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This template defines the table "Ability_poe2". View table.

Template-info.png Template documentation

This infobox is for all ability and spell pages in Pillars of Eternity II: Deadfire. For information relating to some of the design decisions that were made in the process of creating this infobox, see the associated talk page.

Syntax

Copy the below code into a ability page, and fill out the values. Most of these values should be pulled directly from information in the game.

{{Infobox ability poe2
| name           = 
| icon           = 
| description    = 
| added_in       = 
| class          = 
| subclass       = 
| race           = 
| subrace        = 
| activation     = 
| activation_req = 
| combat_only    = 
| ability_type   = 
| ability_level  = 
| ability_origin = 
| modal_group    = 
| learn_type     = 
| learn_level    = 
| learn_level_mc = 
| learn_req      = 
| upgrades_from  = 
| upgrades_to    = 
| keywords       = 
| counters       = 
| source         = 
| source_cost    = 
| uses           = 
| restoration    = 
| cast_time      = 
| recovery_time  = 
| range          = 
| area_of_effect = 
| duration       = 
| linger         = 
| noise_use      = 
| noise_impact   = 
| target         = 
| effects        = 
| rel_quests     = 
| rel_abilities  = 
| rel_items      = 
| rel_characters = 
| internalname   = 
| guid           = 
}}

Fields

General

name
Cargo type Page
Description In-game name
Game data GenericAbilityComponent.DisplayName
Additional notes
icon
Cargo type File
Description File name of ability icon. File names should always have "_icon" added to the end of the name, before the extension.
Game data Game asset -> File:Poe2_SpellAbilityIcons.png
Additional notes Many of the icons are shared with poe1, so we might not need to upload them all (but this depends on whether they've available at a higher resolution in poe2).
description
Cargo type Wikitext
Description The in-game description, including upgrade descriptions (which appear below the description for abilities that are upgrades).
Game data Description + UpgradeDescriptions[0].String
Additional notes
added_in
Cargo type String
Description Same as other pages (see Template:Game)
Game data Based on exported directory prefix
Additional notes

Requirements/Prerequisites

class
Cargo type Page
Description The class this ability is specific to (if any). Must have
Game data AbilityClassID
Additional notes
subclass
Cargo type Page
Description The subclass this ability is specific to (if any)
Game data Inferred from progressiontables subclass prerequisites
Additional notes
race
Cargo type Page
Description The race this ability is specific to (if any)
Game data Contained in ApplicationPrerequisites
Additional notes
subrace
Cargo type Page
Description The subrace this ability is specific to (if any)
Game data Contained in ApplicationPrerequisites
Additional notes
activation
Cargo type String
Description Activation type of the ability. One of the following:
  • Active - for abilities that have to be triggered by the player
  • Passive - for abilities that are always-on or are self-activating
  • Modal - for abilities that can be toggled on or off
Game data Inferred from IsPassive and IsModal
Additional notes An ability where IsPassive and IsModal is false should always be an active ability.

In the infobox below I've moved this from the Requirements section to the ability section

activation_req
Cargo type String
Description Condition that must be met for the ability to be activated, e.g. Health Below 10%
Game data Contained in ActivationPrerequisites
Additional notes Should only include restrictions that cannot already be defined in the other fields. Should also include the rarely use fields CannotActivateWhileInvisible and CannotActivateWhileInStealth
combat_only
Cargo type Boolean
Description "yes" if the ability can only be used in combat. If this value is "no" or anything else, the field will not be shown in the infobox.
Game data IsCombatOnly
Additional notes There is also a IsNonCombatOnly field, but it seems to only be used for trap effects. If there are other cases, they can be put in activation_req

