Skip to content
Pillars of Eternity

Pillars of Eternity

By ···10 min read·Multi-source verified
1 reading this guide  

Welcome to Pillars of Eternity, Obsidian Entertainment's epic return to classic CRPGs. You'll navigate the rich world of Eora, mastering intricate lore, cunning enemies, and unforgettable companions. This story-rich, single-player RPG demands strategic combat, whether you prefer real-time with pause or turn-based mode, and rewards deep character build optimization.

This guide will help you conquer the challenges of the Deadfire Archipelago. We'll break down the game's core mechanics, from understanding Inversions and Action Speed to navigating Difficulty-based Adjustments and Engagement. Whether you're struggling with specific quests, optimizing your party's skills, or just need a clearer grasp of the 'Basic' Deadfire Math, this hub has you covered.

Mechanics

Understand Pillars of Eternity combat mechanics including Move Speed, Attack Speed, Engagement, Attack Resolution, Defences, Damage Reduction, and Interrupts.

Move Speed

Move Speed measures a creature's walking speed, with a nominal value of 4 for normal speed. Bonuses and penalties adjust this base value; for example, the Fast Runner talent grants a +25% boost, while being Blinded halves it.

Attack Speed

Attack speed depends on the weapon's usage time and the character's recovery time between attacks. Ranged weapons may also require reloading.

  • Fast Attack/Recovery: Clubs, daggers, fists, flails, hatchets, rapiers, shield bashes, stilettos (0.66s Attack, 1.11s Recovery).
  • Average Attack/Recovery: Battleaxes, maces, sabres, spears, swords, warhammers (1.0s Attack, 1.66s Recovery).
  • Average Attack/Recovery: Estocs, great swords, morning stars, pikes, pollaxes, quarterstaffs (1.0s Attack, 1.66s Recovery).
  • Fast Attack/Recovery: Hunting bows, scepters, wands (1.0s Attack, 1.66s Recovery).
  • Average Attack/Recovery: War bows, rods (1.5s Attack, 2.5s Recovery).
  • Slow Attack/Recovery: Crossbows (1.5s Attack, 2.5s Recovery, 3.33s Reload).
  • Very Slow Attack/Recovery: Arbalests (1.5s Attack, 2.5s Recovery, 6.0s Reload).
  • Very Slow Attack/Recovery: Blunderbusses, pistols (1.5s Attack, 2.5s Recovery, 5.0s Reload).
  • Slowest Attack/Recovery: Arquebuses (1.5s Attack, 2.5s Recovery, 6.8s Reload).

Wearing armour penalises Recovery Speed.

Casting Speed

Spells have distinct casting and recovery times. An average spell takes just under 3s to cast and just under 2s to recover. Fast spells take around 1s for both, while slow spells take approximately 4s for casting and 4s for recovery. Due to longer casting times than weapon attack speeds, casting spells in melee can be interrupted. Conversely, this provides a window to interrupt enemy casters preparing slow spells.

Engagement

Two characters are engaged if they are using melee weapons, are not moving, and have not reached their engagement limit (default 1, expandable via Talents and Abilities). Moving away from an engaged combatant provokes a disengagement attack. Engagement breaks if a combatant is disabled or engages a different enemy.

Disengagement Attacks

These are free actions that grant the attacker bonuses to Accuracy and Damage.

Attack Resolution

Attack rolls use a d100. The attacker adds their Accuracy and subtracts the target's defence. Results are:

  • <= 15: Miss
  • 16-50: Graze (-50% damage or duration)
  • 51-100: Hit (normal damage or duration)
  • > 100: Critical Hit (+50% damage or duration)

Accuracy must exceed defence for a critical hit chance. Penalties and bonuses are additive with other damage modifiers. For example, a sneak attack's +50% damage means a graze deals 100% damage and a critical deals 200% damage. Items or properties can modify results; a _Reliable_ weapon has a 20% chance to promote a graze to a hit, and a _Potion of Merciless Gaze_ has a 15% chance to promote a hit to a critical. Only one promotion can occur per attack.

Primary Attack vs. Full Attack

This distinction matters when dual-wielding. A Primary Attack uses the main-hand weapon, while a Full Attack uses both weapons, applying effects twice.

Defences

  • Deflection (DEF): Measures ability to deflect melee and ranged attacks. Base values vary by class (e.g., Fighter 30, Wizard 10), modified by Resolve and shield bonuses.
  • Fortitude (FOR): Measures resistance to systemic conditions (poison, disease, knockdowns). Determined by Might and Constitution scores.
  • Reflex (REF): Measures ability to evade area-of-effect attacks. Determined by Dexterity and Perception scores.
  • Will (WIL): Measures resistance to mental attacks. Determined by Intellect and Resolve scores.

Damage Reduction (DR)

DR subtracts directly from damage. Pale Elves have +10 DR against Freeze and Burn damage, but DR cannot reduce damage below 20% of its original value.

