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 abilities, spells, potions, items, enemies, traps, etc. and can be healed by resting, certain ability/spells, or will heal automatically after some time.
In Pillars of Eternity II: Deadfire, attribute-affecting status effects are grouped by the attribute that they affect. Each attribute has 3 positive Inspirations, and 3 negative Afflictions, each with an increasing level of effect. Generally, all inspirations and afflictions give ±5 points to the attribute they apply to, with the 2nd and 3rd level effects applying more buffs/debuffs to the player than the last.
In addition to these, many of the same effects from Pillars of Eternity have carried over to Deadfire, albeit with different stat changes.
Most status effects appear in the character sheet under "Current Effects". Permanent status effects are always applied through passive abilities, and appear in the "Abilities" section.
Negative effects[ | ]
Afflictions[ | ]
Afflictions are an overarching category covering status effects that have negative effects on the player.
Gaining an Affliction will cancel out any Inspiration that affect the same attribute, regardless of the tier. When this occurs, the existing Inspiration is removed and the new Affliction will not be applied. This also occurs vice versa, when an Inspiration is applied on top of an existing Affliction. For example a character that is Tenacious (a tier 2 Might Inspiration) that gains Staggered (a tier 1 Might Affliction) will lose Tenacious instead of applying Staggered.
Higher tier Afflictions will override a lower tier one, and if the target is already suffering from a more powerful Affliction, then the newer Affliction will have no effect. If the target is suffering from an affliction of the same tier, the duration is set to whichever is higher, the newer effect or the current time on the existing effect.
Afflictions are groups of negative effects that can be applied to a character. Most Afflictions are grouped by Attribute. E.g. Hobbled and Immobilized are both Dexterity Afflictions.
Attribute Afflictions can be easily countered by a corresponding Attribute Inspiration, which also grants immunity to that category of Afflictions. E.g. any Dexterity Affliction can be removed by the Quick, Nimble, or Swift Inspirations.
Some characters are completely immune to one or more Afflictions. If a character has Resistance to a category of Afflictions, incoming Afflictions of that type are downgraded in power. Resistance grants complete immunity to the weakest Afflictions of that Attribute.
E.g. wood elves have Resistance to Dexterity Afflictions. A wood elf hit by an Immobilized effect would instead be Hobbled. If that elf were hit by a Hobbled effect, it wouldn't apply at all.
Affliction | Coressponding
Inspiration |
Effect(s) | ||
---|---|---|---|---|
Body Afflictions |
Constitution Afflictions | |||
Sickened | Fit | -5 Constitution, -25% Healing Received | ||
Weakened | Hardy | -5 Constitution, -50% Healing Received | ||
Enfeebled | Robust | -5 Constitution, +50% Hostile Effect duration, -100% Healing done | ||
Dexterity Afflictions | ||||
Hobbled | Quick | -5 Dexterity, Cannot run | ||
Immobilized | Nimble | -5 Dexterity, Cannot move | ||
Paralyzed | Swift | -5 Dexterity, Paralyzed, 25% of incoming Hits converted to Crits, cannot be interrupted | ||
Petrified | Swift | Same as Paralyzed, but with a different visual | ||
Might Afflictions | ||||
Staggered | Strong | -5 Might, Cannot engage enemies | ||
Dazed | Tenacious | -5 Might, Cannot engage enemies, -4 Penetration | ||
Stunned | Energized | -5 Might, -4 Penetration, Stunned (Can't take actions), -10 Deflection | ||
Mind Afflictions |
Intellect Afflictions | |||
Confused | Smart | -5 Intellect, Attacks (and abilities) hit friendly and hostile characters | ||
Charmed | Acute | -5 Intellect, Alliance flipped, Cannot use active abilities | ||
Dominated | Brilliant | -5 Intellect, Alliance flipped (can cast active abilities on allies) | ||
Perception Afflictions | ||||
Distracted | Insightful | -5 Perception, Flanked (-10 Deflection, -1 Armor Rating) | ||
Disoriented | Aware | -5 Perception, +50% Recovery Time (or +50% Initiative in Turn-based mode), Flanked (-10 Deflection, -1 Armor Rating), | ||
Blinded | Intuitive | -5 Perception, +50% Recovery Time (or +50% Initiative in Turn-based mode), Flanked (-10 Deflection, -1 Armor Rating), -10 Accuracy, -50% Range, Immune to Gaze attacks, Cannot use Gaze attacks | ||
Resolve Afflictions | ||||
Shaken | Steadfast | -5 Resolve, -3 All Power Levels | ||
Frightened | Resolute | -5 Resolve, -3 All Power Levels, Cannot use Hostile abilities | ||
Terrified | Courageous | -5 Resolve, -3 All Power Levels, Terrified (Can take no action other than to flee) |
- Weakness
Weakness to a type of affliction causes all applied afflictions of that type to affect the character worse, causing more detriment than usual. This is accomplished by upgrading the incoming affliction to the next tier. Incoming tier 3 afflictions are unchanged.
