This infobox is for all ability and spell pages in Pillars of Eternity II: Deadfire. For information relating to some of the design decisions that were made in the process of creating this infobox, see the associated talk page.
Many of the icons are shared with poe1, so we might not need to upload them all (but this depends on whether they've available at a higher resolution in poe2).
description
Cargo type
Wikitext
Description
The in-game description, including upgrade descriptions (which appear below the description for abilities that are upgrades).
The class this ability is specific to (if any). Must have
Game data
AbilityClassID
Additional notes
subclass
Cargo type
Page
Description
The subclass this ability is specific to (if any)
Game data
Inferred from progressiontables subclass prerequisites
Additional notes
race
Cargo type
Page
Description
The race this ability is specific to (if any)
Game data
Contained in ApplicationPrerequisites
Additional notes
subrace
Cargo type
Page
Description
The subrace this ability is specific to (if any)
Game data
Contained in ApplicationPrerequisites
Additional notes
activation
Cargo type
String
Description
Activation type of the ability. One of the following:
Active - for abilities that have to be triggered by the player
Passive - for abilities that are always-on or are self-activating
Modal - for abilities that can be toggled on or off
Game data
Inferred from IsPassive and IsModal
Additional notes
An ability where IsPassive and IsModal is false should always be an active ability.
In the infobox below I've moved this from the Requirements section to the ability section
activation_req
Cargo type
String
Description
Condition that must be met for the ability to be activated, e.g. Health Below 10%
Game data
Contained in ActivationPrerequisites
Additional notes
Should only include restrictions that cannot already be defined in the other fields. Should also include the rarely use fields CannotActivateWhileInvisible and CannotActivateWhileInStealth
combat_only
Cargo type
Boolean
Description
"yes" if the ability can only be used in combat. If this value is "no" or anything else, the field will not be shown in the infobox.
Game data
IsCombatOnly
Additional notes
There is also a IsNonCombatOnly field, but it seems to only be used for trap effects. If there are other cases, they can be put in activation_req
Ability
Info about the ability type, how it is learned and at what level, as well as the upgrades for this ability
ability_type
Cargo type
String
Description
The type of ability without a plural. A fairly vague/broad field. Naming in-game is very inconsistent and irrelevant in places.
Leave empty or use "Ability" for anything that doesn't fit below
(Obsolete, do not use) "Talent" - An ability (usually passive) that is exclusively granted as a result of being a specific race/class/subclass etc. These usually don't show up in the ability tree, but will appear in the character sheet.
Talents can be used to customize your character beyond your class Ability choices. Some talents modify existing Abilities, but others add new Abilities of their own. A subset of Talents are class specific, but most can be taken by characters of any class.
"Proficiency" - A weapon proficiency is a special modal ability that can be selected on level-up, granting a toggleable effect whenever a weapon of a specific type is wielded.
"Spell" - Used for abilities specific to the following classes. Only "Spell" should be used, as the class-specific naming is rarely - if ever - used (for example the character sheet shows "1st Level Cipher Spells")
Cipher ("Powers")
Druid ("Nature Spells")
Priest ("Faith Spells")
Wizard ("Arcane Spells")
"Ability" - Used for abilities specific to all other classes (with the exception of chanter phrases, and invocations).
Barbarian
Fighter
Monk
Paladin
Ranger
Rogue
Others
"Phrase" - All chanter-specific phrases. The term "Chant" should not be used in the since it is only used to hold phrases, and can be changed/renamed to whatever the player wants.
All chanters can continuously speak chants made up of magical phrases. Phrases produce passive effects and help build a chanter's power until they can use an invocation.
"Invocation" - All chanter-specific abilities
Invocations are powerful magical effects that chanters can create after they have spoken a required number of phrases through their chants.
Chanter invocations require and consume Phrases on use. Phrases are generated only during combat, as the chanter coalesces tiny spirit fragments, through chanting.
Game data
Varies
Additional notes
Whether to use "Ability" or "Spell" is entirely dependent on the AbilityClassID.
Weapon Proficiencies are abilities with the keyword ID "bb68a03d-507e-4799-9a4e-abe7377d1e56"
Talents - The progression table "PT_Generic_Talents" is applied to all characters, and should be used as start for what to mark as a talent and what not to, at least in terms of the race/class/etc talents (there are only 32 of them). Some status effects and abilities are prefixed with "talent_". However, it should still be said that there are no functional differences between abilities and talents. Talents were all moved from the GenericTalentGameData to the GenericAbilityGameData class, and used to be present in the progression table "PT_Talents". You can still see all the old talents in abilities.gamedatabundle, but they are not filled out and are not used in-game. Along with the progression table, we can probably refer to these unused types too.