Interrupts

Actions can be interrupted if attacked. The attacker compares d100 + Interrupt score against the target's d100 + Concentration score. A graze subtracts 25 from the attacker's roll, while a critical hit adds 25. If the attacker's roll exceeds the target's, the target's action is interrupted.

Tips

Master Pillars of Eternity with general tips on PC skills, spell learning, stronghold adventures, and weapon upgrades. Learn how to get attribute bonuses.

Walkthrough
  1. 1
    Under the Difficulty menu, uncheck "Auto-level New Companions" and check "No Knockout Injuries" and "Show Personality / Reputation".
  2. 2
    Outside scripted sequences (non-interactive slides where you make choices from a menu), give your PC the best attribute and skill boosting gear.
  3. 3
    To get a +8 bonus to an attribute of choice past the halfway point, utilize a +3 Stronghold resting bonus, +3 from gear, and +2 from a prostitute.
  4. 4
    Invest 6 points in Lore and 6 points in Survival to pass the majority of skill checks.
  5. 5
    Invest 5 points in Athletics to pass most skill checks in scripted sequences.
  6. 6
    Invest some points in Stealth on all party members and prioritize Survival over Lore for spare points.
  7. 7
    Have a Mechanics specialist in the party with 12 ranks, as they need 14 total ranks (the rest can come from gear or resting bonuses).
  8. 8
    For Wizards, pay attention to which spells can be learned from grimoires and when. For example, Confusion can be learned from a grimoire shortly after being able to cast 4th-level spells.
  9. 9
    Spells like Pull of Eora (level 4), Form of the Helpless Beast (level 5), and most 8th-level spells cannot be learned from grimoires.
  10. 10
    To acquire all spells, you can use the respec feature to learn spells, scribe them into spare grimoires, respec again, and learn them; this is expensive but you will have ample money by the end of the game.
  11. 11
    If undecided on a class, choose Fighter for decent damage output and high survivability.
  12. 12
    Roughly halfway through the game, acquire soulbound weapons, but consider weapons like Tidefall (great sword), The Hours of St. Rumbault (great sword), Tall Grass (pike), Bittercut (sabre), Cladhaliaith (spear), and Rod of Pale Shades for early and consistent usefulness.
  13. 13
    Upgrade three weapons to Superb quality. Good candidates include Cladhaliaith (spear), Wē Toki (battle axe), and Godansthunyr (war hammer).
  14. 14
    If using armor or shields that damage attackers, you will need the Vulnerable Attacks talent.
  15. 15
    Kith Slaying is a good enchantment if you have spare points, as enemy wizards, priests, and barbarians scale with your level.
  16. 16
    To get the The Storied Adventurer trophy, focus on Security rank upgrades and hirelings until you unlock a Minor adventure.
  17. 17
    After unlocking a Minor adventure, increase Prestige by building upgrades and employing hirelings that boost Prestige.
  18. 18
    Complete the Endless Paths dungeon to increase your Prestige by 8.
  19. 19
    Beat three optional superbosses: Terror of the White March, The Siege of Crägholdt, and Among the Moss and Peat.
Tips
  • Consider the respec feature to learn spells you might miss from grimoires, though it is an expensive process.
  • Two-handed weapons require two ingots to upgrade, but Tall Grass is worth the investment due to its effectiveness.
  • On-hit / on-crit effects become more powerful in the hands of a Barbarian with Carnage or a Wizard with Blast, as they become AoE (Area of Effect) effects.
  • The Vulnerable Attacks talent is also useful for other low damage attacks, such as shield bashes and the Burn damage from a Fire Godlike PC.
  • Slayer enchantments and Bane talents are most effective against specific enemy types like dragons and Spirits.
  • While Ogres and Primordials can be tricky, they may not warrant a talent or weapon enchantment.
  • When managing your stronghold for The Storied Adventurer trophy, prioritize Security until you unlock a Minor adventure, then focus on Prestige.

Guide and Walkthrough (PS4) by chris-williams

Explore the comprehensive Pillars of Eternity table of contents, covering mechanics, classes, quests, items, and more.