Characters that are weak to a type of Affliction will upgrade any Afflictions of that type applied to them by one tier. For example, a character who is weak to Might Afflictions would upgrade a Staggered to a Dazed, or a Dazed to a Stunned.
- Resistance
Resistance to a type of affliction causes all applied afflictions of that type to be lessened in effect, causing less harm than usual. As the opposite of a Weakness, this is accomplished by downgrading the incoming affliction to one lower tier. Incoming tier 1 afflictions are cancelled out, and will fail to apply to the character.
Characters that are resistant to a type of Affliction will downgrade any Afflictions of that type applied to them by one tier. For example, a character with resistance to Might Afflictions would downgrade Stunned to Dazed. A Dazed Affliction would be downgraded to Staggered, and a Staggered Affliction would fail to apply.
Other afflictions[ | ]
These are negative effects that don't fit into the other categories. They are removed on rest, or are only applied to the character under certain conditions. See permanent effects below for negative permanent effects.
Name | Effect(s) | Notes | |
---|---|---|---|
Burden of Memory | A curse applied to the Watcher if they broke their promise to Rymrgand (in Teir Evron during Council of Stars, after Into the White Void) and didn't disintegrate the souls in the quest Memories of the Ancients during the events of Pillars of Eternity.
This is only applied after the dialogue with Rymrgand during A Glimpse Beyond. Is automatically removed after at least 15 rests (70% chance that a rest counts towards this value) | ||
Bonded Grief | Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief. | ||
Flanked |
|
Combat affliction, applied to the target of an attack, when two opponents are attacking from opposite directions. Also leaves the target vulnerable to sneak attacks. If either of the attackers break engagement, the Flanked affliction is removed. | |
Hangover |
|
Applied on rest after consuming an alcoholic drink. Can be removed either by resting with any food or drink (including alcohol), or by resting at an inn. | |
Prone |
|
A type of Interrupt and character state in which the character is knocked to the floor and cannot move or take any actions for a duration. The animation duration is 1.0 seconds, after which the character takes a further 2.0 seconds to stand up.
In turn-based mode is is applied as a status effect, and lasts until the next round. Prone is a more effective Interrupt effect that knocks a character off their feet, taking longer for them to regain their footing. | |
Unconscious |
|
Combat "affliction" applied when a party member's health is reduced to zero. | |
Unforgettable Hangover |
|
||
Slog Zone |
|
Applied by environmental hazards such as water, mud, bog and quicksand. | |
Berath's Wrath |
|
A curse applied to the Watcher if they broke their promise to Berath (in Teir Evron during Council of Stars, after A Servant of Death) and didn't send the souls back to the cycle in the quest Memories of the Ancients during the events of Pillars of Eternity.
This is only applied when approaching the Temple of Berath in The Sacred Stair district of Neketaka. It is automatically removed after killing 75 enemies. |
Injuries[ | ]
Injuries are long-term afflictions. "Long-term" means they last until the character rests and consumes Food. Injuries are typically gained through scripted interactions or by being Knocked Out in combat. If a character has three Injuries and would receive another, they are Killed.
Injuries can be afflicted by failing skill checks during scripted interactions, or upon being knocked out in combat. 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.
- Injuries are represented with a blood drop icon () on the left side of the character's portrait, and in the character sheet under "Current Effects".
