Pillars of Eternity Wiki
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{{main|Pillars of Eternity skills|Pillars of Eternity II: Deadfire skills}}
 
'''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.
   

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
at rank 4:  can use level 2 scrolls
at rank 6:  can use level 3 scrolls
at rank 8:  can use level 4 scrolls
at rank 10:  can use level 5 scrolls
at rank 12:  can use level 6 scrolls
at rank 14:  can use level 7 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
can pick locks of +1 difficulty
+3 accuracy for own traps

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

References