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This article is about weapons in Pillars of Eternity II: Deadfire. For weapons in Pillars of Eternity and expansions, see Weapons.

Weapons in Pillars of Eternity II: Deadfire build on the mechanics introduced in Pillars of Eternity, introducing a number of wrinkles to the formula. As usual, weapons are your primary method of aggressively negotiating with other denizens of the Archipelago (the other being your sharp wit), but added modal abilities to each weapon type allow you to further refine your playstyle. These are granted by weapon proficiencies chosen at level-up or character creation. Note that there is no penalty for using a weapon your character is not proficient in. You only won't have access to that weapon's modal ability.

Of course, each weapon (and shield, since they're coded as off-hand weapons) also has its own, unique tactical niche: Daggers deal low damage, but attack fast, pikes are slow, but have increased reach... Picking the right tool for the job is a large part of defeating enemies you come across in your journeys. As before, there are no class or race restrictions on weapons use.

One major difference as compared to Pillars of Eternity is the introduction of Penetration as a counter to armor value in combat.

Ranged weapon types

Bows and crossbows

Bows and crossbows have the largest attack range among all the ranged weapons in the game. Bows are the fastest to use. Crossbows are slower to reload/fire than hunting bows or war bows but they do more damage. The more powerful Arbalests can't be cocked by hand and need to be planted and cranked, and thus are slower to reload than crossbows, but still faster than Firearms.

Implements Base Damage Damage Type Penetration Range Attack Time Recovery Time Additional Effects Modal ability
Hunting bows 14-24 Pierce 6 12m 0.9 s 4 s Accurate: +5 Accuracy

Unfit for Melee: -10 Deflection against melee weapons

WeaponModal HuntingBowRapid Shot -15 Accuracy with Hunting Bow weapons
-50% Recovery Time with Hunting Bow weapons
War bows 13-19 Pierce 8 12m 1.1 s 4 s Unfit for Melee: -10 Deflection against melee weapons WeaponModal WarBowOverdraw +2 Penetration with War Bow weapons
+50% Recovery Time with War Bow weapons
Crossbows 15-20 Pierce 9 12m 0.7 s 5 s Bonus Crit Chance: 10% of Hits converted to Crits

Unfit for Melee: -10 Deflection against melee weapons

WeaponModal CrossbowInterrupting Shot Hits Interrupt targets
-25% Action Speed with Crossbow weapons
Arbalests 17-25 Pierce 9 12m 0.7 s 6 s Blunted Criticals: -25% Crit damage

Unfit for Melee: -10 Deflection against melee weapons

WeaponModal ArbalestOverbearing Shot Hits knock the target prone
-25% Action Speed with Arbalest weapons

Firearms

Firearms are very slow to reload, taking longer to reload than any other weapons and aren't very accurate, but they make up for it by dealing high damage and their unique advantage in dealing with Wizards standard magical defense with their Veil Piercing effect.

The biggest change to firearms in Deadfire is that Pistols and Blunderbusses are now 1-handed weapons. Dual wielding pistols and blunderbusses reduces their loading time, just as with melee weapons, though firing a brace and switching to another set is still often faster. Dual wielding a ranged weapon with a melee weapon will have the character only shoot by default against targets outside of melee range, but use the melee weapon exclusively against targets in melee. This gives both weapons the recovery time reduction from dual wielding and frees the need to swap weapons, but you lose the ability to use a shield and the accuracy bonus you would have normally gained if you were wielding each weapon by itself.

Implements Base Damage Damage Type Penetration Range Attack Time Recovery Time Additional Effects Modal ability
Blunderbusses 3-6 (4 projectiles) Pierce 6 4m 1.1 s 5 s Inaccurate: -10 Ranged Accuracy with Blunderbuss attacks
Blunted Criticals: -25% Crit damage
Multi-Shot
WeaponModal BlunderbussPowder Burns Self when attacking: Distracted for 10.0 sec
AoE when attacking: 8-12 Burn | Accuracy vs. Reflex
Pistols 15-19 Pierce 7 8 1.1 s 5 s Blunted Criticals: -25% Crit damage WeaponModal PistolRushed Reload -50% Reload Time with the Pistol weapons
-15 Ranged Accuracy with Pistol weapons
Arquebuses 20-26 Pierce 9 12m 0.7s 6.8 s Inaccurate: -5 Ranged Accuracy with Arquebus attacks
Blunted Criticals: -25% Crit damage
Unfit for Melee: -10 Deflection against melee weapons
WeaponModal ArquebusAimed Shot +20 Accuracy with Arquebus weapons
-25% Action Speed with Arquebus weapons

Magical implements

Magical Implements are ranged magical missile weapons, that are quite fast and accurate, but not very powerful.