- If more than one of the same injury is applied, instead of doubling-up, the injuries "Major Injury" (2), "Critical Injury" (3) and "Maimed" are usually substituted.
- If the character has 3 injuries, and receives another, they can be killed. This does not occur for injuries applied via scripted interactions, with few exceptions (such as Hohonu Lagoon)
- Injuries cannot kill the player if the game is set to "Story Time" difficulty.
Injury | Effect(s) | Notes | |
---|---|---|---|
Acute Rash |
|
Via Corrode damage | |
Bruised Ribs |
|
Via Crush, and all types of damage. | |
Concussion |
|
Via Crush damage, and scripted interactions (e.g. knock to the head) | |
Critical Injury | Substituted if three injuries of the same type are applied | ||
Fatigue |
|
Scripted interaction (e.g. overexertion) | |
Frostbite |
|
Via Freeze damage | |
Gaping Wound |
|
Via Slash / Pierce / Raw damage | |
Lingering Frailty |
|
Via Corrode damage | |
Major Injury |
|
Substituted if two injuries of the same type are applied | |
Maimed |
|
||
Serious Burn |
|
Via Burn damage | |
Smashed Hands |
|
Scripted interaction (e.g. dropped something heavy on hands) | |
Sprained Wrist |
|
Scripted interaction (e.g. overexertion) | |
Swollen Eye |
|
Via Crush damage | |
System Shock |
|
Via Shock damage | |
Twisted Ankle |
|
Scripted interaction (e.g. poor reflexes) | |
Wrenched Knee |
|
Scripted interaction (e.g. overexertion or Impaling Spike Trap) | |
Wrenched Shoulder |
|
Scripted interaction (e.g. overexertion) |
Crew injuries[ | ]
Curses[ | ]
Curses are a unique negative status effect that are applied by Sigils when a character steps within 8-10m of them. Most curses can be stacked up to 5 times. To avoid being cursed, the most effective move is to destroy the obelisk from a range. Otherwise, you can also use a sigil's Wardstone, which allows you to move past without being affected - removing any current curses in the process.
Curse | Effects | Sigil | Wardstone | |
---|---|---|---|---|
Curse of Atrophy | -2 Might, stacks 5 times. | Sigil of Atrophy | Sigil of Atrophy Wardstone | |
Curse of Darkness | -5 Accuracy, stacks 5 times. | Sigil of Darkness | Sigil of Darkness Wardstone | |
Curse of Mortality | Applies affliction Gaping Wound, damage (?) | Sigil of Death | Sigil of Death Wardstone | |
Curse of Nightmares | -2 Resolve for 30.0 sec when damaged, stacks 15 times | Sigil of Nightmares | Sigil of Nightmares Wardstone | |
Curse of Pain | +5% incoming Damage, stacks 5 times. | Sigil of Pain | Sigil of Pain Wardstone |
Positive effects[ | ]
Inspirations[ | ]
Inspirations are temporary buffs to attributes in Pillars of Eternity II: Deadfire. They can be gained through the use of abilities.
Gaining an Inspiration will cancel out any Afflictions that affect the same attribute, regardless of the tier. When this occurs, the existing Affliction is removed and the new Inspiration will not be applied. This also occurs vice versa, when an Affliction is applied on top of an existing Inspiration. For example a character that is Dazed (a tier 2 Might Affliction) that gains Strong (a tier 1 Might Inspiration) will lose Dazed instead of applying Strong.
Higher tier Inspirations will override a lower tier one, and if the target is already benefiting from a more powerful Inspiration, then the newer Inspiration will have no effect. If the target is benefiting from an Inspiration of the same tier, the duration is set to whichever is higher; the duration of the newer effect or the current time on the existing effect.
Inspirations, like Afflictions, are groups of effects that are applied to characters. Unlike Afflictions, Inspirations provide positive benefits to the character they are applied to.
Each Inspiration is categorized by an Attribute, such as Might or Dexterity. Inspirations counter and grant immunity to any and all Afflictions of the corresponding Attribute. E.g. the Smart Inspiration cancels and removes the Confused, Charmed, and Dominated Afflictions.
