Weapons (Deadfire)

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Disambig.png This article is about weapons in Pillars of Eternity II: Deadfire. For weapons in Pillars of Eternity and expansions, see Weapons.

Weapons in Pillars of Eternity II: Deadfire build on the mechanics introduced in Pillars of Eternity, introducing a number of wrinkles to the formula. As usual, weapons are your primary method of aggressively negotiating with other denizens of the Archipelago (the other being your sharp wit), but added modal abilities to each weapon type allow you to further refine your playstyle. These are granted by weapon proficiencies chosen at level-up or character creation. Note that there is no penalty for using a weapon your character is not proficient in. You only won't have access to that weapon's modal ability.

Of course, each weapon (and shield, since they're coded as off-hand weapons) also has its own, unique tactical niche: Daggers deal low damage, but attack fast, pikes are slow, but have increased reach... Picking the right tool for the job is a large part of defeating enemies you come across in your journeys. As before, there are no class or race restrictions on weapons use.

One major difference as compared to Pillars of Eternity is the introduction of Penetration as a counter to armor value in combat.

Generally, Accuracy is king. After that, comes Modals that apply a direct Damage Bonus, but those work best for melee-range specialists; not for characters multiclassed as a spell caster. Lastly, Penetration provides consistent results if you build towards it, and most melee types can benefit with decently enough Accuracy. You typically want Armor reduction from some supporting source if you decide to specialize for Penetration as a damage enhancer. Rangers specializing with either any gun or the Arbalest itself should favor Penetration over Critical Damage.

Ranged weapon types[edit | edit source]

Bows and crossbows[edit | edit source]

Bows and crossbows have the largest attack range among all the ranged weapons in the game. Bows are the fastest to use. Crossbows are slower to reload/fire than hunting bows or war bows but they do more damage. The more powerful Arbalests can't be cocked by hand and need to be planted and cranked, and thus are slower to reload than crossbows, but still faster than Firearms.

Implements Statistics Additional effects Modal ability
Base damage Base damage (turn-based) Damage type Penetration Range Attack time Recovery time
17-25 14-22 Pierce 9 12m 0.7 sec 6.0 sec
  • Self: -25% Action Speed with Arbalest weapons, Hits knock the target prone (as Interrupt)
15-20 15-19 Pierce 9 12m 0.7 sec 5.0 sec
  • Self: -25% Action Speed with Crossbow weapons
14-24 15-19 Pierce Slash 6 12m 0.9 sec 4.0 sec
13-19 15-19 Pierce Slash 8 12m 1.1 sec 4.0 sec

Firearms[edit | edit source]

Firearms are very slow to reload, taking longer to reload than any other weapons and aren't very accurate, but they make up for it by dealing high damage and their unique advantage in dealing with Wizards standard magical defense with their Veil Piercing effect.

The biggest change to firearms in Deadfire is that Pistols and Blunderbusses are now 1-handed weapons. Dual wielding pistols and blunderbusses reduces their loading time, just as with melee weapons, though firing a brace and switching to another set is still often faster. Dual wielding a ranged weapon with a melee weapon will have the character only shoot by default against targets outside of melee range, but use the melee weapon exclusively against targets in melee. This gives both weapons the recovery time reduction from dual wielding and frees the need to swap weapons, but you lose the ability to use a shield and the accuracy bonus you would have normally gained if you were wielding each weapon by itself.

Implements Statistics Additional effects Modal ability
Base damage Base damage (turn-based) Damage type Penetration Range Attack time Recovery time
3-6 x 4 3-5 x 4 Pierce 6 4m 1.1 sec 5.0 sec
15-19 12-16 Pierce 7 8m 1.1 sec 5.0 sec
20-26 15-22 Pierce 9 12m 0.7 sec 6.8 sec

Magical implements[edit | edit source]

Magical Implements are ranged magical missile weapons, that are quite fast and accurate, but not very powerful.

In Deadfire, Wands and Scepters are now 1-handed weapons, and can be dual wielded with 1-handed melee weapons. This give both weapons the Recovery Speed bonus for dual-wielding, but they lose the accuracy bonus of wielding a single one-handed weapon.

