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'''Skills''' can be used outside of combat for a variety of purposes and they grant auxiliary combat bonuses. For a detailed list of skills and their effects in the games, see the above articles. |
'''Skills''' can be used outside of combat for a variety of purposes and they grant auxiliary combat bonuses. For a detailed list of skills and their effects in the games, see the above articles. |
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Revision as of 14:13, 12 March 2018
Skills can be used outside of combat for a variety of purposes and they grant auxiliary combat bonuses. For a detailed list of skills and their effects in the games, see the above articles.
Overview
In Pillars of Eternity the five skills are Stealth, Athletics, Lore, Mechanics and Survival. Every class gains initial proficiency bonus in two skills, but not limited to them. Non-combat skills are gained separately from combat skills(Abilities, Talents) and they do not use the same resources.
For Pillars of Eternity II: Deadfire a large expansion to the skill system has been announced. Many passive skills for dialogues and scripted interactions will be added – such as Religion, Metaphysics and Streetwise; points will be gained separately for active and passive skills; the player character will benefit from companions' skills[1]
List
Skill | Meaning (based on the in-game description) |
Effects on gameplay | Use in interactions (based on the in-game description) |
---|---|---|---|
Stealth | allows characters of any class to attempt to avoid being seen or heard | can stay close to NPCs in scouting mode for a longer period without being seen | ? |
Athletics | Once per encounter, characters with Athletics can use the Second Wind ability to recover lost Endurance. A higher Athletics score increases the effect of Second Wind |
Grants Second Wind skill Rank 1: (25 Endurance) +5 Endurance per rank* |
for physical feats like climbing, swimming, and jumping |
Lore | a character's accumulated miscellaneous knowledge and trivia, often of occult or esoteric topics |
at rank 1: can use level 1 scrolls |
for picking up on relevant historical or cultural contexts, and contributing general knowledge |
Mechanics | makes it easier to open locks and find and disable traps, and place traps of your ownAlso needed to find hidden loot and switches. (Neither Perception nor Stealth do this.) |
per rank:
can disarm traps of +1 difficulty |
for activating or disabling a variety of machines |
Survival | Allows characters to choose from a variety of long-term bonuses each time they camp. | The first six ranks grant the following bonuses:
rank 1 - Damage Reduction rank 2 - Received Healing Multiplier rank 3 - Bonus Movement rank 4 - Accuracy Bonus vs. Creature Type rank 5 - Increased consumable duration rank 6 - Bonus Damage vs Flanked Enemies Note: After 6th rank, the previously earned bonuses become more powerful in the same ordered they were received (ex. at rank 7 - a more powerful DR ( Damage Reduction ) will be received after camp. |
for wilderness challenges, and for contributing specialized knowledge of nature or alchemy |