TABLE OF CONTENTS

Welcome to Pillars of Eternity II: Deadfire 4 How to Use This Manual 5 System Requirements 6 Game Interface 7 Default Controls 11 Character Creation 13 Attributes 17 Races and Sub-Races 20 Classes, Subclasses, and Multiclassing 27 Abilities and Talents 41 Skills 91 Companions, Adventurers, and Party Management 94 Dispositions, Reputations, and Relationships 99 Combat 102 Ships 107 World Map 110 Equipment 112 Crafting and Enchanting 118 Credits & Legal Information E6Gqaj CHAPTER 1 Welcome To Pillars Of Eternity II: Deadfire

Hail Watcher, and welcome back to Eora for an all new journey through the Deadfire Archipelago. Before the events of Pillars of Eternity II: Deadfire begin, the god Eothas inhabits the statue of Od Nua and rises up from beneath your stronghold. In Pillars II, It is your duty to track Eothas down, confront him, and save the remaining kith who still clutch to their souls. Along with a compelling new story, several exciting systems are introduced in Pillars II that will make your playing experience even more unique and immersive than the first game.

Pillars II remains a spiritual successor to the original Baldur’s Gate, , and : Torment, but with many improvements from the classics. Your Pillars II story continues to develop as you make important decisions about who to befriend or oppose. You can choose to ally yourself with one of the Deadfire factions, or side with no one and progress on your own. Much like the first game, we wanted to make Pillars II accessible for players of all experience levels. Whether you are new to isometric-RPG games or a hardcore veteran, you will find a play style that fits your personality.

Obsidian Entertainment invites you to return to the world you know and love, but with entirely new locations, secrets, and creatures waiting for you. Some of your companions are familiar faces, while others are new friends with personalities and questlines waiting to be discovered. Join us in Eora once again, and hunt down a god in chapter two of the Pillars of Eternity universe. Your soul depends on it.

4 CHAPTER 2 CHAPTER 3 How To Use This Manual System Requirements

This game manual is intended to be an introduction and reference guide, and will not assist you in any way with completing Pillars of Eternity II. It does not MINIMUM SYSTEM REQUIREMENTS tell you the solutions to puzzles, secret locations, or how to respond to kith and ——————————————————————————————————— creatures you encounter. The manual contains details about all major systems and the proper tools to use each one. Requires a 64-bit processor and operating system

The first few chapters in this manual cover high system overviews of the Operating System: Windows Vista 64 -bit or newer / macOS 10.12.6 (Sierra) / game interface, character creation, and attributes. You can also expect to find a Ubuntu 14.04 or greater myriad of information on classes, subclasses, attributes, and skills to assist you Processor: Intel Core i3-2100T @ 2.5 GHz / AMD Phenom II X3 B73 in picking what best fits your play style. In addition to returning systems, there are tools and basic information, which are presented to help better understand Memory: 4 GB RAM the brand new systems in Pillars II. These include systems such as companion Graphics: DirectX 11 Compatible relationships, ships, and the world map. Storage: 45 GB Hard Drive Space Sound Card: DirectX Compatible Sound Device This manual is helpful for introducing new systems in Pillars II and is a great reference for players who are new to the series. However, it is up to you, on how you would like to use it. In-game tooltips and tutorial messages are also available RECOMMENDED SYSTEM REQUIREMENTS help you along the way if you so choose. We made Pillars II with all player types ——————————————————————————————————— in mind, so feel free to play your way! Requires a 64-bit processor and operating system

Operating System: Windows Vista 64 -bit or newer / macOS 10.3.3 (High Sierra) / Ubuntu Linux 16.04 or greater Processor: Intel Core i5-2400 @ 3.1 GHz / AMD Phenom II X6 1100T Memory: 8 GB RAM Graphics: ATI Radeon HD 4850 or NVIDIA GeForce 9600 GT Storage: 45 GB Hard Drive Space Sound Card: DirectX Compatible Sound Device

5 6 CHAPTER 4 Ship Management: Opens the Ship Management screen, used for Game Interface managing ship equipment, crew placement, and ship upgrades. Options: Opens the options menu.

