Status effects (Deadfire)
Status effects are abnormal states that may have positive or negative effects on party members' or creatures' attributes or actions. They can be gained from spells, potions, items, enemies, traps, etc. and can be healed by resting, certain ability/spells, or will heal automatically after some time.
In Pillars of Eternity II: Deadfire, attribute-affecting status effects are grouped by the attribute that they affect. Each attribute has 3 positive Inspirations, and 3 negative Afflictions, each with an increasing level of effect. Generally, all inspirations and afflictions give ±5 points to the attribute they apply to, with the 2nd and 3rd level effects applying more buffs/debuffs to the player than the last.
In addition to these, many of the same effects from Pillars of Eternity have carried over to Deadfire, albeit with different stat changes.
Negative effects[edit | edit source]
Afflictions[edit | edit source]
Afflictions are an overarching category covering status effects that have negative effects on the player.
|Afflictions are groups of negative effects that can be applied to a character. Most Afflictions are grouped by Attribute. E.g. Hobbled and Immobilized are both Dexterity Afflictions.
Attribute Afflictions can be easily countered by a corresponding Attribute Inspiration, which also grants immunity to that category of Afflictions. E.g. any Dexterity Affliction can be removed by the Quick, Nimble, or Swift Inspirations.
Some characters are completely immune to one or more Afflictions. If a character has Resistance to a category of Afflictions, incoming Afflictions of that type are downgraded in power. Resistance grants complete immunity to the weakest Afflictions of that Attribute.
E.g. wood elves have Resistance to Dexterity Afflictions. A wood elf hit by an Immobilized effect would instead be Hobbled. If that elf were hit by a Hobbled effect, it wouldn't apply at all.
|Sickened||-5 Constitution, -25% Healing done|
|Weakened||-5 Constitution, -50% Healing done|
|Enfeebled||-5 Constitution, +50% Hostile Effect duration, -100% Healing done|
|Hobbled||-5 Dexterity, Cannot run|
|Immobilized||-5 Dexterity, Cannot move|
|Paralyzed||-5 Dexterity, 25% Incoming Hits converted to Crits, Paralyzed, Cannot be interrupted|
|Petrified||Same as Paralyzed, but with a different visual|
|Staggered||-5 Might, Cannot engage|
|Dazed||-5 Might, Cannot engage, -4 Penetration|
|Stunned||-5 Might, -4 Penetration, Stunned (Can't take actions), -10 Deflection|
|Confused||-5 Intellect, Abilities and attacks target both friend and foe|
|Charmed||-5 Intellect, Controlled, Cannot cast abilities|
|Dominated||-5 Intellect, Controlled, Alliance flipped|
|Distracted||-5 Perception, Flanked|
|Disoriented||-5 Perception, +50% Recovery Time, Flanked, +50% Initiative (only in Turn-based mode)|
|Blinded||-5 Perception, +50% Recovery Time, Flanked, +50% Initiative (only in Turn-based mode), -10 Accuracy, -50% Attack range, Immune to Gaze attacks, Cannot use Gaze attacks|
|Shaken||-5 Resolve, -3 All Power Levels|
|Frightened||-5 Resolve, -3 All Power Levels, Cannot use Hostile abilities|
|Terrified||-5 Resolve, -3 All Power Levels, Can take no action other than to flee|
Weakness to a type of affliction causes all applied afflictions of that type to affect the character worse, causing more detriment than usual. This is accomplished by upgrading the incoming affliction to the next tier. Incoming tier 3 afflictions are unchanged.
|Characters that are weak to a type of Affliction will upgrade any Afflictions of that type applied to them by one tier. For example, a character who is weak to Might Afflictions would upgrade a Staggered to a Dazed, or a Dazed to a Stunned.|
Resistance to a type of affliction causes all applied afflictions of that type to be lessened in effect, causing less harm than usual. As the opposite of a Weakness, this is accomplished by downgrading the incoming affliction to one lower tier. Incoming tier 1 afflictions are cancelled out, and will fail to apply to the character.
|Characters that are resistant to a type of Affliction will downgrade any Afflictions of that type applied to them by one tier. For example, a character with resistance to Might Afflictions would downgrade Stunned to Dazed. A Dazed Affliction would be downgraded to Staggered, and a Staggered Affliction would fail to apply.|
Other afflictions[edit | edit source]
||Combat affliction, applied to the target of an attack, when two opponents are attacking from opposite directions. Also leaves the target vulnerable to sneak attacks. If either of the attackers break engagement, the Flanked affliction is removed.|
||Applied on rest after consuming an alcoholic drink. Can be removed either by resting with food (or a non-alcoholic drink), or after two rests with nothing.|
|Unconscious||Combat "affliction" applied when a party member's health is reduced to zero.|
||Applied by environmental hazards such as water, mud, bog and quicksand.|
Injuries[edit | edit source]
|Injuries are long-term afflictions. "Long-term" means they last until the character rests and consumes Food. Injuries are typically gained through scripted interactions or by being Knocked Out in combat. If a character has three Injuries and would receive another, they are Killed.|
Injuries gained in combat are selected semi-randomly from the following list. Being knocked out by Fire, Frost or Shock damage tends to cause its corresponding injury.
