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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).
Weapons

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]

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 talent Blast.[5]

Weapon type bonus[ | ]

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.

Name Effects
Rotting 
  • Foe AoE (1.25m Radius): 52.0 Corrode Damage over 10.0 sec (+10 Accuracy vs. Reflex)
Superior Interruption 1 
Superior Interruption 2 
Weapon bonus: Accurate 
  • +5 Accuracy
Weapon bonus: Best attack 
  • Uses most efficient damage type
Weapon bonus: Burning lash 
  • +10% Burn damage
Weapon bonus: Citzal's Spirit Lance AoE 
  • Foe AoE: 19-30 Crush, Accuracy (+10) vs. Reflex
Weapon bonus: Crushing lash 
  • +10% Crush damage
Weapon bonus: Deflection 
  • +5 Deflection
Weapon bonus: DR bypass 3 
  • +3 Damage Reduction (DR) bypass
Weapon bonus: DR bypass 4 
  • +4 Damage Reduction (DR) bypass
Weapon bonus: DR bypass 5 
  • +5 Damage Reduction (DR) bypass
Weapon bonus: DR bypass 6 
  • +6 Damage Reduction (DR) bypass
Weapon bonus: Increased crit damage 
  • +0.5 tp Crit Damage multiplier
Weapon bonus: Increased reach 
  • +1.75 weapon reach
Weapon bonus: Interrupt 
Weapon bonus: Overbearing 
Weapon bonus: Paralyzed 
  • If successful: Paralyzed for 5 seconds (Accuracy vs Fortitude)
Weapon bonus: Reaping [WM2]
  • Grants 30% of Damage dealt as Focus to Caster.
Weapon bonus: Reduced crit damage 
  • -0.25 Crit Damage multiplier
Weapon bonus: Reliable 
Weapon bonus: Sharp 
  • +20% Damage
Weapon bonus: Shock DR reduction [WM1]
  • If successful: -6 Damage Reduction (DR) vs Shock for 8 seconds

Ranged weapons[ | ]

Bows and crossbows[ | ]

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
10-15 * Pierce * 12m * Fast 0.5 sec (Average) Faster than War Bow Peasant
13-20 Pierce 12m Average 0.5 sec (Average) Increased damage over Hunting Bow Adventurer
18-26 Pierce 12m Slow 0.75 sec (Strong) Middle ground between the arbalest's damage and bow's speed. Knight
22-32 Pierce 12m Very Slow 0.75 sec (Strong) Soldier

* Except for Massuk Hunting Bow, a Sagani companion's bow, which has a slightly lower Damage (10-14) and slightly lower Range (11m), but deals Pierce / Crush damage (whichever one is the best against target's Damage Reduction).

Except for Stormcaller, which deals Pierce / Shock damage (whichever one is the best against target's Damage Reduction).

Firearms[ | ]

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
6-9 (six projectiles) Pierce 8m Very Slow 0.05 sec (Weakest)
  • +4 Damage Reduction (DR) bypass
  • -0.25 Crit Damage multiplier
Ruffian
22-30 Pierce 8m Very Slow 0.35 sec (Weak)
  • +6 Damage Reduction (DR) bypass
  • -0.25 Crit Damage multiplier
Ruffian
24-36 Pierce 10m Extremely Slow 0.35 sec (Weak)
  • +6 Damage Reduction (DR) bypass
  • -0.25 Crit Damage multiplier
Soldier

Magical implements[ | ]

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
9-14 Pierce / Crush
(Best)
10m Fast 0.5 sec (Average)
  • Uses most efficient damage type
Adventurer
9-14 Crush / Slash
(Best)
10m Fast 0.5 sec (Average)
  • Uses most efficient damage type
Noble
11-16 Pierce / Slash
(Best)
10m Average 0.5 sec (Average)
  • Uses most efficient damage type
Noble

Melee weapons[ | ]

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[ | ]

Fast one-handed Base Damage Damage Type Speed Interrupt Weapon type bonus Weapon Focus / Specialization
9-13 Slash Fast 0.35 sec (Weak)
  • +5 Accuracy
Noble
9-13 Slash Fast 0.35 sec (Weak)
  • +5 Deflection
Peasant
9-13 Pierce Fast 0.35 sec (Weak)
  • +5 Accuracy
Noble
9-13 Pierce Fast 0.35 sec (Weak)
  • +3 Damage Reduction (DR) bypass
Ruffian
9-13 Crush Fast 0.35 sec (Weak)
  • +5 Accuracy
Ruffian
9-13 Crush Fast 0.35 sec (Weak) Adventurer
5-8 Crush Fast 0.5 sec (Average) Peasant

Large one-handed[ | ]

Large one-handed Base Damage Damage Type Speed Interrupt Weapon type bonus Weapon Focus / Specialization
11-16 Crush Average 0.5 sec (Average)
  • +3 Damage Reduction (DR) bypass
Noble
11-16 Crush / Pierce
(Best)
Average 0.5 sec (Average)
  • Uses most efficient damage type
Soldier
11-16 Pierce Average 0.5 sec (Average)
  • +5 Accuracy
Peasant
11-16 Slash / Pierce
(Best)
Average 0.5 sec (Average)
  • Uses most efficient damage type
Knight
11-16 Slash Average 0.5 sec (Average)
  • +0.5 tp Crit Damage multiplier
Knight
11-16 Slash * Average 0.5 sec (Average)
  • +20% Damage
Ruffian

* Except for Bittercut, which deals Slash / Corrode damage (whichever one is the best against target's Damage Reduction).

Two-handed[ | ]

Two-handed Base Damage Damage Type Speed Interrupt Weapon type bonus Weapon Focus / Specialization
14-20 Pierce Slow 0.75 sec (Strong)
  • +5 Damage Reduction (DR) bypass
Adventurer
14-20 Pierce Slow 0.75 sec (Strong)
  • +1.75 weapon reach
Soldier
14-20 Slash / Pierce
(Best)
Slow 0.75 sec (Strong)
  • Uses most efficient damage type
Soldier
14-20 Slash / Crush
(Best)
Slow 0.75 sec (Strong)
  • Uses most efficient damage type
Adventurer
14-20 Crush * Slow 0.75 sec (Strong)
  • +1.75 weapon reach
Peasant
14-20 Crush Slow 1.0 sec (Stronger) Knight

* Except for Durance's Staff, which deals Crush / Burn damage (whichever one is the best against target's Damage Reduction).

See also[ | ]

References


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