ACTION BAR Pause: Pauses the game. ———————————————————————————————————

The toolbar at the bottom of the screen is constantly present throughout your CHARACTER SHEET journey in Pillars II, and contains many beneficial shortcuts. ———————————————————————————————————

The Character Sheet is where you can see each party member’s attributes, and skills, as well as track their experience points gained. On a separate tab you can find the combat records for individual characters and the party as a whole. You’ll find information such as total Left clicking these buttons perform the following actions: damage done, critical hits, damage taken, and much Attack: Mouse cursor switches to attack mode. more. Your Watcher will have an additional tab where Cancel: Cancels current movement or other actions. you can see their current Select All: Selects all party members. dispositions and reputations with different factions and Inventory: Opens the currently selected party member’s inventory. companions. Character: Opens the currently selected party member’s character sheet.

Journal: Opens the party’s journal. JOURNAL Party Formation: Opens the party formation options. ——————————————————————————————————— Camp: Brings up the resting screen. There is a wide variety of information available to you in the Journal. Under the Scouting Mode: Toggles Scouting Mode, allowing stealth and detection Quests tab, you can keep track of the quests your character has encountered and see the individual task progress for each . The Journal also keeps track of of hidden objects. your character’s biography as you play the game. Area Map: Opens the Area Map. 7 8

OPTIONS MENU ———————————————————————————————————

The Cyclopedia is a great resource filled with all kinds of information ranging from lore, combat mechanics, tips, and a growing Bestiary that adds more information about a creature each time you defeat that creature type. There is also a Notes section that allows you to take your own notes for the game.

AREA/CITY MAP ——————————————————————————————————— Menu: Allows you to save, load, or quit the game.

Game: Allows the enabling and disabling of telemetry, quest updates, and screen You can view all points of interest in the current area by pressing the map button. If edge scrolling. Additionally, allows adjustment of scroll speed and area loot you click on the globe icon, or the navigation icon upon reaching the edge of an area, it will bring up a city map. From there, you can navigate to different parts of the city radius, among other settings. in order to reach quest destinations and discover new areas. Auto-Pause: These options control when the auto-pause feature activates in-game.

Difficulty: This option controls the difficulty you want to experience in Pillars II and provides the option of displaying tooltips and tutorials.

Graphics: These options control the game’s resolution and toggle certain options like Colorblind Mode and several other UI features.

Sound: Allows you to raise or lower the Master, Music, Effects, and Voice volume.

Controls: Allows for remapping of the control scheme for the game.

Interface: Allows you to choose how you would like your user interface to be positioned on screen.

Achievements: Displays the different achievements that you can acquire in the game. 9 10

KEYBOARD CONTROLS CHAPTER 5 ———————————————————————————————————

Default Controls Pauses the game. Orders may be given to party members while the Space Bar game is paused. I Toggles the currently selected party member’s inventory. MOUSE CONTROLS Toggles the party’s journal. This is where the user will be able to view J ——————————————————————————————————— their quest log, bestiary, journal, and notes. Toggles the currently selected party member’s character sheet. This C Mouse Click sheet displays all the statistics related to the member. On Ground: Any selected party members will move to the point clicked. F Toggles double speed, for rapid travel. On Character: X Cancels your current action. If Friendly: Speak with the character. H Toggles the ship management menu. If Hostile: Attack the character. M Toggles the area map. On Transition: The entire party runs to the transition and enters another area, G Toggles the grimoire or appropriate spell menu. or a world map appears. P Toggles the party manager. On Usable Items: Use the item. R Toggles the rest or wait menu. On User Interface: Select hovered user interface item. Selects the party member associated with that portrait slot. Pressing 1, 2, 3, 4, 5 “1” will select the party member farthest to the left. Left-click, Hold, and Drag Select party members inside the green box that appears. Ctrl + 6/7/8/9/0 Creates custom selection groups. 6/7/8/9/0 Selects created custom selection groups. Right-click, Hold, and Drag Backspace Selects all party members. Rotate the party formation. When released, the party members will move to the WASD/Arrow Keys Pan the camera in the direction of the key. location indicated by the user interface. Close the currently opened window. If no windows are open this Esc Middle-click, Hold, and Drag opens the options menu. Pans the camera. Alt Toggles stealth mode. Ta b Highlights interactive objects in the current camera view. Scroll Wheel F5 Quicksaves the game. Zooms the camera in and out. F8 Quickloads the game. Edge of Screen = Zooms the camera in. Moving the mouse toward the edge of the screen will pan the camera in that direction. - Zooms the camera out. . Toggles camera follow for selected character. 11 12 CHAPTER 6 CLASS SELECTION ——————————————————————————————————— Character Creation There are eleven available classes to choose from: Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue, and Wizard. Each class has its own unique strengths, weaknesses, and unique skill tree. For more information on each individual class, see the information pane on the Character Creation screen, or visit Chapter 9 of this manual.

