | 7 | 10 | 6 |
5 (V) | 9 | 13 | 7 |
6 (VI) | 11 | 16 | 8 |
7 (VII) | 13 | 19 | 9 |
8 (VIII) | 16 | 22 | 10 |
9 (IX) | 19 | 25 | 11 |
10 (X) | 22 | 28 | 11 |
11 (XI) | 25 | — | 11 |
12 (XI) | 28 | — | 11 |
Notable characters[]
- Pillars of Eternity
Abrecan Doemenel
Becke Ordoe
Bragan
Byne «The Nimble»
Captain Muārumi
Cwineth
Devil of Caroc
Dyrla Doemenel
Emery
Gedmar Doemenel
Heodan
Liliana
Rinatto
Sabhan
Urgeat
Waldr «Three Fingers»
Wirtan
- The White March — Part I
Ailef
Andred
Owynna
Qexetl
Thyrsc
- Pillars of Eternity II: Deadfire
Adaryc Cendamyr
Atsura
Baru
Belda
Benessa
Benweth
Captain Aeldys
Captain Furrante
Captain Mad Morena
Captain Teryc Lofell
Cloaked Messenger
Daionne
Degnos
Dereo the Lean
Dessiral
Dueno
Emeini
Faina Short Fur
Fyrna
Giani Canc-Assi
Gwenfin
Ignato Castol
Iolfr
Irrena
Jacob Harker
Lamond
Larro Bardatto
Martino Valera
Norgund
Oheiro
One-Eyed Pim
Orlan peddler
Orso Valera
Persa
Quartermaster Harka
Rafiq the Red Beard
Rust
Scyla Five Glass
Seafol
Selinia
Snake Eyes Condwen
Street Merchant (Delver’s Row)
The Demon
Tumara
Well-Weathered Cormio
Wirtan
Ydwin