Ability

Info about the ability type, how it is learned and at what level, as well as the upgrades for this ability

ability_type
Cargo type String
Description The type of ability without a plural. A fairly vague/broad field. Naming in-game is very inconsistent and irrelevant in places.
  • Leave empty or use "Ability" for anything that doesn't fit below
    • (Obsolete, do not use) "Talent" - An ability (usually passive) that is exclusively granted as a result of being a specific race/class/subclass etc. These usually don't show up in the ability tree, but will appear in the character sheet.
      Talents can be used to customize your character beyond your class Ability choices. Some talents modify existing Abilities, but others add new Abilities of their own. A subset of Talents are class specific, but most can be taken by characters of any class.
    • "Proficiency" - A weapon proficiency is a special modal ability that can be selected on level-up, granting a toggleable effect whenever a weapon of a specific type is wielded.
    • "Spell" - Used for abilities specific to the following classes. Only "Spell" should be used, as the class-specific naming is rarely - if ever - used (for example the character sheet shows "1st Level Cipher Spells")
      • Cipher ("Powers")
      • Druid ("Nature Spells")
      • Priest ("Faith Spells")
      • Wizard ("Arcane Spells")
    • "Ability" - Used for abilities specific to all other classes (with the exception of chanter phrases, and invocations).
      • Barbarian
      • Fighter
      • Monk
      • Paladin
      • Ranger
      • Rogue
  • Others
    • "Phrase" - All chanter-specific phrases. The term "Chant" should not be used in the since it is only used to hold phrases, and can be changed/renamed to whatever the player wants.
      All chanters can continuously speak chants made up of magical phrases. Phrases produce passive effects and help build a chanter's power until they can use an invocation.
    • "Invocation" - All chanter-specific abilities
      Invocations are powerful magical effects that chanters can create after they have spoken a required number of phrases through their chants.
      Chanter invocations require and consume Phrases on use. Phrases are generated only during combat, as the chanter coalesces tiny spirit fragments, through chanting.
Game data Varies
Additional notes
  • Whether to use "Ability" or "Spell" is entirely dependent on the AbilityClassID.
  • Weapon Proficiencies are abilities with the keyword ID "bb68a03d-507e-4799-9a4e-abe7377d1e56"
  • Talents - The progression table "PT_Generic_Talents" is applied to all characters, and should be used as start for what to mark as a talent and what not to, at least in terms of the race/class/etc talents (there are only 32 of them). Some status effects and abilities are prefixed with "talent_". However, it should still be said that there are no functional differences between abilities and talents. Talents were all moved from the GenericTalentGameData to the GenericAbilityGameData class, and used to be present in the progression table "PT_Talents". You can still see all the old talents in abilities.gamedatabundle, but they are not filled out and are not used in-game. Along with the progression table, we can probably refer to these unused types too.

In the infobox, if the ability is a class ability, the field will be presented in the following format:

nth Level class ability_type

So for a level 1 wizard spell:

"1st Level Wizard Spell"

In addition, the ability_level field will not be shown for all class abilities.

ability_level
Cargo type Integer
Description The native power level (also called "ability level") of the ability in arabic numerals (i.e. 1, 2, 3...). This is listed on the far left side of the ability tree.
Game data AbilityLevel
Additional notes The ability level should match up with the power level that the ability is learned at (they represent the same thing), however some abilities have different values in the actual ability ProgressionUnlockableGameData and the ProgressionTableGameData. This very likely a development oversight, and has consequences for Power Level scaling, since the power level is based off the ability level rather than the unlock power level. This occurs on so few abilities that a separate column for the two values would be confusing when the whole idea is that they should be the same. In situations where this occurs, the incorrect AbilityLevel should be mentioned as a note on the page and the unlock power level should take precedence and be used in the infobox.
ability_origin
Cargo type String
Description Where does the ability come from? How is it applied to the character? In situations where an ability has multiple origins, the most prevalent origin should be used.
  • "Progression" - Granted through the ability tree, mainly class related.
  • "Character" - Granted by fulfilling a specific character stat requirement (race/stats - NOT class-related)
  • "Equipment" - Granted by equipping a certain item, armor, or weapon (minus grimoires)
  • "Grimoire" - Granted exclusively through a grimoire.
  • "Creature" - Creature-specific
  • "World" - Granted in the world somehow (exploration)
  • "Quest" - Granted as a quest reward
Game data Varies
Additional notes

This field should be filled manually, although some of them can be filled automatically.

modal_group
Cargo type String
Description The modal group of this ability. This defines a group of modal abilities where only one ability in the group can be active at a time.
  • "Stance" - Fighter stances
  • "Presence" - Monk presences
  • "Spiritshift" - Druid spiritshift
  • "Zealous Aura" - Paladin zealous aura

Other modal groups may be present.

