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A character's attributes are the six primary statistics defining his or her nature, and are determined during character creation. Each attribute represents a particular aspect of the character, and has a significant impact on his or her capabilities in combat and during interactions. Attributes can be seen as the character's inherent abilities, in contrast with Skills which indicate how well a character has learned to perform a specific action. Unlike skills, attributes cannot be permanently improved after character creation, although certain wearable and consumable items can provide temporary bonuses (see Attribute and skill boosts).

Overview[edit | edit source]

See also Character Creation: Attributes

Attribute Meaning
(from the in-game description)
Effects on combat
(per point above/below 10)
Use in interactions
(from the in-game description)
Might (MIG) a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic ±3% Damage and Healing
±2 Fortitude
intimidating displays and acts of brute force

often checked in dialog options

Constitution (CON) a combination of the character's overall health and endurance ±5% Endurance and Health
±2 Fortitude
to withstand pain or endure a physically taxing ordeal

rarely checked in dialog options

Dexterity (DEX) a character's hand-eye coordination, balance, and overall grace ±3% Action Speed
±2 Reflex
sleight-of-hand and fast reactions

often checked in dialog options

Perception (PER) a character's senses as well as their instinctive ability to pick up on details ±3 Interrupt
±1 Accuracy
±2 Reflex
to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background

often checked in dialog options

Intellect (INT) a character's logic and reasoning capabilities ±6% Area of Effect
±5% Duration
±2 Will
deduction, sudden realizations, and problem-solving

quite often checked in dialog options

Resolve (RES) a character's internal drive, determination, fearlessness ±3 Concentration
±1 Deflection
±2 Will
mental intimidation, leadership, and convincing performances

most often checked in dialog options

Uses[edit | edit source]

Combat[edit | edit source]

Attribute effects.png

An attribute with a score of 10 gives no bonus or penalty. For each point higher than 10 the character will get a bonus, and for each point lower than 10 a penalty.

For example, if a spell effect nominally lasts 30 seconds, its actual duration is derived from the caster's INT score like so:

INT duration modifier due to INT resulting duration
... ... ...
8 -10% 27.0 sec
9 -5% 28.5 sec
10 none 30.0 sec
11 +5% 31.5 sec
12 +10% 33.0 sec
13 +15% 34.5 sec
... ... ...
19 +45% 43.5 sec
... ... ...

The same goes for the other stats, though note that the defense modifiers and the Interrupt/Accuracy modifiers are absolute values rather than percentage modifiers.

Dialog[edit | edit source]

[To Do: Move this to Dialog page.]

In conversations with NPCs, 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.

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.

These options often determine what outcomes are possible in a quest - especially ones that avoid an immediate fight or affect reputation gained or lost. They often require a very high score for the attribute - 15 or more.

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.

  • The physical attributes are represented as well as the mental attributes, with the physical attributes often allowing you to perform actions within the conversation.[1][2]
  • 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. (These options are usually enabled only if the attribute is high enough.)

See the overview table above for a summary of the kinds of things that each attribute may let you do. See the page for each attribute for details.

Scripted Interactions[edit | edit source]

Scriptedinteraction dyrfordruins might.png

Some scripted interactions involve attribute checks as well. When you select a party member to try a difficult or dangerous action in a scripted interaction, it is that character's attributes that are checked (so not necessarily the main character's).

Allocation[edit | edit source]

The attribute scores of the main character are selected during character creation. Each attribute starts at 10 plus any applicable racial or cultural bonuses/penalties. 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).

This means that each character will have 78 attribute points in total - 60 of which (i.e. all except for the mandatory minimums of each attribute) can be allocated by the player.

Racial bonuses[edit | edit source]

Aumaua +2
Dwarf +2 +1 −1
Elf +1 +1
Godlike +1 +1
Human +1 +1
Orlan −1 +2 +1

Cultural bonuses[edit | edit source]

Aedyr +1
Deadfire Archipelago +1
Ixamitl Plains +1
Old Vailia +1
Rauatai +1
The Living Lands +1
The White that Wends +1

Class recommendation[edit | edit source]

During character creation some attributes are listed as highly recommended (yesyes) or recommended (yes) for the given class:

Barbarian yesyes yesyes yes yes
Chanter yesyes yesyes yes
Cipher yes yes yesyes
Druid yesyes yesyes yes
Fighter yes yesyes yesyes
Monk yes yesyes yesyes
Paladin yes yes yes yesyes
Priest yesyes yes yesyes yes
Ranger yesyes yes yesyes yes
Rogue yesyes yes yesyes yes
Wizard yesyes yes yesyes

Buffs and Debuffs[edit | edit source]

During 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.

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.

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.

See the individual attributes' pages for a list of things that provide such buffs.

References[edit source]