Weapons are any wieldable items that a player can use to inflict damage in combat. Weapons come in a variety of categories and qualities, they are grouped here by their usefulness in close combat (melee) or at a distance (ranged) and damage type.
Overview[edit | edit source]
All weapons are used either as melee or ranged weapons. Melee weapons are grouped by their relative handedness and speed (Fast One-Handed, Larger/Heavier One-Handed, and Two-Handed). Each weapon or type of ammo deals a certain type of damage (slashing, piercing, crushing etc), which represent how well it will do against various creatures immunities or protective equipment ( E.g. ordinary mail is 40% worse against crushing attacks).
Weapons value generated by their quality ( Standard, Fine, Exceptional and Superb ) and by magical enchantments they may have. Weapon enchantments are balanced around their handedness and speed. There are 28 base weapon types, there are Standard, Fine and Exceptional quality variants, and two unique (mid power and high power) versions for each base type.
There are no restrictions on what types of weapons characters can use, though classes often offer bonuses with specific types of weapons e.g. wizards can gain bonuses with wands, rods, and scepters via their Blast passive AoE talent.
Weapon type bonus[edit | edit source]
Besides other differences, almost every weapon type has a distinguishing characteristic that sets it apart from similar weapons. This is called weapon type bonus. For example, pikes have extended reach that allows its wielder to strike at targets from farther away, flails ignore a portion of shield-based Deflection, estocs negate DR, etc..
Some effects of weapon type bonuses can be achieved by other means, mostly by enchanting the weapon. But contrary to enchantments, weapon type bonuses consume no enchanting slots ("anvils"), leaving space for other enchantments. Specific bonuses for each weapon class are listed in the tables below.
Ranged Weapons[edit | edit source]
Bows and Crossbows[edit | edit source]
Bows and crossbows have the largest attack range among all the ranged weapons in the game. Bows are the fastest to use. Crossbows are slower to reload/fire than hunting bows or war bows but they do more damage. The more powerful Arbalests can't be cocked by hand and need to be planted and cranked, and thus are slower to reload than crossbows, but still faster than Firearms.
|Bows||Base Damage||Damage Type||Range||Speed||Interrupt||Weapon type bonus||Weapon Focus / Specialization|
|Hunting bows||10-15||Pierce||12m||Fast||0.5 sec (Average)||Faster than War Bow||Peasant|
|War bows||13-20||Pierce||12m||Average||0.5 sec (Average)||Increased damage over Hunting Bow||Adventurer|
|Crossbows||18-26||Pierce||12m||Slow||0.75 sec (Strong)||Middle ground between the arbalest's damage and bow's speed.||Knight|
|Arbalests||22-32||Pierce||12m||Very Slow||0.75 sec (Strong)||Critical hits can knock the target Prone, but reduced critical hit damage.||Soldier|
Firearms[edit | edit source]
Firearms are very slow to reload, taking longer to reload than any other weapons and aren't very accurate, but they make up for it by dealing high damage, their low base Interrupt value and unique advantage in dealing with Wizards standard magical defense.
Arquebuses do the most damage per shot of the firearms and have the lowest accuracy penalty but are the slowest to reload. Pistols do less damage than arquebuses and have a higher accuracy penalty but reload faster. Blunderbusses reload as fast as pistols and are quite inaccurate, but they fire 6 projectiles that each do a small amount of damage. If the target does not have much armor and has low Deflection, or if it's from a Sneak Attack, blunderbusses are the most devastating.
|Firearms||Base Damage||Damage Type||Range||Speed||Interrupt||Weapon type bonus||Weapon Focus / Specialization|
|Blunderbusses||6-9 (six projectiles)||Pierce||8m||Very Slow||0.05 sec (Weakest)|| 4 Damage Reduction bypass
-0.3 Crit damage multiplier
|Pistols||22-30||Pierce||8m||Very Slow||0.35 sec (Weak)|| 6 Damage Reduction bypass
-0.3 Crit damage multiplier
|Arquebuses||24-36||Pierce||10m||Extremely Slow||0.35 sec (Weak)|| 6 Damage Reduction bypass
-0.3 Crit damage multiplier
Magical Implements[edit | edit source]
Magical Implements are ranged magical missile weapons, that are quite fast and accurate, but not very powerful and have low interrupt value. Wizards gain a bonus via their Blast ability when using Magical Implements.
|Implements||Base Damage||Damage Type||Range||Speed||Interrupt||Weapon type bonus||Weapon Focus / Specialization|
|Wands||9-14||Pierce/Crush (Best)||10m||Fast||0.5 sec (Average)||Uses the more advantageous of two damage types.||Adventurer|
|Scepters||9-14||Crush/Slash (Best)||10m||Fast||0.5 sec (Average)||Uses the more advantageous of two damage types.||Noble|
|Rods||11-16||Pierce/Slash (Best)||10m||Average||0.5 sec (Average)||Uses the more advantageous of two damage types.||Noble|
Melee Weapons[edit | edit source]
Different melee weapons will have different attack speeds, but for most weapons will be categorized by their relative handedness and speed (Fast One-Handed, Large One-Handed, and Two-Handed). Fast one-handed weapons attack more frequently than large one-handed weapons. Two-handed Weapons are almost universally hard-hitting weapons, that can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them or use a second weapon.