Inspiration | Corresponding
Affliction |
Effect(s) | ||
---|---|---|---|---|
Body Inspirations |
Constitution Inspirations | |||
Fit | Sickened | +5 Constitution | ||
Hardy | Weakened | +5 Constitution, +2 Armor Rating | ||
Robust | Enfeebled | +5 Constitution, +2 Armor Rating, +10 Health Restored per 3.0 sec | ||
Dexterity Inspirations | ||||
Quick | Hobbled | +5 Dexterity | ||
Nimble | Immobilized | +5 Dexterity, +100% Stride | ||
Swift | Paralyzed | +5 Dexterity, +100% Stride, Immune to Engagement | ||
Might Inspirations | ||||
Strong | Staggered | +5 Might | ||
Tenacious | Dazed | +5 Might, +2 Penetration | ||
Energized | Stunned | +5 Might, +2 Penetration, Interrupt enemies on Crit | ||
Mind Inspirations |
Intellect Inspirations | |||
Smart | Confused | +5 Intellect | ||
Acute | Charmed | +5 Intellect, +1 All Power Levels | ||
Brilliant | Dominated | +5 Intellect, +1 All Power Levels, +1 of all class resources per 6.0 sec. | ||
Perception Inspirations | ||||
Insightful | Distracted | +5 Perception | ||
Aware | Disoriented | +5 Perception, 50% of Grazes converted to Hits | ||
Intuitive | Blinded | +5 Perception, 50% of Grazes converted to Hits, 25% of Hits converted to Crits | ||
Resolve Inspirations | ||||
Steadfast | Shaken | +5 Resolve | ||
Resolute | Frightened | +5 Resolve, Concentration per 6.0 sec | ||
Courageous | Terrified | +5 Resolve, Concentration per 6.0 sec, Cannot be Interrupted |
Resting bonuses[ | ]
Rest bonuses are gained from resting at certain rooms in inns. For the most part, the bonuses gained last until the next rest.
Location | Inn | Room | Effect(s) | Cost | Notes | |
---|---|---|---|---|---|---|
Port Maje - Port Maje Harbor | The Kraken's Eye, Thorel |
Bloody Mess |
|
50 | Depending on the outcome of The Better Man | |
Skipper's Stay |
|
50 | ||||
Neketaka - Queen's Berth | The Wild Mare, Gyntel |
Backstage Storage Room | - | 0 | ||
Private Dance |
|
200 | ||||
Konstanten's Massage |
|
800 | Only if Konstanten is currently recruited. | |||
Neketaka - Periki's Overlook | Luminous Bathhouse, Ganor |
Moistened Cove |
|
200 | ||
The Bathyal Drop |
|
400 | ||||
The Abyss |
|
800 | ||||
Neketaka - The Gullet | The Hole, Fyrna |
Stowaway Stay | - | 0 | ||
Forger's Fancy |
|
100 | ||||
Dunnage | The King's Coffin, Jacob Harker |
The Bilge Pump | - | 0 | ||
Sailor's Berth |
|
200 | ||||
Officer's Quarters |
|
400 | ||||
Captain's Cabin |
|
800 | ||||
Tikawara | Tikawara, Himuihi |
Roparu's Mat | - | 0 | ||
Gentle Breeze |
|
400 | ||||
Ocean's Song | 800 | |||||
The Dead Floe - Harbingers' Watch | Tip of the Iceberg, Harbinger Valbrendhür [BW] |
Fur Pile | - | 0 | ||
Fireside Bed |
|
200 | ||||
Kazuwari - Temple of Toamowhai | Arena Barracks, Domenga [SSS] |
The Hammocks | - | 10 | ||
The Archives (Seeker's Study) |
200 | |||||
The Gymnasium (Slayer's Lounge) |
|
200 | ||||
The Larder (Survivor's Den) |
|
200 | ||||
The Black Isles - Temple of Revelation | The Sleeping Kith, Drowsy Puke [FS] |
Light Snooze |
|
100 | ||
Deep Slumber |
|
250 | ||||
Entrancing Daze | 500 | Only if the collections have been unlocked, and you have returned Recipe - Entrancing Daze to Drowsy Puke | ||||
Invigorating Nightmares | 500 | Only if the archives have been unlocked, and you have returned Recipe - Invigorating Nightmares to Drowsy Puke |
Prostitute bonuses[ | ]
Can be gained by engaging in certain "services" with associated NPC's.