In the infobox, if the ability is a class ability, the field will be presented in the following format:
nth Level classability_type
So for a level 1 wizard spell:
"1st Level Wizard Spell"
In addition, the ability_level field will not be shown for all class abilities.
ability_level
Cargo type
Integer
Description
The native power level (also called "ability level") of the ability in arabic numerals (i.e. 1, 2, 3...). This is listed on the far left side of the ability tree.
Game data
AbilityLevel
Additional notes
The ability level should match up with the power level that the ability is learned at (they represent the same thing), however some abilities have different values in the actual ability ProgressionUnlockableGameData and the ProgressionTableGameData. This very likely a development oversight, and has consequences for Power Level scaling, since the power level is based off the ability level rather than the unlock power level. This occurs on so few abilities that a separate column for the two values would be confusing when the whole idea is that they should be the same. In situations where this occurs, the incorrect AbilityLevel should be mentioned as a note on the page and the unlock power level should take precedence and be used in the infobox.
ability_origin
Cargo type
String
Description
Where does the ability come from? How is it applied to the character? In situations where an ability has multiple origins, the most prevalent origin should be used.
"Progression" - Granted through the ability tree, mainly class related.
"Character" - Granted by fulfilling a specific character stat requirement (race/stats - NOT class-related)
"Equipment" - Granted by equipping a certain item, armor, or weapon (minus grimoires)
"Grimoire" - Granted exclusively through a grimoire.
"Creature" - Creature-specific
"World" - Granted in the world somehow (exploration)
"Quest" - Granted as a quest reward
Game data
Varies
Additional notes
This field should be filled manually, although some of them can be filled automatically.
modal_group
Cargo type
String
Description
The modal group of this ability. This defines a group of modal abilities where only one ability in the group can be active at a time.
"Stance" - Fighter stances
"Presence" - Monk presences
"Spiritshift" - Druid spiritshift
"Zealous Aura" - Paladin zealous aura
Other modal groups may be present.
Game data
ModalGroupID
Additional notes
Stances use MG_Fighter_Stances - 745b0192-3bd1-4e78-b5bd-605a17fa2efd
Presences use MG_Monk_Presences - 56a9c7ab-12f8-45ff-8fc9-41bd39fd1d7d
Spiritshifts use MG_Spiritshift - be36d74d-1e36-446e-856d-544873e2c27b
Zealous Auras use MG_Zealous_Auras - 46ab2074-64f0-4a82-8a27-4c518ce74abb
learn_type
Cargo type
String
Description
How this ability is learned.
"Automatic" - Abilities that are automatically granted (as a result of being a certain class/race/etc)
"Optional" - Abilities that can be chosen by the player
Game data
UnlockStyle field in progressiontables.
Additional notes
Default class entries are "PT_<ClassName>" (or as above). Abilities that automatically unlock have the UnlockStyle "AutoGrant", abilities that are selected by the player have the UnlockStyle "Unlock".
learn_level
Cargo type
Integer
Description
The level at which this ability can be learned as a single class character (assuming that its unlock is based on level)
This value differs depending on whether the character uses a single class or a multi class. This field is used for single class, while learn_level_mc is used for multi class
100% of the time this can be correctly inferred by the ability_level if the ability is a class ability, so this field is somewhat redundant.
learn_level_mc
Cargo type
Integer
Description
The level at which this ability can be learned as a multiclass character (assuming that its unlock is based on level)
100% of the time this can be correctly inferred by the ability_level if the ability is a class ability, so this field is somewhat redundant.
learn_req
Cargo type
Wikitext
Description
Other requirements that must be fulfilled in order to learn this ability, or restrictions as to who can use this ability. Do not include class, subclass, race or subrace, as these use their own fields.
The information may be listed on the page instead if more suitable.
Game data
Mainly from ProgressionTables.
Additional notes
upgrades_from
Cargo type
List (;) of Page
Description
The page name of the ability this ability is upgraded from. Labels may NOT be used. Pages names that end with (Deadfire) will automatically be displayed without the disambiguation.
Very few abilities can be upgraded from multiple abilities, hence why the cargo type is "List of".
Game data
UpgradedFromId (DisplayName of GenericAbilityGameData with this id)
Additional notes
Some abilities are not upgraded via the ability tree, and may not be filled in automatically.
upgrades_to
Cargo type
List (;) of Page
Description
List of page names that this ability can be upgraded to, semicolon delimited ;. Labels may NOT be used. Pages names that end with (Deadfire) will automatically be displayed without the disambiguation.
