Pillars of Eternity: Difference between revisions

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* 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.
* 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.
* 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.
 
* Don't neglect crafting and enchanting, both can be done from very early on and are easy to do as they require neither separate crafting stations or abilities. Even a simple accuracy or damage enchant helps a lot, and even powerful Unique items can be improved provided you don't try to apply an enchantment type already present on them.


* 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.
* Some fights, generally ones taking place after a scene, won't let you get into a proper formation beforehand. For this reason it can be a good idea to put your tank into the party leader position (click and hold down on their portrait) and from there sort your characters from toughest to squishiest to avoid having your backliners ending up at the front at the start of such fights.


* 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.
* 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.


* 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.
* 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.
* 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.
* 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.


* 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.
* 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.
* 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.
* 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.


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