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.
Afflictions[ | ]
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 suppression[ | ]
Some afflictions suppress or are suppressed by others, such that their effects are mutually exclusive (they cannot both be applied to the character at the same time). When a "greater" affliction is applied, the "lesser" affliction's effects are suppressed until the greater affliction expires, whereby the lesser affliction will resume its effects. The same occurs regardless of the order in which afflictions are applied. These include:
A character cannot suffer from multiple instances of the same affliction. When a duplicate affliction is applied, the original immediately expires and the new affliction takes its place (with a new duration).
One notable oddity is in the mechanics of effects that flip a character's alliance (including Dominated and Charmed). During these effects, enemies are able to break free if they cannot find or path to an attack target, or if they are the last enemy remaining, which prematurely ends the affliction. This mechanic is not always reliable however, and may trigger even if there are other enemies left within range.[3][4] Issues with this mechanic have been addressed in the Community Patch.[5]
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.[6]
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.
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.
Note: Although Minor Fatigue is primarily a Fatigue status, it can also be gained as a temporary affliction triggered by some weapons.
Note: The following information refers to mechanics that no longer apply to the current version of the game.
Fatigue represents the physical and psychological wear and tear of demanding activity on a character. It builds up over time as characters travel, explore, and especially when they engage in combat. Some scripted interactions will also result in Fatigue if they are especially grueling. The Athletics skill automatically slows the onset of Fatigue from any source.
Fatigue goes through multiple stages, initially inflicting minor penalties but growing in severity over time.
Resting is the easiest way to remove the effects of Fatigue, though some consumables can also lower a character's Fatigue total.
As time passes without resting, characters will get fatigued and receive a penalty. How fast this happens depends on the Athleticsskill 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 patch 3.0 to the game so that it no longer accrues over time.[7]
Death states[ | ]
Unconscious
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.
Maimed
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).[8]
Dead
If a character loses all Health during a fight, and is Maimed (or playing with permadeath),[8] 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.