Walkthrough
  1. 1
    Introduction (Mechanics, Tips, Copyright and Acknowledgments)
  2. 2
    Character Creation (Levels and Experience, Races, Class Overview, Attributes, Culture and Background, Skills)
  3. 3
    Barbarian
  4. 4
    Chanter
  5. 5
    Cipher
  6. 6
    Druid
  7. 7
    Fighter
  8. 8
    Monk
  9. 9
    Paladin
  10. 10
    Priest
  11. 11
    Ranger
  12. 12
    Rogue
  13. 13
    Wizard
  14. 14
    Universal Talents
  15. 15
    Builds
  16. 16
    Companions
  17. 17
    The Hollowing of the Dyrwood - Act I (The Gilded Vale, The Old Watcher, Lord of a Barren Land)
  18. 18
    The Hollowing of the Dyrwood - Act II (Never Far from the Queen, The Man Who Waits and Other Stories, Through Death's Gate)
  19. 19
    The White March - Part 1 (Durgan's Battery, The White Forge, The Siege of Crägholdt)
  20. 20
    The Hollowing of the Dyrwood - Act III (The Assassin at Large, Council of Stars)
  21. 21
    The White March Part 2 (The Iron Flail, The Forgotten Army)
  22. 22
    The Hollowing of the Dyrwood - The Finale (Memories of the Ancients)
  23. 23
    Endless Paths of Od Nua
  24. 24
    Caed Nua (Upgrades, Events, Bounties)
  25. 25
    Items (Mundane Equipment, Unique Weapons, Unique Armour and Shields, Accessories, Soulbound Items, Grimoires, Consumables)
  26. 26
    Crafting (Ingredients, Durgan Iron Ingots)
  27. 27
    Miscellaneous (Pets, Inns and Lodgings)
  28. 28
    Bestiary (Beasts, Primordials, Spirits, Vessels, Wilders)
  29. 29
    Appendix: Relative Pacifism
  30. 30
    Trophies
Tips
  • Refer to the Table of Contents for specific section navigation.
  • The guide is updated as of 12/17/2025.
  • This guide is version 1.0i.

Barbarian

Explore the Barbarian class in Pillars of Eternity. Learn about its roles, primary attributes, key abilities like Carnage and Frenzy, and passive bonuses for effective gameplay.

The Barbarian in Pillars of Eternity eschews the discipline of the Fighter for raw aggression, recklessness, and speed. They excel in Crowd Control and as Defenders, boasting the highest Endurance and Health pools in the game. Their primary attributes are Might, Constitution, Dexterity, and Intellect, with notable skill bonuses in Athletics and Survival.

A unique aspect of the Barbarian is the synergy between Intellect and their abilities, increasing the area of effect for skills like Carnage and the duration of buffs such as Frenzy and Wild Sprint. While Carnage, their signature ability, deals reduced weapon damage in an area around the target and can be inaccurate initially, its Accuracy improves with level, making it a potent AoE attack by higher levels. Barbarians benefit from talents that trigger at low Endurance, like the human racial talent Fighting Spirit, and can offset their mediocre defenses with abilities like Savage Defiance.

Core abilities include Carnage for AoE damage, Barbaric Yell to Frighten enemies, and Frenzy for a significant boost to Might, Constitution, and Attack Speed at the cost of Accuracy. As they level up, Barbarians gain passive abilities like Blooded (+25% damage at <50% Endurance), Brute Force (attacks target lower of Fortitude/Deflection), and One Stands Alone (bonus damage when adjacent to multiple enemies). Higher-level abilities include Barbaric Shout to Terrify foes, Vengeful Defeat (a Full Attack upon reaching 0 Endurance), and Dragon Leap for engaging distant threats.

Barbarian Abilities

  • Carnage (Passive): At level 1, Barbarian weapon attacks inflict -34% weapon damage in a 1.5m AoE around the target. Accuracy is -10 vs. Deflection.
  • Barbaric Yell (2/encounter): Enemies within 5m are Frightened for 12s.
  • Frenzy (1/encounter): Grants +4 Might, +4 Constitution, and +33% Attack Speed for 12s, with a -10 Accuracy penalty.
  • Blooded (Passive, Level 3): +25% damage while Endurance is below 50%.
  • Savage Defiance (1/encounter, Level 3): Restores 100 Endurance over 12s.
  • Wild Sprint (3/rest, Level 3): Grants +3.5 Move Speed and +12 Deflection vs. disengagement attacks for 5s. Ignores Engagement.
  • Bloodlust (Passive, Level 5): +25% Attack Speed for 8s after killing two enemies.
  • Brute Force (Passive, Level 5): Attacks target the lower of Fortitude and Deflection.
  • One Stands Alone (Passive, Level 5): Can only be flanked by three or more enemies. +20% damage when adjacent to multiple enemies.
  • Bloodthirst (Passive, Level 7): May attack again immediately after killing an enemy.
  • Thick-Skinned (Passive, Level 7): +3 DR vs. Crush, Pierce, and Slash damage.
  • Threatening Presence (Passive, Level 7): Enemies within 1.25m are Sickened for 3s when the Barbarian stands still.
  • Barbaric Shout (2/rest, Level 9): Foes within 7.5m are Terrified for 20s.
  • Vengeful Defeat (Passive, Level 9): Upon reaching 0 Endurance, performs a Full Attack against nearby enemies.
  • Eye of the Storm (Passive, Level 11): Cannot be Engaged by enemies more than 1 level below.
  • Heart of Fury (1/encounter, Level 11): Attacks all nearby enemies, inflicting +25% damage.
  • Barbaric Retaliation (Passive, Level 13): Enemies striking the Barbarian take 8-12 Raw damage.
  • Dragon Leap (1/encounter, Level 13): (Description truncated in source)

Similar guides you might like

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content