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* [[Intellect]] (INT) Intellect represents a character's logic and reasoning capabilities. In interactions, it can be useful for deduction, sudden realizations, and problem-solving. In combat, it influences the size of Areas of Effect and Duration of abilities and spells, it also contributes to the [[Defense|Will defense]].
 
* [[Intellect]] (INT) Intellect represents a character's logic and reasoning capabilities. In interactions, it can be useful for deduction, sudden realizations, and problem-solving. In combat, it influences the size of Areas of Effect and Duration of abilities and spells, it also contributes to the [[Defense|Will defense]].
 
* [[Resolve]] (RES) Resolve reflects a character's internal drive, determination, and the emotional intensity they can project to others. It can be useful for mental intimidation, leadership, and convincing performances. In combat, it helps characters maintain [[Concentration]], increases Deflection, and contributes to the Will defense.
 
* [[Resolve]] (RES) Resolve reflects a character's internal drive, determination, and the emotional intensity they can project to others. It can be useful for mental intimidation, leadership, and convincing performances. In combat, it helps characters maintain [[Concentration]], increases Deflection, and contributes to the Will defense.
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{|class = "wikitable"
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! Attribute !! Effects per point above 10
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|-
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| [[Might]] || +3% damage and healing<br/>+2 Fortitude
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|-
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| [[Constitution]] || +3% Endurance and Health<br/>+2 Fortitude
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|-
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| [[Dexterity]] || +3% Action Speed<br/>+2 Reflex
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|-
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| [[Perception]] || ? Interrupt<br/>? Deflection<br/>? Reflex
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|-
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| [[Intellect]] || +6% Area of Effect<br/>+5% Duration<br/>+1 Will
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|-
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| [[Resolve]] || +3 Concentration<br/>+1 Deflection<br/>+2 Will
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|}
   
 
== Determining scores ==
 
== Determining scores ==

Revision as of 00:59, 24 March 2015

A character's attributes are the basic statistics that define that character. The six attributes determined during character creation. Each attribute represents a particular aspect of the character, and has immense impact on his capabilities in combat and during interactions. Attributes can be seen as the character's inherent abilities, in contrast with Skills which indicate how well a character has learned to perform a specific action.

Attributes

  • Might (MIG) Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense.
  • Constitution (CON) Constitution is a combination of the character's overall health and stamina. Although it is not used much in interactions, it is sometimes checked to withstand pain or endure a physically taxing ordeal. In combat, it affects maximum Health and Endurance and contributes to the Fortitude defense.
  • Dexterity (DEX) Dexterity is an abstraction of a character's hand-eye coordination, balance, and overall grace. In interactions, it can be used for sleight-of-hand and fast reactions. In combat, it affects the character's Action Speed with all attacks, spells, and abilities and contributes to the Reflex defense.
  • Perception (PER) Perception represents a character's senses as well as their instinctive ability to pick up on details. In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background. In combat, it grants a bonus to Interrupt with all attacks, and Deflection, and contributes to the Reflex defense.
  • Intellect (INT) Intellect represents a character's logic and reasoning capabilities. In interactions, it can be useful for deduction, sudden realizations, and problem-solving. In combat, it influences the size of Areas of Effect and Duration of abilities and spells, it also contributes to the Will defense.
  • Resolve (RES) Resolve reflects a character's internal drive, determination, and the emotional intensity they can project to others. It can be useful for mental intimidation, leadership, and convincing performances. In combat, it helps characters maintain Concentration, increases Deflection, and contributes to the Will defense.
Attribute Effects per point above 10
Might +3% damage and healing
+2 Fortitude
Constitution +3% Endurance and Health
+2 Fortitude
Dexterity +3% Action Speed
+2 Reflex
Perception ? Interrupt
? Deflection
? Reflex
Intellect +6% Area of Effect
+5% Duration
+1 Will
Resolve +3 Concentration
+1 Deflection
+2 Will

Determining scores

Attribute scores are determined during character creation. In Pillars of Eternity, each attribute starts at 10, as well as any additional racial or cultural bonuses, as applicable. Players may distribute 15 attribute points as they see fit and can reduce an attribute to 3 and increase an attribute up to 18. This allows the player to distribute a total of 60 points - 7 points out of each of the default 10 for each of the 6 attributes, another 2 points coming from racial bonuses, the 15 points allowed during character creation, and finally one point coming from the player character's Culture.

An attribute with a score of 10 gives no bonus. For each point lower than 10 you will get a penalty and for each point higher than 10 the character will get a bonus. These impact the character capabilities in combat and during interactions.

Outside of their derived benefits in combat, attributes are the most commonly-checked character elements in dialogue and scripted interactions. The options that open up can be advantageous, neutral, or disadvantageous in a conversation, but they do give you a wider range of expression based on your character's build. The physical attributes are represented as well as the mental attributes, with the physical attributes often allowing you to perform actions within the conversation.[1][2]

Noticing Things that are intentionally hidden (doors, containers, traps, etc.) will require getting within a certain proximity based on character attributes for a second or two.[3]

References

References