Pillars of Eternity: Difference between revisions

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* You can assign hotkeys to abilities by pressing the key in question while hovering over the ability. This is extremely handy with frequently used abilities such as Fighters' Knock Down.
* You can assign hotkeys to abilities by pressing the key in question while hovering over the ability. This is extremely handy with frequently used abilities such as Fighters' Knock Down.


* Entering "scouting mode" (alt) not only puts your character in stealth mode but also automatically searches your surroundings for traps and hidden objects.
* Entering "scouting mode" (alt by default) not only puts your character in stealth mode but also automatically searches your surroundings for traps and hidden objects. Detecting things (and dealing with them in the case of traps and locks) is based solely on a character's Mechanics skill, so one character should focus heavily on it while the rest can spend their points elsewhere.


* Detecting traps is a mechanics vs. trap level check (and disarming them is a harder check). There's no randomness; either you have the skill or you don't.
* Detecting traps is a Mechanics vs. trap level check while disarming them is a harder check. There's no randomness; either you have the skill or you don't.
 
* Apropos of the above, Mechanics is a really important skill for finding hidden stuff and not getting killed by it, and none of the prefab party members have a heavy investment in it, so it's worth either taking it on your main or redirecting the skill progression of one of your recruits.


* Speaking of recruits, hiring "generic" party members at Gilded Vale is actually a good idea; they're inexpensive, help fill out your party, and once you have a full roster of named characters you can use them to garrison your stronghold and run errands for you there.
* Speaking of recruits, hiring "generic" party members at Gilded Vale is actually a good idea; they're inexpensive, help fill out your party, and once you have a full roster of named characters you can use them to garrison your stronghold and run errands for you there.

Revision as of 17:23, 1 September 2017

  • You can assign hotkeys to abilities by pressing the key in question while hovering over the ability. This is extremely handy with frequently used abilities such as Fighters' Knock Down.
  • Entering "scouting mode" (alt by default) not only puts your character in stealth mode but also automatically searches your surroundings for traps and hidden objects. Detecting things (and dealing with them in the case of traps and locks) is based solely on a character's Mechanics skill, so one character should focus heavily on it while the rest can spend their points elsewhere.
  • Detecting traps is a Mechanics vs. trap level check while disarming them is a harder check. There's no randomness; either you have the skill or you don't.
  • Speaking of recruits, hiring "generic" party members at Gilded Vale is actually a good idea; they're inexpensive, help fill out your party, and once you have a full roster of named characters you can use them to garrison your stronghold and run errands for you there.
  • Some tooltips can be a little misleading, for example the Cipher talent Greater Focus ("The Cipher has +10 maximum Focus") is far better than it sounds as it also provides +10 to their base Focus, enabling the use of higher level abilities earlier in each fight.
  • Ciphers leech focus based on damage dealt, so a cipher with a slow but powerful weapon will get fewer attacks but generate more focus per attack.
  • A Spiritshifted Druid is considered unarmed and using both hands (claws) to attack, meaning their attacks benefit from both the Weapon Focus: Peasant and Two Weapon Style -talents.
  • The difference between "AoE", "Friendly AoE", and "Foe AoE" is really important. Wizards tend to have the flashiest offensive spells, but Ciphers and Druids are also offensive powerhouses and have a much easier time not incinerating the rest of the party in the process.
  • Speaking of AoEs, high Intellect provides not only bonus range but also some spell shaping; the outer, yellow section of an offensive AoE spell hits only enemies, even if allies are within it too.
  • It's always worth exploring every area fully, some party members are slightly out of your way. After picking up two at Gilded Vale, I recommend fully exploring the areas south and west, there are three more party members to be found between Gilded Vale and Dyrford Village.
  • For fresh Chanters, get Reny Daret's Ghost and ignore the Skeleton summon. Reny Daret's Ghost does good damage, stuns with backstabs and can be summoned behind enemy lines. The Skeletons instantly crumble to any damage and just fucking suck. You get relatively few new Chanter songs and invocations throughout the game, so make them count.
  • I usually tell people to make their main a Cipher since they're powerful and one of the most dynamic classes, and they have tons of unique dialogue. Way more than any other class, and possibly more than all other classes put together. You also get the Cipher NPC last or close to last.
  • Fighters can soak all the damage in the world and can engage a huge number of targets. You get the fighter NPC very early and you don't need more than one.
  • Don't break engagement unless absolutely necessary. Your cursor will turn red if you try to move a character who's engaged in melee; breaking it without using an ability to avoid the disengage attack and they'll eat a ton of damage, often enough to be fatal for non-tanks.
  • You're probably going to want to stick with ranged DPS characters because as mentioned in the quote AOE is an issue, and the overall difficulty level of the game is no joke; you can't afford to just soak damage on characters not built for it.