MULTICLASS SELECTION ———————————————————————————————————

To further customize your Watcher, you have the option to select whether you specialize in a single class or if you wish to multiclass. If you choose a multiclass The character creation screens will lead you through a series of decisions that character, you may select a second class. For more information on the different determine what kind of character you will control on your adventures through multiclassing combinations available, please see Chapter 9. Eora.

ABILITIES GENDER SELECTION ——————————————————————————————————— ———————————————————————————————————

Based on what class you choose, you may select an ability to start the game with. You can play as either a female or male character in Pillars of Eternity II: You will be able to expand on what abilities are available to you as you level up Deadfire. Both men and women are found in a wide variety of stations and throughout the game. professions, depending on the culture from which they hail.

ATTRIBUTE POINTS RACE SELECTION ——————————————————————————————————— ———————————————————————————————————

You are granted a pool of points to spend across your attributes to customize Pillars of Eternity II has six races to choose from: Aumaua, Elves, Dwarves, your character as you see fit. Godlike, Humans, and Orlans. Once you select your race, you can choose from a number of sub-races for your particular character. Each race has its own set of modifiers that differentiate it from the other races, and every sub-race has its Might: Contributes to Weapon Damage and the Fortitude defense. It represents own unique history that sets it apart from all others. a character’s brute, physical strength.

13 14 Constitution: Affects Health and the Fortitude defense. It represents a Farmer (Eder Only): Survival combination of the character’s overall health and stamina. Gentry (Aloth Only): Diplomacy Dexterity: Affects the character’s Action Speed with all attacks, spells, and Hunter: Survival, Mechanics, Alchemy abilities and contributes to the Reflex defense. It represents a combination of Laborer: Athletics hand-eye coordination, swiftness, and overall grace. Mercenary: Streetwise, Athletics, Intimidate Perception: Contributes to Accuracy and the Reflex defense. Perception Merchant: Streetwise, Bluff, Diplomacy represents a character’s senses as well as their instinctive ability to pick up on details, such as detecting traps or hidden objects. Mystic: Religion, Arcana, Metaphysics Intellect: Contributes to the Will defense and influences Durations and Areas of Philosopher: Insight Effect for all Abilities. It represents a character’s logic, reasoning, and deduction Raider: Streetwise, Athletics, Stealth capabilities. Scholar: History, Arcana, Metaphysics Resolve: Contributes to Spell Damage and Healing, as well as the Will and Scientist: Explosives, Metaphysics, Arcana Deflection defenses. It reflects a character’s internal drive, determination, Slave: Survival, Athletics, Streetwise fearlessness, and ability to channel powerful magic. Soldier (Pallegina Only): Athletics, Intimidate, Survival

CULTURE SELECTION AND BACKGROUND APPEARANCE & NAME ——————————————————————————————————— ———————————————————————————————————

You’ll be asked to pick the culture from which your character hails, and a The last step of character creation is to modify the appearance of your character general background for your character. This selection will influence how the by changing skin tones, hair color, and clothing color. You can select a portrait kith of Eora react to your character throughout the game. Additionally, the and voice for your character, as well as customize his or her name. base Attributes and culture choices you make can lead to different Background options. All of the backgrounds in Pillars II were available in the first Pillars of Eternity, but the skills granted were adjusted to further customize your character.

