![]() In Pillars of Eternity bonuses granted from the same source generally do not stack: only the the highest bonus from a category counts, while the lower ones are "suppressed" and appear greyed out in the character tab. See the individual attribute pages for a list of things that provide such buffs. Of course, once the source of the buffs/debuffs is taken away (spell effect wears off, item is unequipped, etc.) the attribute in question reverts back to its base score. These modifications are not affected by the lower and upper limits that are imposed on attributes during character generation - so with careful stacking of buffs, it is possible for a character to temporarily achieve a score of over 30 in an attribute. Usual suspects for a dump stat are Resolve, Constitution, sometimes even Dexterity.ĭuring the game, characters may benefit from buffs (wearable items, resting bonuses, spells, etc.) or suffer from debuffs (enemy spells/abilities) which temporarily increase or decrease an attribute beyond its base score. all except for the mandatory minimums of each attribute) can be allocated by the player.ĭuring character creation some attributes are listed as highly recommended ( ) or recommended ( ) for the given class:ĭue to fact that Perception determines Graze/ Hit/ Critical/ Interrupt chance by vast majority of players it is considered to be most important stat regardless of class stat recommendations. This means that each character will have 78 attribute points in total - 60 of which (i.e. Players may distribute 15 additional attribute points as they see fit, and can reduce an attribute down to 3 or increase it up to 18 plus the racial/cultural modifier (for example, an Aumaua from the Living Lands culture can have a Might score between 6 and 21). Each attribute starts at 10 plus any applicable racial or cultural bonuses/penalties. The attribute scores of the main character are selected during Character Creation. If you can select a party member to try a difficult or dangerous action in a scripted interaction, it is that character's attributes that are checked, which makes them distinct from dialogue. Some scripted interactions involve attribute checks as well. See the page for each attribute for details. See the overview table above for a summary of the kinds of things that each attribute may let you do. (These options are usually enabled only if the attribute is high enough.) An attribute check may also determine how an NPC reacts to what you said - for example, when you try to sell a lie to a suspicious NPC, they may not believe you if your Resolve is too low.The physical attributes are represented as well as the mental attributes, with the physical attributes often allowing you to perform actions within the conversation.The options that open up can be advantageous, neutral or disadvantageous in a conversation, but they do give you a wider range of expression based on your character's build. They often require a very high score for the attribute - 15 or more. These options often determine what outcomes are possible in a quest - especially ones that avoid an immediate fight or affect reputation gained or lost. Since the main character does all the talking in Pillars of Eternity, only his or her attributes are checked in this way - not those of companions. In conversations with characters, attribute scores often determine which additional dialog options are unlocked for you to choose from - for example, with high Perception you may notice something about the person you're talking to that others wouldn't have and confront them about it. Mental intimidation, leadership, and convincing performances To catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the backgroundĪ character's logic and reasoning capabilitiesĭeduction, sudden realizations, and problem-solvingĪ character's internal drive, determination, fearlessness To withstand pain or endure a physically taxing ordealĪ character's hand-eye coordination, balance, and overall graceĪ character's senses as well as their instinctive ability to pick up on details Intimidating displays and acts of brute forceĪ combination of the character's overall health and endurance In dialogue and interactions, numerous checks require 16 or more points in a given attribute.Ī character's physical and spiritual strength, brute force as well as their ability to channel powerful magic ![]() Attributes 11 to 15 are considered high.10 is considered average (or baseline for the purposes of calculating modifiers, offering neither bonuses nor detriments).Attributes below 10 are considered low, with particularly low ratings resulting in potentially crippling penalties.Overview See also Character Creation: AttributesĪttributes are expressed on a scale from 1 to 20+.
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