All dmg modifiers scale better with fast weapons than there slower counter parts Equilibrium for rogues (the class with the largest amount of dmg modifiers) compared to 2 handed is 20dr. In short, 2 handers do more dmg at 20dr and fast dual wield does more when less for rogues assuming no bluffing and debuffing and only standard weapon attacks. Jun 15, 2018 This page is dedicated to the Weapons you will come across in Pillars of Eternity II: Deadfire. Although some are found through battle, many are. I just got the best arbalest in lvl 10 Endless Path ( Aedrins Wrecker) and is already 9/12 enchanted. I can slap an elemental damage or a mob type damage ( except kith that take 4 slots). Pillars Of Eternity 2 Deadfire Combat Guide – Abilities, Injuries, Pausing, Death (Combat Tips And Tricks) For that reason, this Pillars of Eternity 2 Deadfire Combat Guide exists. Our Pillars of Eternity 2 Deadfire Combat Guide will tell you all about combat mechanics that are present in the game and will give you numerous different tips and tricks so that you can be at your maximum effectiveness whenever you are fighting someone. This article is about weapons in Pillars of Eternity and its expansions. For weapons in Pillars of Eternity II: Deadfire, see Weapons (Deadfire). Weapons are any wieldable items that a player can use to inflict damage in combat. Weapons come in a variety of categories and qualities.
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]
Pillars Of Eternity Guide
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 |
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.
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.
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 |
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 |
Pillars Of Eternity Wiki
Two-handed[edit | edit source]
Pillars Of Eternity Iii
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 |
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]
- ↑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
Pillars Of Eternity Types Of Dmg 2
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