Power levels

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Power levels are a complex mechanic used to scale the effects of active abilities and consumables in Pillars of Eternity II: Deadfire. They are used to provide generalized and overarching improvements, and allow multiple sources of improvement to scale effects in a uniform and predictable fashion. Additionally, power level scaling allows low-level abilities to maintain effectiveness as a character's level increases (to a certain degree).

Power levels[edit | edit source]

A character does not have a singular, all encompassing "power level". It is instead calculated on a per-ability/item basis, drawing points from a number of related contributing factors. Power levels can be split into Ability power levels and Consumable power levels, and each is calculated differently.

All power levels can be affected by:

  • The empower mechanic, which adds 5 power levels to the item or ability.
  • External status effects and buffs that may directly add power levels. These often only influence spells and abilities containing certain keywords - e.g. Celestial Attunement.

The power level of an ability/consumable is then applied using a series of fixed adjustments to specific types of values and effects that may be present. These adjustments are multiplied by the power level to determine the actual bonus.

General effects[edit | edit source]

Power levels provide a bonus to a number of values that may be present on an ability or consumable and its effects. Each type of value has a base delta adjustment or multiplier associated with it (for example +5%), which is multiplied by the power level to determine the bonus given to the value. While these adjustment values are globally defined, they can be overridden by the effect itself - which is something that should be kept in mind.

As an example, if an ability does 20 base damage, the scaling adjustment is +5%, and the power level is 6, the ability will be granted a bonus +30% damage by power levels, which amounts to 26 damage.

The following adjustments are made as a base for all effects, where applicable. Note that there are some exceptions to the scope of these values.

Because the amount of values that are actually present on an ability differ, power levels are inherently more beneficial to certain abilities that contain more values that can be adjusted. Abilities that lack any adjustable values don't receive any benefits from power levels.

Ability power levels[edit | edit source]

For abilities, the power level is determined on a per-ability basis. This is calculated using the difference between:

  • The character's current power-level-by-character-level, which is based on their current level (see the table below).
  • The native power level of the ability (also called ability level). This is listed on the left side of the ability tree, in the character sheet under "nth Level Wizard Spells", and in the action bar, where spells are grouped by their ability level.
Power level = (Power level by character level - ability level)

Other external factors, such as power levels granted by empower and other buffs, are then added to this.

The higher a character's level, the greater that the bonuses granted to low level spells will be. If there is no difference between the character's power-level-by-character-level, and the ability's native power level, it will receive no bonuses. If the ability power level is above that of the power-level-by-character-level (i.e. for spells in a Wizard's grimoire), the ability will recieve a penalty to its values.

Power level by character level[edit | edit source]

The following table lists a characters "power level by character level" at a specific character level. This value is directly associated with the abilities unlocked at certain levels (for example, at level 7, level 4 abilities are unlocked).

Character
level
Power level
Single class Multiclass
1 1 1
2 1 1
3 2 1
4 2 2
5 3 2
6 3 2
7 4 3
8 4 3
9 5 3
10 5 4
11 6 4
12 6 4
13 7 5
14 7 5
15 7 5
16 8 6
17 8 6
18 8 6
19 9 7
20 9 7
21 9 7
22 10 8
23 10 8
24 10 8
25 11 9
26 11 9
27 11 9
28 12 10
29 12 10
30 12 10

Power level for nth level abilities[edit | edit source]

The following tables list the power level of nth level abilities given the above power-level-by-character-level. This is the final power level of an ability, assuming there are no other external factors.

Single class power levels
Power level by
character level
Ability native power level
1 (I) 2 (II) 3 (III) 4 (IV) 5 (V) 6 (VI) 7 (VII) 8 (VIII) 9 (IX)
1 0 -1 -2 -3 -4 -5 -6 -7 -8
2 1 0 -1 -2 -3 -4 -5 -6 -7
3 2 1 0 -1 -2 -3 -4 -5 -6
4 3 2 1 0 -1 -2 -3 -4 -5
5 4 3 2 1 0 -1 -2 -3 -4
6 5 4 3 2 1 0 -1 -2 -3
7 6 5 4 3 2 1 0 -1 -2
8 7 6 5 4 3 2 1 0 -1
9 8 7 6 5 4 3 2 1 0
10 9 8 7 6 5 4 3 2 1
11 10 9 8 7 6 5 4 3 2

Consumable power levels[edit | edit source]

For consumables, the power level is primarily (but not exclusively) determined by the level of an associated skill. See the associated skill page for more information.

The following subheadings list the primary source of power levels for each type of consumable, and the effects that power levels have on them. Power level scaling can be overridden on a per-item basis, meaning these bonuses may not apply for every item! These figures are given as a guideline to the power level scaling values of most items.

Potions, drugs, and poisons[edit | edit source]

Each point in Alchemy increases the power level of all consumed Drugs and Potions by 1, as well as the power level of all used Poisons by 0.5 (though this is rounded down (truncated) to the nearest integer.)