In Deadfire, Wands and Scepters are now 1-handed weapons, and can be dual wielded with 1-handed melee weapons. This give both weapons the Recovery Speed bonus for dual-wielding, but they lose the accuracy bonus of wielding a single one-handed weapon.

Implements Base Damage Damage Type Penetration Range Attack Time Recovery Time Other Modal ability
Wands 8-14 Pierce 7 8m 0.7sec 3 sec Unfit for Melee: -5 Deflection against melee weapons WeaponModal WandInterfering Barrage
Scepters 9-13 Crush/Slash (Best) 8 8m 0.7sec 4 sec WeaponModal SceptreDestructive Channeling
Rods 15-24 Pierce/Slash (Best) 6 8m 1.1 sec 4 sec 1.5m area of effect WeaponModal RodBlast Attacks deal AoE damage, +50% Recovery time

Melee

Different melee weapons will have different attack speeds, but for most weapons will be categorized by their relative handedness and speed (Fast One-Handed, Large One-Handed, and Two-Handed). Fast one-handed weapons attack more frequently than large one-handed weapons. Two-handed Weapons are almost universally hard-hitting weapons, that can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them or use a second weapon.

Fast one-handed weapons are particularly effective against enemies with low damage reduction and two-handed weapons are particularly effective against enemies with high damage reduction.

One-handed

Implements Base Damage Damage Type Penetration Attack Time Recovery Time Additional Effects Modal ability
Daggers 10-14 Pierce 7 0.5 s 3 s Accurate: +5 Accuracy WeaponModal Dagger Parrying Blade +10 Deflection against Melee weapons;
-25% Damage.
Battle axes 13-19 Slash 7 0.7 s 4 s Bonus Crit Damage: +20% Crit damage WeaponModal BattleAxeBleeding Cut 10% of damage reapplied per 3.0 sec for 60 sec;

+50% recovery time.

Clubs 10-14 Crush 7 0.5 s 3 s Accurate: +5 Accuracy WeaponModal ClubBewildering Blows -25 Will on target for 10 sec, -25% damage
Flails 10-14 Crush 7 0.5 s 3 s Arcing Blows: 10% of Grazes converted to Hits WeaponModal FlailUnbalancing Blows deal less damage, but lower Reflex on hit
Hatchets 10-14 Slash 7 0.5 s 3 s Deflector: +3 Deflection against melee weapons WeaponModal HatchetInterfering Strikes -10 accuracy on target for 10 sec; -25% damage.
Maces 11-15 Crush 9 0.7 s 4 s WeaponModal MaceRending Smash -1 Armor on target for 10 sec, +50% Recovery time
Rapiers 10-14 Pierce 7 0.5 s 3 s Accurate: +5 Accuracy WeaponModal RapierNeedle Strike +20 accuracy;

50% recovery time.

Sabres 13-16 Slash 7 0.7 s 4 s Sharp: +10% damage with Sabre attacks WeaponModal SabreWindmill Slash +2 Penetration;

+50% Recovery time.

Spears 13-19 Pierce 7 0.7 s 4 s Accurate: +5 Accuracy WeaponModal SpearEngaging Thrust +1 enemies Engaged;

-15% Stride.

Stilettos 8-12 Pierce 9 0.5 s 3 s WeaponModal StilettoPiercing Thrust +2 Penetration;

+50% Recovery time.

Swords 13-19 Pierce/Slash (Best) 6 0.7 s 4 s WeaponModal SwordHalf-Sword +2 Penetration;

-15 Deflection

War hammers 11-15 Crush/Pierce

(Best)

8 0.7 s 4 s WeaponModal WarhammerPiercing Blows

Shields

Two-handed

Implements Base Damage Damage Type Penetration Attack Time Recovery Time Additional Effects Modal ability
Estocs 14-22 Pierce 9 0.7 s 4 s WeaponModal EsoticVulnerable Thrust
Great swords 18-24 Pierce/Slash (Best) 6 0.7 s 4 s WeaponModal GreatSwordRending Smash
Morning stars 14-22 Crush/Pierce

(Best)

8 0.7 s 4 s WeaponModal MorningstarBody Blows -25 Fortitude on target for 10 sec, -25% Damage
Pikes 18-24 Pierce 7 0.7 s 4 s Increased Reach: 1.8 m range WeaponModal PikeExposing Strikes -10 deflection on target for 10s, -25% damage
Pollaxes 14-22 Crush/Slash (Best) 9 0.7 s 4 s WeaponModal PoleaxeEngaging Threat +1 enemies Engaged, -25% damage
Quarterstaffs 18-24 Crush 7 0.5 s 4 s Increased Reach: 1.8 m range WeaponModal QuarterstaffDefensive Strike +20 Deflection against melee weapons, +50% Recovery time

See also

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