Name | Location | Cost | Effect(s) |
---|---|---|---|
Aenalys' Boon | Aenalys, The Wild Mare | 100 |
|
Konstanten's Boon | Konstanten, The Wild Mare | 250 |
|
Rabyuna's Boon | Rabyuna, The Wild Mare | 300 | |
Ymir's Boon | Ymir, The Wild Mare | 150 |
|
Cabin Boy's Relaxation Therapy | Cabin Boy, The King's Coffin | 200 |
|
Irwena's Mature Experience | Irwena, The King's Coffin | 50 |
|
Misc bonuses[ | ]
List of temporary miscellaneous bonuses and their effects. These bonuses will last until the next rest.
Bonus | Effect(s) | Acquisition |
---|---|---|
Adratic Glow |
|
Bathe in the Luminous Bathhouse waters (pay 900 to 2,000 to the Bathhouse steward) |
Alchemic Brawn |
|
Outcast's Respite |
Alchemic Guile |
| |
Alchemic Wits | ||
Amira's Blessing |
|
Burning house scripted event while in Neketaka (level 7 only): You see a billowing cloud of smoke behind the houses ahead of you.
Can be added through the console: ApplyStatusEffect Player_"name" Shrine_Hylea |
Dawnstar's Blessing |
|
Waenglith in Port Maje. |
Fortune: Determination |
|
Fortune teller Nisanga encounter in Neketaka (only after all unlocking all 6 districts).
Seems to be Cut content, as starting the encounter with |
Fortune: Endurance |
| |
Fortune: Ferocity |
| |
Fortune: Forethought |
| |
Fortune: Guile |
| |
Fortune: Intuition |
| |
Galawain's Blessing |
|
Cut shrine blessing
Can be added through the console: ApplyStatusEffect Player_"name" Shrine_Galawain |
Good Food, Better Friends |
|
Resting at the camp in the Shadowed Vale scripted interaction. Also, resting at the camp in the Lowland Sands scripted interaction.
Can be added through the console: ApplyStatusEffect Player_"name" rest_campsite_adventurers |
Magran's Blessing |
|
He Waits In Fire quest, ally yourself with the Rathun instead of fighting them. |
Nature's Resolve | Toaku Biwha Trail scripted interaction. Gained by eating the mushroom cap given to you by the delemgan as a peace offering.
Can be added through the console: ApplyStatusEffect Player_"name" Boon_Natures_Resolve | |
Ngati's Blessing |
|
Teo Ramunga scripted interaction
Can be added through the console: ApplyStatusEffect Player_"name" Shrine_Ondra |
Rikuhu's Blessing |
|
Kābara Reku Shrine or Bleakrock Shrine scripted interaction.
Can be added through the console: ApplyStatusEffect Player_"name" Shrine_Berath |
Permanent effects[ | ]
There are a number of effects that can be permanently applied to the player, most of which are positive buffs gained via NPC training or as a quest reward. The NPCs that give you training are Backer created content.