Game data ModalGroupID
Additional notes
  • Stances use MG_Fighter_Stances - 745b0192-3bd1-4e78-b5bd-605a17fa2efd
  • Presences use MG_Monk_Presences - 56a9c7ab-12f8-45ff-8fc9-41bd39fd1d7d
  • Spiritshifts use MG_Spiritshift - be36d74d-1e36-446e-856d-544873e2c27b
  • Zealous Auras use MG_Zealous_Auras - 46ab2074-64f0-4a82-8a27-4c518ce74abb
learn_type
Cargo type String
Description How this ability is learned.
  • "Automatic" - Abilities that are automatically granted (as a result of being a certain class/race/etc)
  • "Optional" - Abilities that can be chosen by the player
Game data UnlockStyle field in progressiontables.
Additional notes Default class entries are "PT_<ClassName>" (or as above). Abilities that automatically unlock have the UnlockStyle "AutoGrant", abilities that are selected by the player have the UnlockStyle "Unlock".
learn_level
Cargo type Integer
Description The level at which this ability can be learned as a single class character (assuming that its unlock is based on level)
Game data Inferred using AbilityLevel and this table
Additional notes This value differs depending on whether the character uses a single class or a multi class. This field is used for single class, while learn_level_mc is used for multi class

100% of the time this can be correctly inferred by the ability_level if the ability is a class ability, so this field is somewhat redundant.

learn_level_mc
Cargo type Integer
Description The level at which this ability can be learned as a multiclass character (assuming that its unlock is based on level)
Game data Inferred using AbilityLevel and this table
Additional notes 100% of the time this can be correctly inferred by the ability_level if the ability is a class ability, so this field is somewhat redundant.
learn_req
Cargo type Wikitext
Description Other requirements that must be fulfilled in order to learn this ability, or restrictions as to who can use this ability. Do not include class, subclass, race or subrace, as these use their own fields.

The information may be listed on the page instead if more suitable.

Game data Mainly from ProgressionTables.
Additional notes
upgrades_from
Cargo type List (;) of Page
Description The page name of the ability this ability is upgraded from. Labels may NOT be used. Pages names that end with (Deadfire) will automatically be displayed without the disambiguation.

Very few abilities can be upgraded from multiple abilities, hence why the cargo type is "List of".

Game data UpgradedFromId (DisplayName of GenericAbilityGameData with this id)
Additional notes Some abilities are not upgraded via the ability tree, and may not be filled in automatically.
upgrades_to
Cargo type List (;) of Page
Description List of page names that this ability can be upgraded to, semicolon delimited ;. Labels may NOT be used. Pages names that end with (Deadfire) will automatically be displayed without the disambiguation.
Game data The DisplayName of all other GenericAbilityGameData's where their UpgradedFromId field is this ability
Additional notes Some abilities are not upgraded via the ability tree, and may not be filled in automatically.
keywords
Cargo type List (,) of String
Description Keywords for this ability (used for many things, mainly power level boosts). List should be in the same format as in-game, delimited with either comma , or comma-space , .
Game data KeywordsIDs
Additional notes
counters
Cargo type List (,) of String
Description Counters to the keywords of this ability. List should be in the same format as keywords
Game data KeywordsIDs
Additional notes Counters are determined using the OpposedKeywords object in AbilitySettingsGameData

Casting

Stats regarding the casting of this ability, cooldowns, usages, etc

source
Cargo type String
Description The resource pool used for this ability. This is only applicable to class-specific abilities, and is unique to each class:
  • Barbarian: Rage
  • Chanter: Phrases
  • Cipher: Focus
  • Druid: Nature Spells*
  • Fighter: Discipline
  • Monk: Wounds, Mortification
  • Paladin: Zeal
  • Priest: Faith Spells*
  • Ranger: Bond
  • Rogue: Guile
  • Wizard: Arcane Spells*

Keep in mind however that Druid, Priest, and Wizard spells all use a single point of their "resource", and are therefore do not list the usage. For these classes (and for abilities that do not have an associated cost), the source and source_cost fields should be left empty.