Implements Statistics Additional effects Modal ability
Base damage Base damage (turn-based) Damage type Penetration Range Attack time Recovery time
8-14 11-17 Pierce 7 8m 0.7 sec 3.0 sec
  • Attack Targets (when scoring a hit with an attack): -10 Accuracy for 10.0 sec
  • Self: -25% Damage with Wand weapons
9-13 11-15 Crush Slash 8 8m 0.7 sec 4.0 sec
15-24 15-21 Pierce Slash 6 8m 1.1 sec 4.0 sec 1.5m area of effect

Melee[edit | edit source]

Different melee weapons will have different attack speeds, but for most weapons will be categorized by their relative handedness and speed (Fast One-Handed, Large One-Handed, and Two-Handed). Fast one-handed weapons attack more frequently than large one-handed weapons. Two-handed Weapons are almost universally hard-hitting weapons, that can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them or use a second weapon.

Fast one-handed weapons are particularly effective against enemies with low damage reduction and two-handed weapons are particularly effective against enemies with high damage reduction.

One-handed[edit | edit source]

Implements Statistics Additional effects Modal ability
Base damage Base damage (turn-based) Damage type Penetration Range Attack time Recovery time
10-14 13-18 Slash 7 0.75m 0.5 sec 3.0 sec
13-19 14-20 Slash 7 0.75m 0.7 sec 4.0 sec
10-14 13-18 Crush 7 0.75m 0.5 sec 3.0 sec
  • Attack Targets (when scoring a hit with an attack): -25 Will for 10.0 sec
  • Self: -25% Damage with Club weapons
10-14 13-18 Crush 7 0.75m 0.5 sec 3.0 sec
  • Attack Targets (when scoring a hit with an attack): -25 Reflex for 10.0 sec
  • Self: -25% Damage with Flail weapons
10-14 13-18 Slash 7 0.75m 0.5 sec 3.0 sec
  • Deflector: +3 Deflection against Melee weapons
  • Attack Targets (when scoring a hit with an attack): -10 Accuracy for 10.0 sec
  • Self: -25% Damage with Hatchet weapons
11-15 12-17 Crush 9 0.75m 0.7 sec 4.0 sec
  • Attack Targets (when scoring a hit with an attack): -1 Armor Rating for 10.0 sec
  • Self: +50% Recovery Time with Mace weapons
10-14 13-18 Pierce 7 0.75m 0.5 sec 3.0 sec
13-19 14-20 Slash 7 0.75m 0.7 sec 4.0 sec
  • Sharp: +10% Damage with Sabre attacks
13-19 14-20 Pierce 7 0.75m 0.7 sec 4.0 sec
8-12 13-17 Pierce 9 0.75m 0.5 sec 3.0 sec
13-19 14-20 Pierce Slash 6 0.75m 0.7 sec 4.0 sec
11-15 12-17 Crush Pierce 8 0.75m 0.7 sec 4.0 sec

Two-handed[edit | edit source]

Implements Statistics Additional effects Modal ability
Base damage Base damage (turn-based) Damage type Penetration Range Attack time Recovery time
14-22 15-23 Pierce 10 0.75m 0.7 sec 4.0 sec
18-24 18-24 Pierce Slash 7 0.75m 0.7 sec 4.0 sec
14-22 15-23 Crush Pierce 9 0.75m 0.7 sec 4.0 sec
  • Attack Targets (when scoring a hit with an attack): -25 Fortitude for 10.0 sec
  • Self: -25% Damage with Morning Star weapons
18-24 18-24 Pierce 8 1.75m 0.7 sec 4.0 sec
  • Attack Targets (when scoring a hit with an attack): -10 Deflection for 10.0 sec
  • Self: -25% Damage with Pike weapons
14-22 15-23 Crush Slash 9 0.75m 0.7 sec 4.0 sec
18-24 18-24 Crush 8 1.75m 0.7 sec 4.0 sec

See also[edit | edit source]