Pillars of Eternity Wiki
Pillars of Eternity Wiki
Disambig.png This article is about status effects in Pillars of Eternity. For status effects in Pillars of Eternity II: Deadfire, see Status effects (Deadfire).

Status effects are abnormal states that may have positive or negative effects on party members' or creatures' attributes or actions. They can be gained from spells, potions, items, enemies, traps, etc. and can be healed by resting, certain ability/spells, or will heal automatically after some time.


There is a fairly big list of defined "afflictions" and the penalties they apply. The status effect and the damage of an attack will be checked separately. Some attacks simply have two separate components that succeed or fail independently of each other, but others will be "2-stage": if the main attack at least scores a graze, the second attack will occur separately (and often against a separate defense).[1][2]

Affliction Penalties Caused by
Cause Condition
Bonded Grief Bonded Grief Combat Applied to the ranger if their animal companion is knocked unconscious (and vice versa).
Blinded Blinded Cipher Eyestrike
Druid Sunbeam
Priest Searing Seal
Rogue Blinding Strike
Wizard Chill Fog
Curse of Blackened Sight
Charmed Charmed Chanter The Lover Cried out to the Beloved, "I am Yours!"
Cipher Ringleader
Whisper of Treason
Druid Charm Beast
Confused Confused
  • Every 6 seconds the afflicted randomly starts to
    • attack their allies
    • behave normally
    • do nothing
    • move into a random direction
Cipher Mind Plague
Tenuous Grasp
Wizard Bewildering Spectacle
Dazed Dazed Cipher Eyestrike
Mind Plague
Priest Instill Doubt
Wizard Arcane Assault
Arkemyr's Capricious Hex
Arkemyr's Dazzling Lights
Disoriented Disoriented Weapon hit Lenas Êr
Pliambo per Casitàs
Rod of Pale Shades
Scon Mica's Roar
Strike Hard
The Vile Loner's Lance
The White Spire
Distracted Distracted Rogue Persistent Distraction [WM2]
Smoke Cloud [WM1]
Dominated Dominated
  • Alliance flipped
Cipher Puppet Master
Flanked Flanked Cipher Phantom Foes
Combat Standing directly between two engaging foes
Frightened Frightened Barbarian Barbaric Yell
Chanter Lo, Their Endless Host, the Harbingers Doom
Cipher Secret Horrors
Tenuous Grasp
Druid Venombloom
Priest Divine Terror
Holy Radiance
Hobbled Hobbled Chanter Rime and Frost Followed the Footfalls of Karth
Cipher Fractured Volition
Druid Spreading Plague
Fighter Crippling Guard
Ranger Wounding Shot
Rogue Crippling Strike
Fearsome Strike
Wizard Kalakoth's Freezing Rake
Ninagauth's Freezing Pillar
Wall of Force
Maimed Maimed Always A character becomes Maimed after being reduced to 0 Health.
Paralyzed Paralyzed Chanter At the Sound of His Voice, the Killers Froze Stiff
Cipher Mental Binding
Druid Hold Beasts
Weapon hits or crits The Grey Sleeper
Wizard Arkemyr's Capricious Hex
Fetid Caress
Ninagauth's Shadowflame
Petrified Petrified Wizard Gaze of the Adragan
Weapon hits or crits Greenstone Staff
Prone Prone Cipher Amplified Wave
Mind Wave
Druid Calling the World's Maw
Fighter Clear Out
Knock Down
Monk Force of Anguish
Priest Pillar of Faith
Repulsing Seal
Ranger Master's Call
Weapon crits Arbalests
One-Eyed Molina's Gold-Fingered Spike-Flinger
Tall Grass
The Hours of St. Rumbalt
The Temaperacl
Wē Toki
Wizard Slicken
Sickened Sickened Barbarian Threatening Presence
Cipher Secret Horrors
Druid Plague of Insects
Vile Thorns
Wizard Arkemyr's Capricious Hex
Fetid Caress
Ryngrim's Repulsive Visage
Stuck Stuck Cipher Mental Binding
Priest Halt
Ranger Binding Roots
Wizard Binding Web
Stunned Stunned Chanter The Thunder Rolled like Waves on Black Seas
Cipher Silent Scream
Druid Overwhelming Wave
Relentless Storm
Monk Rooting Pain
Stunning Blow
Ranger Stunning Shots
Weapon crits Aedrin's Wrecker
Mabec's Morning Star
One-Eyed Molina's Gold-Fingered Spike-Flinger
Wizard Dimensional Shift
Terrified Terrified Barbarian Barbaric Shout
Chanter Reny Daret's Ghost Spake, "I'll Catch You, Ben Fidel"
Druid Nature's Terror
Wizard Ryngrim's Enervating Terror
Ryngrim's Repulsive Visage
Unconscious Unconscious Wizard Call to Slumber
Weakened Weakened Cipher Fractured Volition
Druid Spreading Plague
Wall of Thorns
Monk Enervating Blows
Priest Painful Interdiction
Symbol of Berath
Rogue Fearsome Strike
Withering Strike
Wizard Concelhaut's Draining Touch
Ryngrim's Enervating Terror
Tayn's Chaotic Orb
Wilting Wind
Kalakoth's Freezing Rake