Game data
The DisplayName of all other GenericAbilityGameData's where their UpgradedFromId field is this ability
Additional notes
Some abilities are not upgraded via the ability tree, and may not be filled in automatically.
keywords
Cargo type
List (,) of String
Description
Keywords for this ability (used for many things, mainly power level boosts). List should be in the same format as in-game, delimited with either comma , or comma-space , .
Game data
KeywordsIDs
Additional notes
counters
Cargo type
List (,) of String
Description
Counters to the keywords of this ability. List should be in the same format as keywords
Game data
KeywordsIDs
Additional notes
Counters are determined using the OpposedKeywords object in AbilitySettingsGameData
Casting
Stats regarding the casting of this ability, cooldowns, usages, etc
source
Cargo type
String
Description
The resource pool used for this ability. This is only applicable to class-specific abilities, and is unique to each class:
Barbarian: Rage
Chanter: Phrases
Cipher: Focus
Druid: Nature Spells*
Fighter: Discipline
Monk: Wounds, Mortification
Paladin: Zeal
Priest: Faith Spells*
Ranger: Bond
Rogue: Guile
Wizard: Arcane Spells*
Keep in mind however that Druid, Priest, and Wizard spells all use a single point of their "resource", and are therefore do not list the usage. For these classes (and for abilities that do not have an associated cost), the source and source_cost fields should be left empty.
Game data
Inferred from a UsageType of ClassPowerPool or ClassAccruedResource and the AbilityClassID
Additional notes
source_cost
Cargo type
Integer
Description
The amount of resource this ability takes to cast. Should be left empty if the ability does not draw from a resource pool or accrued resource.
Game data
UsageValue
Additional notes
Should be left empty if the UsageType isn't ClassPowerPool or ClassAccruedResource.
uses
Cargo type
Integer
Description
The amount of uses this ability has before it must be replenished.
Game data
UsageValue
Additional notes
restoration
Cargo type
String (allowed values=Encounter,Rest)
Description
Defines when/how the uses are replenished. Typically "Encounter" or "Rest" - do not include "per"
Game data
UsageType (only if it is PerEncounter or PerRest)
Additional notes
If the UsageType is Charges, this should be left empty to signify that the ability cannot be restored.
cast_time
Cargo type
Float
Description
Time it takes to cast this ability. Should always be expressed as a numeric value with at least one decimal (more if the value has more significant decimal places). Unit (seconds) should be omitted.
Game data
Inferred from the AttackBaseComponent.CastSpeedID field of the AttackGameData with the AttackID
Additional notes
Although this (and recovery time) are internally expressed as fixed values "Fast" (0.0), "Average" (3.0), "Slow" (4.5), and "Very Slow" (6.0) - they are shown as numerical values in-game.
recovery_time
Cargo type
Float
Description
Time it takes after an ability to perform another action. Should always be expressed as a numeric value with at least one decimal (more if the value has more significant decimal places). Unit (seconds) should be omitted.
Game data
Inferred from the AttackBaseComponent.RecoveryTimeID field of the AttackGameData with the AttackID
Additional notes
Although this (and recovery time) are internally expressed as fixed values "Fast" (0.0), "Average" (3.0), "Slow" (4.5), and "Very Slow" (6.0) - they are shown as numerical values in-game.
range
Cargo type
String
Description
Maximum distance from the target position this ability can be cast from.
Numerical values must not use a decimal point for whole numbers, and must not include a unit (meters) - this will be added automatically. Non-numerical values may be used where applicable ("jump targets", "weapon", "ranged", "melee", etc.).
If the ability is cast on self, do not include a range.
Game data
Inferred from the AttackBaseComponent.AttackDistance field of the AttackGameData with the AttackID
Additional notes
area_of_effect
Cargo type
String
Description
The area of effect the ability will cover, typically a radius.
Numerical values must not use a decimal point for whole numbers, and must not include a unit (meters) - this will be added automatically. Non-numerical values may be used where applicable, and must include a unit "m" with no spaces (jump targets, "weapon", "ranged", "melee", etc.).
Game data
Varies
Additional notes
Inferred from a number of different sources:
Aura abilities use AuraAbilityComponent.AuraRadius
...
duration
Cargo type
Float
Description
Refers to the duration (or AoE duration) of the ability.
Must be a numerical value (no abilities seem to use a non-numeric duration) to 1 decimal place (e.g. 6.0). Must not include unit (sec) - this will be added automatically.
If the ability does not have a duration, leave this field blank.
If the ability needs to specify "AoE Duration" (instead of just "Duration", as is default), put it in a label/data field
If the ability has a duration and an AoE duration, the duration should go here, and the AoE duration should go in a label/data field.