If more than one of the same injury is applied, instead of doubling-up, the injuries "Major Injury", "Critical Injury" and "Maimed" are usually substituted.
Crew injuries[edit | edit source]
These injuries do not apply to party members in combat, but instead are a result of damage to crew members during Ship combat. They are applied at random upon successful cannon attacks from the enemy ship, and will remove crew from active duty for a random number of days depending on the injury. There are a few scripted interactions that can also give crew members injuries.
Injured crew will yield a -2 morale loss upon injury, and for every consecutive day they remain working in an injured state. You can heal an injured crew member by moving them to a reserve slot, which will use 5 Medicine per day to heal them. With a more proficient surgeon, the amount of days required to heal crew is reduced.
|Crew injury||Days to heal|
Curses[edit | edit source]
Curses are unique negative status effects that are applied by Sigils when a character steps within 8-10m of them. Most curses can be stacked up to 5 times. To avoid being cursed, the most effective move is to destroy the obelisk from a range. Otherwise, you can also use a sigil's Wardstone, which allows you to move past without being affected - removing any current curses in the process.
|Curse of Atrophy||-2 Might, stacks 5 times.||Sigil of Atrophy|
|Curse of Darkness||-5 Accuracy, stacks 5 times.||Sigil of Darkness|
|Curse of Mortality||Applies affliction Severe Wound, damage (?)||Sigil of Death|
|Curse of Nightmares||-2 Resolve for 30.0 sec when damaged, stacks 15 times||Sigil of Nightmares|
|Curse of Pain||+5% incoming Damage, stacks 5 times.||Sigil of Pain|
Positive effects[edit | edit source]
Inspirations[edit | edit source]
Gaining an Inspiration will cancel and grant immunity to any Afflictions that affect the same Attribute for it's duration. For example, a character that is Dazed that gains the Strong Inspiration will lose Dazed and become immune to Staggered, Dazed and Stunned for as long as they have that Inspiriation.
Higher tier Inspirations will override a lower tier one, and if the target is already benefiting from a more powerful Inspiration, then the newer Inspiration will have no effect.
|Inspirations, like Afflictions, are groups of effects that are applied to characters. Unlike Afflictions, Inspirations provide positive benefits to the character they are applied to.
Each Inspiration is categorized by an Attribute, such as Might or Dexterity. Inspirations counter and grant immunity to any and all Afflictions of the corresponding Attribute. E.g. the Smart Inspiration cancels and removes the Confused, Charmed, and Dominated Afflictions.
Resting bonuses[edit | edit source]
Rest bonuses are gained from resting at certain rooms in inns. For the most part, the bonuses gained last until the next rest.
|The Kraken's Eye,
|The Wild Mare,
|The Bathyal Drop||400||
|The King's Coffin,
|Inn name here,
|Inn name here,
Prostitute bonuses[edit | edit source]
Can be gained by engaging in certain "services" with associated NPC's.
|Aenalys' Boon||Aenalys, The Wild Mare||100|
|Konstanten's Boon||Konstanten, The Wild Mare|
|Rabyuna's Boon||Rabyuna, The Wild Mare||300|
|Ymir's Boon||Ymir, The Wild Mare||150|
|Cabin Boy's Relaxation Therapy||Cabin Boy, The King's Coffin||200|
|Irwena's Mature Experience||Irwena, The King's Coffin||50||
Misc bonuses[edit | edit source]
List of temporary miscellaneous bonuses and their effects. These bonuses will last until the next rest.
||Bathe in the Luminous Bathhouse waters (pay 900-2,000 to the Bathhouse steward)|
|Alchemic Brawn||Outcast's Respite|
||Burning house scripted event|
||Waenglith in Port Maje.|
|Good Food, Better Friends||
||Resting at the camp in the Shadowed Vale scripted interaction.|
|Nature's Resolve||Toaku Biwha Trail scripted interaction. Gained by eating the mushroom cap given to you by the delemgan as a peace offering.|
||Teo Ramunga scripted interaction|
||Kābara Reku Shrine or Bleakrock Shrine scripted interaction.|
Permanent effects[edit | edit source]
There are a number of effects that can be permanently applied to the player, most of which are positive buffs gained via NPC training or as a quest reward. The NPC's that give you training are Backer created content.