Each power level in potions, drugs, and poisons has the following effect (where applicable):

  • +5% all durations, including over time effects.
  • +5% healing done (drugs and potions only).
  • +5% damage (poisons only).
  • +1 Accuracy
    • Half points (i.e. from poison power levels) are rounded down to nearest integer (truncated)
    • Excludes accuracy granted to self, accuracy bonus is to determine whether the attack lands on the attack target. Most potions and drugs don't use this (Potion of Ryngrim's Repulsive Visage seems to be the only one), but all poisons do.

At 10 Alchemy, the power level for drugs and potions would be 10, and for poisons 5 (excluding other potential power-level altering factors). At power level 10, drugs and potions gain +50% healing done, +50% duration. Note that power levels are rounded down to the nearest whole number, so a character with Alchemy 3 would add 1.5 power levels to used poisons, but the calculation will round this down to 1.

Drug and potion power level bonuses
Power
level
Bonuses to drugs + potions
Healing / Duration Accuracy
0 0 - -
1 1 +5% +1
2 2 +10% +2
3 3 +15% +3
4 4 +20% +4
5 5 +25% +5
6 6 +30% +6
7 7 +35% +7
8 8 +40% +8
9 9 +45% +9
10 10 +50% +10
... ... ... ...
Poison power level bonuses
Power level Bonuses to poisons
Actual Rounded Damage / Duration Accuracy
0 0 0 - -
1 0.5
2 1.0 1 +5% +1
3 1.5
4 2.0 2 +10% +2
5 2.5
6 3.0 3 +15% +3
7 3.5
8 4.0 4 +20% +4
9 4.5
10 5.0 5 +25% +5
11 5.5
... ... ... ... ...


Scrolls[edit | edit source]

Each point in Arcana increases the power level of used scrolls by 0.5, though this is rounded down (truncated) to the nearest integer. Each power level in scrolls has the following effect (where applicable):

  • +5% damage.
  • +5% healing done.
  • +5% duration (some exclusions, such as "per" intervals).
  • +0.25 Penetration - rounded up to the nearest 0.1, though this may be for display only.
  • +0.5 bounces - rounded down to nearest integer (truncated). Note that no tooltip is displayed for this bonus.
  • +1 Accuracy - rounded down to nearest integer (truncated).

So, at 10 Arcana, the power level for scrolls would be 5 (excluding other potential power-level altering factors). At power level 5, the scroll gains +25% damage, +25% duration, +1.25 Penetration, etc. Note that power levels are rounded down to the nearest whole number, so a character with Arcana 3 would add 1.5 power levels to used scrolls, but the calculation will round this down to 1.

All bonuses only apply to the scrolls direct effects, so if a scroll were to grant the caster Accuracy (for example), it would not gain an added bonus from power levels. The bonus only applies to the accuracy of attacks made by the scrolls casted ability, likewise with Penetration.

Scroll power level bonuses
Power level Bonuses to scrolls
Actual Rounded Damage / Duration / Healing Penetration Bounces Accuracy
0 0 0 - - - -
1 0.5
2 1.0 1 +5% +0.25 (0.3) +0.5 (0) +1
3 1.5
4 2.0 2 +10% +0.5 +1.0 (1) +2
5 2.5
6 3.0 3 +15% +0.75 (0.8) +1.5 (1) +3
7 3.5
8 4.0 4 +20% +1.0 +2.0 (2) +4
9 4.5
10 5.0 5 +25% +1.25 (1.3) +2.5 (2) +5
11 5.5
... ... ... ... ... ... ...

The above table outlines the bonuses received to scrolls at a specific power level (and in turn Arcana level). This assumes no other factors are influencing the power level for scrolls, but the effects should be the same either way.

Bombs/explosives[edit | edit source]

Each point in Explosives increases the power level of used bombs by 1. Each power level in bombs/explosives has the following effects (where applicable):

  • +5% damage.
  • +5% duration.
  • +0.25 Penetration - rounded up to the nearest 0.1, though this may be for display only.
  • +1 Accuracy - rounded down to nearest integer (truncated).
Bomb power level bonuses
Power
level
Bonuses to bombs
Damage/ Duration Penetration Accuracy
0 0 - - -
1 1 +5% +0.25 (0.3) +1
2 2 +10% +0.5 +2
3 3 +15% +0.75 (0.8) +3
4 4 +20% +1.0 +4
5 5 +25% +1.25 (1.3) +5
6 6 +30% +1.5 +6
7 7 +35% +1.75 (1.8) +7
8 8 +40% +2.0 +8
9 9 +45% +2.25 (2.3) +9
10 10 +50% +2.5 +10
... ... ... ... ...


Traps[edit | edit source]


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Traps are the only type of consumable that aren't influenced by an associated skill. While they are granted +3 Accuracy towards their target per point in Mechanics, the power level of set traps is determined by the character's level. Each character level increases the power level of traps by 1.

Each power level in traps has the following effects:

Notes[edit | edit source]