Weapon

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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.

Concept art of various melee weapons

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).[1]

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.[2][3][4]

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.[5]

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.[6].

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
Ruffian
Pistols 22-30 Pierce 8m Very Slow 0.35 sec (Weak) 6 Damage Reduction bypass
-0.3 Crit damage multiplier
Ruffian
Arquebuses 24-36 Pierce 10m Extremely Slow 0.35 sec (Weak) 6 Damage Reduction bypass
-0.3 Crit damage multiplier
Soldier

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
Larder Door 8-12 Crush average deflection
Retaliation 10-15 Pierce average autohit
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.[7][8]

Related[edit | edit source]

References[edit source]