Game data Inferred from a UsageType of ClassPowerPool or ClassAccruedResource and the AbilityClassID
Additional notes
source_cost
Cargo type Integer
Description The amount of resource this ability takes to cast. Should be left empty if the ability does not draw from a resource pool or accrued resource.
Game data UsageValue
Additional notes Should be left empty if the UsageType isn't ClassPowerPool or ClassAccruedResource.
uses
Cargo type Integer
Description The amount of uses this ability has before it must be replenished.
Game data UsageValue
Additional notes
restoration
Cargo type String (allowed values=Encounter,Rest)
Description Defines when/how the uses are replenished. Typically "Encounter" or "Rest" - do not include "per"
Game data UsageType (only if it is PerEncounter or PerRest)
Additional notes If the UsageType is Charges, this should be left empty to signify that the ability cannot be restored.
cast_time
Cargo type Float
Description Time it takes to cast this ability. Should always be expressed as a numeric value with at least one decimal (more if the value has more significant decimal places). Unit (seconds) should be omitted.
Game data Inferred from the AttackBaseComponent.CastSpeedID field of the AttackGameData with the AttackID
Additional notes Although this (and recovery time) are internally expressed as fixed values "Fast" (0.0), "Average" (3.0), "Slow" (4.5), and "Very Slow" (6.0) - they are shown as numerical values in-game.
recovery_time
Cargo type Float
Description Time it takes after an ability to perform another action. Should always be expressed as a numeric value with at least one decimal (more if the value has more significant decimal places). Unit (seconds) should be omitted.
Game data Inferred from the AttackBaseComponent.RecoveryTimeID field of the AttackGameData with the AttackID
Additional notes Although this (and recovery time) are internally expressed as fixed values "Fast" (0.0), "Average" (3.0), "Slow" (4.5), and "Very Slow" (6.0) - they are shown as numerical values in-game.
range
Cargo type String
Description Maximum distance from the target position this ability can be cast from.

Numerical values must not use a decimal point for whole numbers, and must not include a unit (meters) - this will be added automatically. Non-numerical values may be used where applicable ("jump targets", "weapon", "ranged", "melee", etc.).

If the ability is cast on self, do not include a range.

Game data Inferred from the AttackBaseComponent.AttackDistance field of the AttackGameData with the AttackID
Additional notes
area_of_effect
Cargo type String
Description The area of effect the ability will cover, typically a radius.

Numerical values must not use a decimal point for whole numbers, and must not include a unit (meters) - this will be added automatically. Non-numerical values may be used where applicable, and must include a unit "m" with no spaces (jump targets, "weapon", "ranged", "melee", etc.).

Game data Varies
Additional notes Inferred from a number of different sources:
  • Aura abilities use AuraAbilityComponent.AuraRadius
  • ...
duration
Cargo type Float
Description Refers to the duration (or AoE duration) of the ability.

Must be a numerical value (no abilities seem to use a non-numeric duration) to 1 decimal place (e.g. 6.0). Must not include unit (sec) - this will be added automatically.

  • If the ability does not have a duration, leave this field blank.
  • If the ability needs to specify "AoE Duration" (instead of just "Duration", as is default), put it in a label/data field
  • If the ability has a duration and an AoE duration, the duration should go here, and the AoE duration should go in a label/data field.
Game data Varies
Additional notes
linger
Cargo type Float
Description Linger duration (only used for Phrases)

Must be a numerical value (no abilities seem to use a non-numeric duration) to 1 decimal place (e.g. 6.0). Must not include unit (sec) - this will be added automatically.

Game data
Additional notes
noise_use
Cargo type String (allowed values=Silent,Quiet,Loud,Extremely Loud)
Description Amount of noise made on cast. Valid values are:
  • Silent
  • Quiet
  • Loud
  • Extremely Loud
Game data NoiseLevel1ID
Additional notes
noise_impact
Cargo type String (allowed values=Silent,Quiet,Loud,Extremely Loud)
Description Amount of noise made on impact (same list as above)
Game data Inferred from the AttackBaseComponent.NoiseLevel1ID field of the AttackGameData with the AttackID
Additional notes In-game this is only shown if the noise level differs from that of noise_use, otherwise if they are the same only one value is shown.
target_x / effects_x
Cargo type Wikitext
Description Describes what this ability does, who it effects, etc.