|Carlo's Training||+1 Diplomacy, +1 Sleight of Hand||Carlo Fortuni, Lifter's Refuge for 3,000|
|Coel's Training||+1 Bluff, +1 Streetwise||Co'el Marcellus, Radiant Court for 3,000|
|Elias Zelen's Training||+1 Explosives, +1 Mechanics||Elias Zelen, The King's Coffin for 3,000|
|Geirvard's Training||+1 Arcana, +1 History||Geirvard Calder, Serpent's Crown for 3,000|
|Granis' Training||+1 Athletics, +1 Survival||Granis Yirgar, Kahanga Palace for 3,000|
|Kae's Training||+1 Metaphysics, +1 Stealth||Kae Polzech, Lifter's Refuge for 3,000|
|Mark Van Der Bij's Training||+1 Alchemy, +1 Religion||Mark van der Bij, The Sacred Stair for 3,000|
|Marofeto Liano's Training||+1 Insight, +1 Intimidate||Marofeto Liano, Sayuka for 3,000|
|Adaptive||-1.0 sec cooldown when switching grimoires||Granted to Aloth on completion of The Painted Masks, if he is humbled by the story of Thaos' mistake (otherwise he gets Persistent).|
|Persistent||25% chance to gain Concentration for 30.0 sec when Critically Hit||Granted to Aloth on completion of The Painted Masks, if he is encouraged by the story of Thaos' mistake (otherwise he gets Adaptive).|
|Berath's Blessing - Champion Stats||+2 Might, Constitution, Dexterity, Intellect, Perception, Resolve||Via the "Bonus Attributes" Berath's Blessing.|
|Berath's Blessing - Power Level Bonus||+1 Barbarian Power Level, +1 Chanter Power Level, +1 Cipher Power Level, +1 Druid Power Level, +1 Fighter Power Level, +1 Monk Power Level, +1 Paladin Power Level, +1 Priest Power Level, +1 Ranger Power Level, +1 Rogue Power Level, +1 Wizard Power Level||Via the "Bonus Attributes" Berath's Blessing.|
|Berath's Blessing - Bonus Skills||Receive double the normal skill bonus from class||Via the "Bonus Attributes" Berath's Blessing.|
|Candlebearer||+5 Will||Granted to Edér on completion of The Lighted Path, if Edér successfully convinces Bearn not to drink the poison.|
|Inner Glow||+1 Resolve||Granted to Edér on completion of The Lighted Path, if Bearn drinks the poison and is saved, or if he drinks the poison and dies.|
|Social Order||+1 Might|
|Oppressor's Rage||+10% Crit damage, +2 Intimidate|
|Slave's Silence||+1 Resolve, +2 Stealth|
|Cauldron Brew||+1 to an attribute of your choosing (Might, Constitution, Dexterity, Perception, Intellect, Resolve)||Granted by using the Deciphered notes to create one of 6 potions with the cauldron in Outcast's Respite.|
|Infamous Captain||+3 Intimidate, +5% Damage
Lower level Kith enemies may become Terrified at the beginning of combat.
|Granted by surviving a mutiny, or via the Infamous Past Berath's Blessing|
|Savage Cunning||+1 Perception, +2 Survival||Overgrowth quest, boon from Galawain|
|Strong-Souled||+5 Max Health||Granted to all Dyrwoodan characters if the souls were distributed to the Dyrwood in the quest Undying Heritage, during the events of Pillars of Eternity.|
|Soul-Power||+1 All Power Levels||Granted to those dedicated to Woedica if the souls were used to strengthen her in the quest Undying Heritage, during the events of Pillars of Eternity - Steel Garrote and Priest of Woedica NPCs only.|
|Gift from the Machine||+1 Might, +5% Max Health||Re-granted to you upon completing A Distant Light, if you absorbed the souls in the quest Undying Heritage during the events of Pillars of Eternity.|
|Effigy's Resentment: Aloth||+1 Intellect, +5 Reflex||Re-granted to you upon completing A Distant Light, if you sacrificed a companion to the Skaen Blood Pool during the events of Pillars of Eternity.|
|Effigy's Resentment: Devil of Caroc||+1 Dexterity, +1 Penetration with weapons against kith targets|
|Effigy's Resentment: Durance||+1 Constitution, +5% Max Health|
|Effigy's Resentment: Edér||+1 Might, +2 Deflection|
|Effigy's Resentment: Grieving Mother||+1 Resolve, +5 All Defenses against Intellect Affliction attacks|
|Effigy's Resentment: Hiravias||+1 Dexterity, +1 Slash Armor Rating|
|Effigy's Resentment: Kana||+1 Intellect, +5 All Defenses against Dexterity Affliction attacks|
|Effigy's Resentment: Maneha||+1 Might, +5 All Defenses against Might Affliction attacks|
|Effigy's Resentment: Pallegina||+1 Resolve, +1 Shock Armor Rating|
|Effigy's Resentment: Sagani||+1 Perception, +2 Accuracy against > 4m distance targets|
|Effigy's Resentment: Zahua||+1 Constitution, +5% Beneficial effect duration|