Game data
Varies
Additional notes
linger
Cargo type
Float
Description
Linger duration (only used for Phrases)
Must be a numerical value (no abilities seem to use a non-numeric duration) to 1 decimal place (e.g. 6.0). Must not include unit (sec) - this will be added automatically.
Amount of noise made on impact (same list as above)
Game data
Inferred from the AttackBaseComponent.NoiseLevel1ID field of the AttackGameData with the AttackID
Additional notes
In-game this is only shown if the noise level differs from that of noise_use, otherwise if they are the same only one value is shown.
target_x / effects_x
Cargo type
Wikitext
Description
Describes what this ability does, who it effects, etc.
If an ability has multiple effects and targets, use target_1, effects_1, etc. Don't split multiple effects applied to the same target across these fields.
If an ability has one target and one ability, the _x suffix may be omitted (target will be mapped to target_1 and effects will be remapped to effects_1)
Game data
References in-game effects block.
Additional notes
This split approach aims to move formatting from the actual parameter data to the infobox template itself. This prevents the need to strictly format the effects block, and allows the formatting of the effects section in the infobox to change depending on the situation. The infobox uses the helper template Template:Ability effects poe2 to format these fields. For example:
Some values are only present on a few abilities, not enough to warrant a dedicated infobox parameter. For these, you can use the fields label_x and data_x to store key-value pairs of data. A maximum of 3 pairs are defined, but the infobox can be edited to add more if needed.
| label_1 = Some label
| data_1 = Some data
...
rel_quests
Cargo type
List (;) of Page
Description
List of quests that might be related to this ability (for example if this ability is received as a quest reward).
Game data
-
Additional notes
rel_abilities
Cargo type
List (;) of Page
Description
List of abilities that might be related to this one, that aren't already listed in the upgrades section
Game data
-
Additional notes
rel_items
Cargo type
List (;) of Page
Description
List of items that are related to this ability, e.g. grant this ability on equip.
Game data
-
Additional notes
rel_characters
Cargo type
List (;) of Page
Description
List of characters that are related to this ability
Game data
-
Additional notes
Don't include creatures, as they will be able to be filled automatically with a cargo query
internalname
Cargo type
String
Description
The internal name of this ability
Game data
DebugName
Additional notes
guid
Cargo type
String
Description
The internal ID of this ability (GUID)
Game data
ID
Additional notes
Won't be shown in the infobox (too long), but it's a nice-to-have.
Summary
Added:
subclass
learn_level_mc
learn_req
ability_origin
modal_group
upgrades_from
upgrades_to
keywords
counters
cast_time
recovery_time
noise_use
noise_impact
target
target_x + effects_x
label_x + data_x
rel_quests
rel_characters
guid
Removed:
speed (substituted with cast_time and recovery_time)
talents
learn_buycost (not used in poe2)
inventor (kind of redundant if it's in the title)
Renamed for consistency with other poe2 infoboxes:
ability_range -> range
area -> area_of_effect
abilities -> rel_abilities
items -> rel_items
Merged into effects, or can be represented using label+data fields:
To avoid duplicating fields and to provide less restrictions, most of the attack-related data should be moved to the effects field. Using dedicated fields will get messy since the ability can have multiple durations, defenses, targets, etc. The in-game text should be copied verbatim.
accuracy_mod
penetration
interrupt
defense
defense_damage (unused)
defense_effect (unused)
damage
damage_type
Other possible additions not in the above table:
description_tb
Cargo type
String
Description
Alternate description for turn based mode
Game data
DescriptionTactical
Additional notes
The gamedatabundle also defines a description for an alternate description used in Turn-based mode (called "tactical" mode in many of the game files).
Alternatively we can skip this, and do what is usually done when multiple descriptions are present - provide the first in the infobox, and the remainder on the page itself. Doing it this way would save a field and a page variable declaration that would otherwise be rarely used.
All pages with this infobox are added to the category Category:Pillars of Eternity II: Deadfire abilities. The expansions add very few abilities, so for this infobox we'll keep everything under one category.
Class-specific abilities of a defined type (e.g. Phrase, Invocation, Spell, NOT "Ability") are added to the category "... <class> <ability_type>" (e.g. Category:Pillars of Eternity II: Deadfire chanter phrases). This is a subcategory of the above.
'''{{Pagename nd}}''' is an [[Pillars of Eternity II: Deadfire abilities|ability]] in {{poe2}}.
==Description==
{{Description|{{#var:description}}}}
==Effects==
{{#var:effects_formatted}}
==Notes==
* Some notes here if any
If an ability has multiple descriptions:
==Description==
{{Description|{{#var:description}}}}
'''Turn-based mode:'''
{{Description|The turn based mode description here}}}