Name | Effect(s) | Acquisition |
---|---|---|
Training | ||
Carlo's Training | +1 Diplomacy, +1 Sleight of Hand | Carlo Fortuni, Lifter's Refuge for 3,000 |
Coel's Training | +1 Bluff, +1 Streetwise | Co'el Marcellus, Radiant Court for 3,000 |
Elias Zelen's Training | +1 Explosives, +1 Mechanics | Elias Zelen, The King's Coffin for 3,000 |
Geirvard's Training | +1 Arcana, +1 History | Geirvard Calder, Serpent's Crown for 3,000 |
Granis' Training | +1 Athletics, +1 Survival | Granis Yirgar, Kahanga Palace for 3,000 |
Kae's Training | +1 Metaphysics, +1 Stealth | Kae Polzech, Lifter's Refuge for 3,000 |
Mark Van Der Bij's Training | +1 Alchemy, +1 Religion | Mark van der Bij, The Sacred Stair for 3,000 |
Marofeto Liano's Training | +1 Insight, +1 Intimidate | Marofeto Liano, Sayuka for 3,000 |
Other | ||
Berath's Blessing - Champion Stats | +2 Might, Constitution, Dexterity, Intellect, Perception, Resolve | Via the "Bonus Attributes" Berath's Blessing. |
Berath's Blessing - Bonus Skills | Receive double the normal skill bonus from class | Via the "Bonus Skills" Berath's Blessing. |
Berath's Blessing - Power Level Bonus | +1 Barbarian Power Level, +1 Chanter Power Level, +1 Cipher Power Level, +1 Druid Power Level, +1 Fighter Power Level, +1 Monk Power Level, +1 Paladin Power Level, +1 Priest Power Level, +1 Ranger Power Level, +1 Rogue Power Level, +1 Wizard Power Level | An unused Berath's Blessing. |
Adaptive | -1.0 sec cooldown when switching grimoires | Granted to Aloth on completion of The Painted Masks, if he is humbled by the story of Thaos' mistake (otherwise he gets Persistent). |
Persistent | 25% chance to gain Concentration for 30.0 sec when Critically Hit | Granted to Aloth on completion of The Painted Masks, if he is encouraged by the story of Thaos' mistake (otherwise he gets Adaptive). |
Candlebearer | +5 Will | Granted to Edér on completion of The Lighted Path, if Edér successfully convinces Bearn not to drink the poison. |
Inner Glow | +1 Resolve | Granted to Edér on completion of The Lighted Path, if Bearn drinks the poison and is saved, or if he drinks the poison and dies. |
Compassion | +1 Intellect | |
Social Order | +1 Might | |
Oppressor's Rage | +10% Crit damage, +2 Intimidate | |
Slave's Silence | +1 Resolve, +2 Stealth | |
Cauldron Brew | +1 to an attribute of your choosing (Might, Constitution, Dexterity, Perception, Intellect, Resolve) | Granted by using the Deciphered notes to create one of 6 potions with the cauldron in Outcast's Respite. |
Infamous Captain | +3 Intimidate, +5% Damage Lower level Kith enemies may become Terrified at the beginning of combat. |
Granted by surviving a mutiny, or via the Infamous Past Berath's Blessing |
Savage Cunning | +1 Perception, +2 Survival | Overgrowth quest, boon from Galawain |
Strong-Souled | +5 Max Health | Granted to all Dyrwoodan characters if the souls were distributed to the Dyrwood in the quest Memories of the Ancients, during the events of Pillars of Eternity. |
Soul-Power | +1 All Power Levels | Granted to those dedicated to Woedica if the souls were used to strengthen her in the quest Memories of the Ancients, during the events of Pillars of Eternity - Steel Garrote and Priest of Woedica NPCs only. |
Gift from the Machine | +1 Might, +5% Max Health | Re-granted to you upon completing A Distant Light, if you absorbed the souls in the quest Undying Heritage during the events of Pillars of Eternity. |
Effigy's Resentment: Aloth | +1 Intellect, +5 Reflex | Re-granted to you upon completing A Distant Light, if you sacrificed a companion to the Skaen Blood Pool during the events of Pillars of Eternity. |
Effigy's Resentment: Devil of Caroc | +1 Dexterity, +1 Penetration with weapons against kith targets | |
Effigy's Resentment: Durance | +1 Constitution, +5% Max Health | |
Effigy's Resentment: Edér | +1 Might, +2 Deflection | |
Effigy's Resentment: Grieving Mother | +1 Resolve, +5 All Defenses against Intellect Affliction attacks | |
Effigy's Resentment: Hiravias | +1 Dexterity, +1 Slash Armor Rating | |
Effigy's Resentment: Kana | +1 Intellect, +5 All Defenses against Dexterity Affliction attacks | |
Effigy's Resentment: Maneha | +1 Might, +5 All Defenses against Might Affliction attacks | |
Effigy's Resentment: Pallegina | +1 Resolve, +1 Shock Armor Rating | |
Effigy's Resentment: Sagani | +1 Perception, +2 Accuracy against > 4m distance targets | |
Effigy's Resentment: Zahua | +1 Constitution, +5% Beneficial effect duration |