Pillars of Eternity skills

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Skills can be used outside of combat for a variety of purposes and they grant auxiliary combat bonuses. The five skills are Stealth, Athletics, Lore, Mechanics and Survival. Every class gains initial proficiency bonus in two skills, but not limited to them. Non-combat skills are gained separately from combat skills (Abilities, Talents) and they do not use the same resources.

Usage[edit | edit source]

Skills come to play in a variety of different contexts and partially determine how the player character or their followers can interact with the world around them.

Notably, only the Watcher's skills are taken into account in dialogue (i.e. a dialogue option that requires 8 Lore won't be available to a Watcher with 7 Lore, even if they have Durance with 12 Lore in the party). Other party members can use their skills in regular gameplay (the game will automatically select the character with the highest applicable score whenever eg. Mechanics are used) and scripted interactions where it's possible to select a character to carry it out (i.e. retrieving the dragon egg during Nest Egg, where you can pick a character with a high Athletics score).

Effects[edit | edit source]

Skill Purpose Gameplay effect Use in interactions and conversations
(based on the in-game description)
Stealth allows characters of any class to attempt to avoid being seen or heard Can stay close to NPCs in scouting mode for a longer period without being seen
Athletics Once per encounter, characters with Athletics can use the Second Wind ability to recover lost Endurance. A higher Athletics score increases the effect of Second Wind
  • Heals a base of 20 + (4×Athletics) Endurance. At 1 Athletics, it will heal base 24. At 12 Athletics, it will heal base 68.
Used in interactions that require physical exertion, such as climbing, jumping, running, or swimming.
Lore A character's accumulated miscellaneous knowledge and trivia, often of occult or esoteric topics
  • Lore allows characters to use scrolls. Which level is available is determined by dividing the Lore score by 2 (with a minimum of 1). As such:
  • Rank 1 can use level 1 scrolls
  • Rank 4 can use level 2 scrolls
  • Rank 6 can use level 3 scrolls
  • Rank 8 can use level 4 scrolls
  • Rank 10 can use level 5 scrolls
  • Rank 12 can use level 6 scrolls
  • Rank 14 can use level 7 scrolls
For picking up on relevant historical or cultural contexts, contributing general knowledge, or using own mastery of lore in conversation.
Mechanics Makes it easier to open locks, find and disable traps, and place traps of your own.

Also needed to find hidden loot and switches, as neither Perception nor Stealth do this.

This skill allows you to disarm traps and pick locks. If the difficulty level is equivalent or lower than the Mechanics rating, it's free. If it's one level higher, it costs a variable amount of lock picks (the higher the level, the more lock picks it needs). Anything above and picking or disarming is not possible.

Each level of mechanics also grants +3 accuracy for own traps per level.

For any mechanical purposes, such as interacting with machines, disarming and arming traps or mechanisms, etc.
Survival Allows characters to choose from a variety of long-term bonuses each time they camp. The first six ranks grant the following bonuses:
  • Rank 1 - Damage Reduction
  • Rank 2 - Received Healing Multiplier
  • Rank 3 - Bonus Movement
  • Rank 4 - Accuracy Bonus vs. Creature Type
  • Rank 5 - Increased consumable duration
  • Rank 6 - Bonus Damage vs Flanked Enemies

Note: After 6th rank, the previously earned bonuses become more powerful in the same order they were received (for a max of 3 levels of bonuses).

Used in wilderness challenges, and for contributing specialized knowledge of nature or alchemy.

Ranks[edit | edit source]

At first level, a character only has their initial class and background bonuses to skills. Each class confers bonuses in two or three skills and each background in one or two skills.

Upon achieving a new level, a character gains six skill points. Advancing a skill to the next rank costs one point, plus one point per time the skill has already been advanced. Note that class, background, and other bonuses are "free" and do not increase the cost of advancing skills.

Class bonuses[edit | edit source]

The following table lists bonuses received from classes:

yes = 1 rank, yesyes = 2 ranks
Class Stealth Athletics Lore Mechanics Survival
Barbarian yesyes yes
Chanter yesyes yes
Cipher yes yes yes
Druid yes yesyes
Fighter yes yes yes
Monk yes yes yes
Paladin yesyes yes
Priest yes yesyes
Ranger yes yesyes
Rogue yes yesyes
Wizard yesyes yes

Background bonuses[edit | edit source]

Background skills.png

This section lists all bonuses from backgrounds:

yes = 1 rank, yesyes = 2 ranks
Background Stealth Athletics Lore Mechanics Survival
Aristocrat yesyes
Artist yesyes
Clergyman yesyes
Colonist yesyes
Dissident yes yes
Drifter yes yes
Explorer yes yes
Hunter yes yes
Laborer yes yes
Mercenary yes yes
Merchant yes yes
Mystic yesyes
Philosopher yesyes
Raider yes yes
Scholar yesyes
Scientist yes yes
Slave yes yes
Farmer (NPC only) yes yes
Gentry (NPC only) yesyes
Midwife (NPC only) yes yes
Soldier (NPC only) yes yes
Trapper (NPC only) yes yes

Buffs[edit | edit source]

Rites are a special, non-craftable type of scrolls that temporarily boost specific skills.

Certain wearable and consumable items can additionally provide temporarily bonuses to skills (see Attribute and skill boosts).

References[edit source]