Fast one-handed weapons are particularly effective against enemies with low damage reduction and two-handed weapons are particularly effective against enemies with high damage reduction.
Fast one-handed[edit | edit source]
|Fast one-handed||Base Damage||Damage Type||Speed||Interrupt||Weapon type bonus||Weapon Focus / Specialization|
|Daggers||9-13||Slash||Fast||0.35 sec (Weak)||+5 Accuracy||Noble|
|Hatchets||9-13||Slash||Fast||0.35 sec (Weak)||+5 Deflection||Peasant|
|Rapiers||9-13||Pierce||Fast||0.35 sec (Weak)||+5 Accuracy||Noble|
|Stilettos||9-13||Pierce||Fast||0.35 sec (Weak)||3 Damage Reduction bypass||Ruffian|
|Clubs||9-13||Crush||Fast||0.35 sec (Weak)||+5 Accuracy||Ruffian|
|Flails||9-13||Crush||Fast||0.35 sec (Weak)||30% of Grazes converted into Hits.||Adventurer|
|Monk Fists||10-15||Crush||Fast||?||Bonus damage & accuracy from Transcendent Suffering LvL 1/4/7/10/13||Peasant|
Large one-handed[edit | edit source]
|Large one-handed||Base Damage||Damage Type||Speed||Interrupt||Weapon type bonus||Weapon Focus / Specialization|
|Maces||11-16||Crush||Average||0.5 sec (Average)||3 Damage Reduction bypass||Noble|
|War hammers||11-16||Crush/Pierce (Best)||Average||0.5 sec (Average)||Uses the more advantageous of two damage types.||Soldier|
|Spears||11-16||Pierce||Average||0.5 sec (Average)||+5 Accuracy||Peasant|
|Swords||11-16||Slash/Pierce (Best)||Average||0.5 sec (Average)||Uses the more advantageous of two damage types.||Knight|
|Battle axes||11-16||Slash||Average||0.5 sec (Average)||+0.5 critical hit multiplier||Knight|
|Sabres||11-16||Slash||Average||0.5 sec (Average)||20% damage.||Ruffian|
Two-handed[edit | edit source]
|Two-handed||Base Damage||Damage Type||Speed||Interrupt||Weapon type bonus||Weapon Focus / Specialization|
|Estocs||14-20||Pierce||Slow||0.75 sec (Strong)||Negates a value of Damage Reduction on the target.||Adventurer|
|Pikes||14-20||Pierce||Slow||0.75 sec (Strong)||Extended Reach.||Soldier|
|Great swords||14-20||Slash/Pierce (Best)||Slow||0.75 sec (Strong)||Uses the more advantageous of two damage types.||Soldier|
|Pollaxes||14-20||Slash/Crush (Best)||Slow||0.75 sec (Strong)||Uses the more advantageous of two damage types.||Adventurer|
|Quarterstaff||14-20||Crush||Slow||0.75 sec (Strong)||Extended Reach.||Peasant|
|Morning stars||14-20||Crush||Slow||1.0 sec (Stronger)||High Interrupt value.||Knight|
"Magic" Weapons[edit | edit source]
|Magic Weapon||Base Damage||Damage Type||Interrupt||ToHitRoll|
|Rooting Pain||10-15||Crush||average||Spell vs Fortitude|
|Torments Reach AOE||15-25||Crush||average||Spell vs Reflex|
|Druid Shape-shifted forms||16-25||Crush/Pierce/Slash||average||Deflection|
Shields[edit | edit source]
Shields are treated similar to one-handed weapons in inventory. They increase the wielder Deflection against ranged and melee attacks, but slow down his attack rate. Heavier more cumbersome shields offer greater Deflection bonuses at the cost of Accuracy penalties. Small shields have no Accuracy penalty.
Related[edit | edit source]
- Unique melee weapons provides a list with every unique melee weapon in Pillars of Eternity
- Unique ranged weapons provides a list with every unique ranged weapon in Pillars of Eternity
- Unique shields provides a list with every unique shield in Pillars of Eternity