Aristocrat: Diplomacy, Bluff, Intimidate Artist: Mechanics, History, Insight Clergy: Religion Colonist: Survival, Athletics, Alchemy Dissident: History, Intimidate, Stealth Drifter: Insight, Bluff, Streetwise Explorer: Survival, Diplomacy, History

15 16 CHAPTER 7 Attributes DEXTERITY ——————————————————————————————————— You are granted a pool of points to spend across your attributes where you see fit. Attributes define damage, accuracy, skills, defenses, and many character Dexterity affects the character’s Action Speed with all attacks, spells, and abilities mechanics. Each class and build will favor different combinations of attributes. and contributes to the Reflex defense. It represents a combination of hand-eye Base attributes are selected in character creation, but can be affected by coordination, swiftness, and overall grace. background, consumables, items, and combat effects.

MIGHT 5 Clumsy ——————————————————————————————————— 10 Average

Might contributes to a character’s weapon damage and the Fortitude defense. It 15 Agile represents a character’s brute, physical strength. 20 Incredibly Graceful

5 Weak

10 Average PERCEPTION ——————————————————————————————————— 15 Strong

20 Fantastically Powerful Perception contributes to Accuracy and the Reflex defense. Perception represents a character’s senses as well as their instinctive ability to pick up on

details, such as detecting traps or hidden objects. CONSTITUTION ——————————————————————————————————— 5 Oblivious Constitution affects Health and the Fortitude defense. It represents a 10 Average combination of the character’s overall health and stamina. 15 Observant

5 Frail 20 Eagle-Eyed 10 Average 15 Healthy 20 Indestructible

17 18 INTELLECT CHAPTER 8 ——————————————————————————————————— Races & Sub-Races Intellect contributes to the Will defense and influences Durations and Areas of Effect for all Abilities. It represents a character’s logic, reasoning, and deduction capabilities. A diverse medley of races populate Eora. Their separating characteristics are more apparent on a cultural level, with racial boundaries presenting neither road blocks nor advantages in any given dealing between civilized men and women. 5 Dim

10 Average

15 Quick-Witted AUMAUA ——————————————————————————————————— 20 Brilliant The mighty aumaua are the largest of the kith races and are commonly found in or near oceans. Though not truly aquatic, they have an affinity for water and RESOLVE many of their civilizations, such as Rauatai, are based on naval dominance. They ——————————————————————————————————— are known for their unparalleled strength.

Resolve contributes to Spell Damage and Healing, as well as the Will and Attribute Bonus: +2 Might Deflection defenses. It reflects a character’s internal drive, determination, fearlessness, and ability to channel powerful magic. Island Aumaua Island aumaua originated in the Deadfire Archipelago and have largely remained there 5 Timid over the millennia. While physiologically 10 Average similar to their coastal cousins, the coloration of island aumaua is starkly different - warm tones, 15 Strong-Willed contrasting the coastal’s cool blues and green. 20 Fearless While not all island aumaua are connected to the native Huana culture of the Deadfire, it is to find them in the Eastern Reach, much less the Old Empires.

Island aumaua are usually comfortable moving through water, deep sand, mud, and similar obstacles. Unlike all other races, they are not reduced to wading when running through such impediments.

Coastal Aumaua Viewed by many in the Old Empires and Eastern Reach as a warlike race, the 19 20 coastal aumaua are dominantly from the northern nation of Rauatai. Though they originated in the Deadfire Archipelago thousands of years ago, time and Boreal Dwarves distance have divorced them from their distant Huana kin. Coastal aumaua are Most boreal dwarves (Enutanik) live in the remote southern island of Naasitaq, less intimately connected to the sea than island aumaua and are distinguished by where they share the rocky tundra and snow-covered forests with migratory their cool skin tones. pale elves and the coast-hugging ships of aumaua. Like their northern cousins, Enutanik share an instinctive love of exploration. Boreal dwarves are most Coastal aumaua are renowned for their natural “sea legs” and sturdy builds. commonly encountered in The White that Wends or the southern reaches of the Whether it’s due to their long history of seafaring or something innate, all Deadfire Archipelago and are only rarely seen in other lands. coastal aumaua have resistance to Might Afflictions. In boreal dwarf lands, primordial creatures (oozes, fungi, and plants) and wilder (ogres, skuldrs, trolls, vithrack, and xaurips) have long preyed on hunters. DWARVES Generations of conflict have given the boreal dwarves an increased chance to ——————————————————————————————————— Graze against them, rather than Miss.