If an ability has multiple effects and targets, use target_1, effects_1, etc. Don't split multiple effects applied to the same target across these fields.

If an ability has one target and one ability, the _x suffix may be omitted (target will be mapped to target_1 and effects will be remapped to effects_1)

Game data References in-game effects block.
Additional notes This split approach aims to move formatting from the actual parameter data to the infobox template itself. This prevents the need to strictly format the effects block, and allows the formatting of the effects section in the infobox to change depending on the situation. The infobox uses the helper template Template:Ability effects poe2 to format these fields. For example:
| target_1         = Self
| effects_1        = +20% Healing for 10.0 sec
| target_2         = Target
| effects_2        = 200 {{burn}} damage
label_x / data_x
Cargo type String
Description Misc data to be shown in the infobox
Game data -
Additional notes Some values are only present on a few abilities, not enough to warrant a dedicated infobox parameter. For these, you can use the fields label_x and data_x to store key-value pairs of data. A maximum of 3 pairs are defined, but the infobox can be edited to add more if needed.
| label_1     = Some label
| data_1      = Some data
...
rel_quests
Cargo type List (;) of Page
Description List of quests that might be related to this ability (for example if this ability is received as a quest reward).
Game data -
Additional notes
rel_abilities
Cargo type List (;) of Page
Description List of abilities that might be related to this one, that aren't already listed in the upgrades section
Game data -
Additional notes
rel_items
Cargo type List (;) of Page
Description List of items that are related to this ability, e.g. grant this ability on equip.
Game data -
Additional notes
rel_characters
Cargo type List (;) of Page
Description List of characters that are related to this ability
Game data -
Additional notes Don't include creatures, as they will be able to be filled automatically with a cargo query
internalname
Cargo type String
Description The internal name of this ability
Game data DebugName
Additional notes
guid
Cargo type String
Description The internal ID of this ability (GUID)
Game data ID
Additional notes Won't be shown in the infobox (too long), but it's a nice-to-have.

Summary

  • Added:
    • subclass
    • learn_level_mc
    • learn_req
    • ability_origin
    • modal_group
    • upgrades_from
    • upgrades_to
    • keywords
    • counters
    • cast_time
    • recovery_time
    • noise_use
    • noise_impact
    • target
    • target_x + effects_x
    • label_x + data_x
    • rel_quests
    • rel_characters
    • guid
  • Removed:
    • speed (substituted with cast_time and recovery_time)
    • talents
    • learn_buycost (not used in poe2)
    • inventor (kind of redundant if it's in the title)
  • Renamed for consistency with other poe2 infoboxes:
    • ability_range -> range
    • area -> area_of_effect
    • abilities -> rel_abilities
    • items -> rel_items
  • Merged into effects, or can be represented using label+data fields:
    To avoid duplicating fields and to provide less restrictions, most of the attack-related data should be moved to the effects field. Using dedicated fields will get messy since the ability can have multiple durations, defenses, targets, etc. The in-game text should be copied verbatim.
    • accuracy_mod
    • penetration
    • interrupt
    • defense
    • defense_damage (unused)
    • defense_effect (unused)
    • damage
    • damage_type

Other possible additions not in the above table:

description_tb
Cargo type String
Description Alternate description for turn based mode
Game data DescriptionTactical
Additional notes The gamedatabundle also defines a description for an alternate description used in Turn-based mode (called "tactical" mode in many of the game files).

Alternatively we can skip this, and do what is usually done when multiple descriptions are present - provide the first in the infobox, and the remainder on the page itself. Doing it this way would save a field and a page variable declaration that would otherwise be rarely used.

Examples

{{Infobox ability poe2
| name           = Deadly Surprise
| icon           = deadly_surprise.png
| description    = The ranger's animal companion falls over and appears to be dead for a limited time. When the companion stands back up, they regain health from the time spent resting.

