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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[ | ]

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.

Keywords[ | ]

Keywords are a way for the game to provide generalized improvement to certain groups of like spells or abilities. For example, some items may provide the effect "+1 Fire Power Levels", which will then give bonus power levels to abilities with the "Fire" keyword (Fan of Flames, Fireball, etc).

General effects[ | ]

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.

Abilities that utilize the equipped weapon and perform a Primary/Secondary or Full Attack will not be affected by power levels, excluding any subsequent effects that trigger as a result of the ability (i.e. if successful).

Ability power levels[ | ]

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). This is the power level of the highest level abilities that may be "naturally" cast - i.e. not learned via the equipped grimoire.
  • 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 receive a penalty to its values.

Power level by character level[ | ]

The following tables list a characters "power level by character level" at a specific character level, and vice versa. This value is directly associated with the abilities unlocked at certain levels (for example, a single class character unlocks power level 4 abilities at character level 7). In-game this is referred to as "<Class> Power Level" (e.g. "Rogue Power Level", "Cipher Power Level", etc.), though it also applies to characters without a class.

Power level at character level
Character level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Power level (single class) 1 2 3 4 5 6 7 8 9 10 11 12
Power level (multiclass) 1 2 3 4 5 6 7 8 9 10
Character level at power level
Power level 1 2 3 4 5 6 7 8 9 10 11 12
Character level (single class) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Character level (multiclass) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 - - - - - -

Power level for nth level abilities[ | ]

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.

Keep in mind that abilities will almost always use the level of the ability that it is upgraded from. For example the fighter ability Out of the Fire is treated as it's 2nd level ability Into the Fray, despite being a 4th level ability. Likewise, a rogue's Debilitating Strike is treated as a 1st level ability Crippling Strike, despite being a 3rd level ability.

Character level Power level by
character level
Ability native power level
Single class Multiclass 1
(I)
2
(II)
3
(III)
4
(IV)
5
(V)
6
(VI)
7
(VII)
8
(VIII)
9
(IX)
- - 0* -1 -2 -3 -4 -5 -6 -7 -8 -9
1 1 1 0 -1 -2 -3 -4 -5 -6 -7 -8
3 4 2 1 0 -1 -2 -3 -4 -5 -6 -7
5 7 3 2 1 0 -1 -2 -3 -4 -5 -6
7 10 4 3 2 1 0 -1 -2 -3 -4 -5
9 13 5 4 3 2 1 0 -1 -2 -3 -4
11 16 6 5 4 3 2 1 0 -1 -2 -3
13 19 7 6 5 4 3 2 1 0 -1 -2
16 22 8 7 6 5 4 3 2 1 0 -1
19 25 9 8 7 6 5 4 3 2 1 0
22 28 10 9 8 7 6 5 4 3 2 1
25 - 11 10 9 8 7 6 5 4 3 2
28 - 12 11 10 9 8 7 6 5 4 3

* Power level 0 occurs when casting abilities in another class. It is not possible through regular gameplay.

Consumable power levels[ | ]

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[ | ]

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
Alchemy 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
Alchemy 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[ | ]

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
Arcana 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[ | ]

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
Explosives 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[ | ]

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:

Trap power level bonuses
Character
level
Power
level
Bonuses to traps
Duration Accuracy
1 1 +5% +3
2 2 +10% +6
3 3 +15% +9
4 4 +20% +12
5 5 +25% +15
6 6 +30% +18
7 7 +35% +21
8 8 +40% +24
9 9 +45% +27
10 10 +50% +30
... ... ... ...

Notes[ | ]

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