Party members can become injured by being below the threshold of an option in a scripted interaction or by being knocked down to unconsciousness during combat. An Injury gives a penalty that lasts until the next rest.[3]

Injuries gained in combat are selected semi-randomly from the following list. Being knocked out by Fire, Frost or Shock damage tends to cause its corresponding injury.

Injury Penalties During scripted interaction
Location Interactable Requires Affects
Bruised Ribs Bruised Ribs Northweald Staircase Athletics 5 Afflicted to the weakest Party member.
Concussion Concussion Dyrford Ruins Wymund Cipher Afflicted to the player or a cipher companion
Durgan's Battery (Exterior) Chasm interaction Athletics 7 or Dexterity 18 Player
Northweald Staircase Athletics 5 Afflicted to the weakest Party member.
Frostbite Frostbite
Severe Burn Severe Burn
Severe Wound Severe Wound
  • -50% Healing Received
Sprained Wrist Sprained Wrist
Swollen Eye Swollen Eye Lle a Rhemen Broken Stairs Athletics = 1Verify Party member with lowest Athletics score
System Shock System Shock
Twisted Ankle Twisted Ankle
Wrenched Knee Wrenched Knee
Wrenched Shoulder Wrenched Shoulder Pearlwood Bluff
Durgan's Battery (Exterior) Chasm interaction Varies Player


When a character sustains an injury in combat, they accrue fatigue. Fatigue can also be gained by failing a skill check in dialog or scripted interactions. Fatigue can be "healed" by resting and through the use of certain drugs.

Status Penalties
Fatigue minor.png Minor Fatigue

-10 Accuracy, -10% Maximum Endurance

Fatigue major.png Major Fatigue

-20 Accuracy, -25% Maximum Endurance

Fatigue critical.png Critical Fatigue

-30 Accuracy, -50% Maximum Endurance

Note: The following information refers to mechanics that no longer apply to the current version of the game.

As time passes without resting, characters will get fatigued and receive a penalty. How fast this happens depends on the Athletics skill of the character. Fatigue is accrued at a level of 1.0 per in-game second while moving (standing still doesn't increase fatigue), while in combat, while travelling between areas on the world map, and when waiting. When a character's fatigue reaches a certain threshold, a status effect is applied representing the severity of fatigue.

While in combat, a multiplier is applied to the rate at which fatigue increases. This is calculated with 10 + (Athletics * -4.0), which is then limited to a minimum of 1.0 (therefore only characters with 1 and 2 Athletics will become fatigued at a faster rate in combat - at 6x and 2x respectively)

While travelling between areas, the fatigue accrued is reduced by a factor of 0.33.

The thresholds at which a fatigue status is gained is dependent on the characters Athletics. By default minor, major and critical fatigue is gained after 16, 28 and 40 hours without resting, and a multiplier of 1.0 + (Athletics * 0.1) is used to extend it.

Fatigue Threshold per Athletics skill (hours)
0 1 2 3 4 5 6 7 8 9 10 ...
Minor Fatigue 16.0 17.6 19.2 20.8 22.4 24.0 25.6 27.2 28.8 30.4 32.0 ...
Major Fatigue 28.0 30.8 33.6 36.4 39.2 42.0 44.8 47.6 50.4 53.2 56.0 ...
Critical Fatigue 40.0 44.0 48.0 52.0 56.0 60.0 64.0 68.0 72.0 76.0 80.0 ...

Other than the status effect appearing next to the player's portrait, the screen also becomes vignetted and color tinted the more fatigued the player becomes.

Fatigue was changed in a later patch to the game so that it no longer accrues over time.

Death states[]


If a character loses all Endurance during a fight they are knocked out for the duration, unable to move or take any actions. Unconscious characters cannot benefit from endurance healing, but they can be revived to life via certain abilities. Once the fight ends they will regain consciousness and eventually recover their Endurance.


If a character loses all Health and endurance during a fight, once becoming conscious they will be Maimed and near death. A maimed character may still move and take any actions, but suffer severe penalties to their accuracy and all defenses. If the character gets hit again and are reduced to 0 Health, they must rest to remove Maimed status (and restore Health).[4]


If a character loses all Health during a fight, and is Maimed (or playing with permadeath),[4] they will die. Dead characters cannot be restored to life and are removed from the game. Their soul leaves their body and their energy will move forward in the eternal cycle.