(Deadly Surprise) - Afterwards, the animal companion gains a large damage bonus on their next attack.
| added_in       = poe2
| class          = Ranger
| subclass       = 
| race           = 
| subrace        = 
| activation     = Active
| activation_req = Animal companion not unconscious
| combat_only    = yes
| ability_type   = Ability
| ability_level  = 7
| ability_origin = Progression
| modal_group    = 
| learn_type     = Optional
| learn_level    = 13
| learn_level_mc = 19
| learn_req      = 
| upgrades_from  = Play Dead
| upgrades_to    = 
| keywords       = 
| counters       = 
| source         = Bond
| source_cost    = 2
| uses           = 
| restoration    = 
| cast_time      = 0.0
| recovery_time  = 4.0
| range          = 
| area_of_effect = 
| duration       = 
| linger         = 
| noise_use      = Loud
| noise_impact   = Quiet
| target_1       = Self (animal companion)
| effects_1      = Revive with 350 Health, +100% Damage, Play dead
| target_2       = Target
| effects_2      = Immunity to Bonded Grief attacks for 10.0 sec
| rel_quests     = 
| rel_abilities  = 
| rel_items      = 
| rel_characters = 
| internalname   = Deadly_Surprise
| guid           = c881ca20-4369-45be-b141-63cefa391f15
}}

{{Infobox ability poe2
| name           = Flame Shield
| icon           = flame_shield icon.png
| description    = Engulfs the caster in fire, increasing their Freeze Armor Rating and causing Burn damage to anyone who damages them with a melee attack.
| added_in       = poe2
| class          = Wizard
| subclass       = 
| race           = 
| subrace        = 
| activation     = Active
| activation_req = 
| combat_only    = yes
| ability_type   = Spell
| ability_level  = 4
| ability_origin = Progression
| modal_group    = 
| learn_type     = Optional
| learn_level    = 3
| learn_level_mc = 4
| learn_req      = 
| upgrades_from  = 
| upgrades_to    = 
| keywords       = Transmutation, Fire
| counters       = Water, Frost
| source         = 
| source_cost    = 
| uses           = 
| restoration    = 
| cast_time      = 3.0
| recovery_time  = 4.0
| range          = 10
| area_of_effect = 1.5m Radius
| duration       = 
| linger         = 
| noise_use      = Loud
| noise_impact   = Loud
| target         = AoE when damaged
| effects        = 4 [[Burn]] Damage over 6.0 sec {{!}} [[Accuracy]] vs. [[Fortitude]]
| rel_quests     = 
| rel_abilities  = 
| rel_items      = 
| rel_characters = 
| internalname   = Flame_Shield
| guid           = 8bf92fdc-06d1-4d71-a2bd-d590af138be5
}}

{{Infobox ability poe2
| name           = Penetrating Empower
| icon           = ability_passive_penetration.png
| description    = Empowered attacks gain increased Penetration.
| added_in       = poe2
| class          = 
| subclass       = 
| race           = 
| subrace        = 
| activation     = Passive
| activation_req = 
| combat_only    = 
| ability_type   = Ability
| ability_level  = 7
| ability_origin = Progression
| modal_group    = 
| learn_type     = Optional
| learn_level    = 13
| learn_level_mc = 19
| learn_req      = 
| upgrades_from  = 
| upgrades_to    = 
| keywords       = 
| counters       = 
| source         = 
| source_cost    = 
| uses           = 
| restoration    = 
| cast_time      = 
| recovery_time  = 
| range          = 
| area_of_effect = 
| duration       = 
| linger         = 
| noise_use      = 
| noise_impact   = 
| target         = Self
| effects        = +1 [[Penetration]] with Empowered attacks
| rel_quests     = 
| rel_abilities  = 
| rel_items      = 
| rel_characters = 
| internalname   = Penetrating_Empower
| guid           = 5fc04f38-9b74-480a-b624-c17cfd2cfdea
}}

Categorisation

Page format

'''{{Pagename nd}}''' is an [[Pillars of Eternity II: Deadfire abilities|ability]] in {{poe2}}.

==Description==
{{Description|{{#var:description}}}}

==Effects==
{{#var:effects_formatted}}

==Notes==
* Some notes here if any

If an ability has multiple descriptions:

==Description==
{{Description|{{#var:description}}}}

'''Turn-based mode:'''
{{Description|The turn based mode description here}}}

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