By virtue of land covered and number of colonies settled, dwarves are the most well-traveled race in the world. They are commonly found in the Dyrwood, the ELVES Vailian Republics, and almost any colonized land. Dwarves are known for their ——————————————————————————————————— great strength and tenacity. Elves are the dominant race in Eir Glanfath and The White that Wends and are Attribute Bonuses: +2 Might, +1 Constitution, -1 extremely common in the Dyrwood and Aedyr. Elves are known for their speed Dexterity and intelligence as well as a commonly isolationist nature.

Mountain Dwarves Attribute Bonuses: +1 Dexterity, +1 Perception Mountain Dwarves (Aptapo) originated on the continent of Aedyr in the Old Empires, but had Wood Elves disappeared from those lands long before humans Wood elves trace their beginnings far north of and elves arrived there. They have spread rapidly present-day Aedyr and have migrated south throughout the world over the millennia due to their instinctive drive to explore through the forests and jungles of the continent. and migrate. While mountain dwarves do form settlements and even small Much of their history is connected with the nations, they are more often found within other cultures, most commonly Old meadow folk and they are often found in the Vailia, the Vailian Republics, and the Dyrwood. same lands. Some historians believe that wood elves migrated to Eir Glanfath at some point in the past, though Aedyre and Mountain dwarves are the most well-traveled race in Eora. Their incredible Glanfathan elves are wholly different, culturally. They are rarely found outside journeys have exposed them to all manner of lethal hazards, giving them of Aedyr and the Eastern Reach. resistance to Constitution Afflictions. Wood elves have a natural Resistance towards Dexterity Afflictions.

21 22 the Old Empires and have gradually spread south and east. Ocean folk are the Pale Elves dominant culture in Old Vailia, the Vailian Republics, and can be found in most It is unclear how long ago the pale elves (Glamfellen) came to the southern polar other parts of the world due to the reach of the Vailian Trading Company. regions of the world, but they have lived there for at least 12,000 years based on their continuous contact with aumaua traders. They are one of the most Savannah Folk stationary ethnic groups in the known world, migrating within the polar region Savannah folk (Natlan) come originally from just south of the equator, north but seldom venturing far north. They are rare in northern lands and most of the Eastern Reach. They have largely remained in the same location for over people consider them exotic - if they have seen one at all. ten thousand years. The name Natlan literally means “original.” While quite common in Ixamitl, Readeras, and other countries of the Eastern Reach, they The pale elves’ long history of living in inhospitable climates have given them an are rare in the Old Empires and Deadfire Archipelago. inherent resistance to Burn and Freeze damage.

ORLANS HUMANS (“FOLK”) ——————————————————————————————————— ——————————————————————————————————— Orlans are the smallest of the kith races, though many cultures don’t consider Humans (commonly called “folk”) are the most common race in the Dyrwood, them to be civilized at all. Also notable for their large ears, two-toned skin, and the Aedyr Empire, Old Vailia, and the Vailian Republics. Though not as large hirsute bodies, orlans are commonly found in as the towering aumaua, humans are known Eir Glanfath, the Ixamitl Plains, and parts of for their strength and willpower. All folk have the Dyrwood. They are known for their mental an indomitable spirit that rises to the challenge intensity and sharp senses. when things look grim. Whenever a folk is below Bloodied or Near Death, they gain a bonus to Attribute Bonuses: -1 Might, +1 Perception, +1 Accuracy and damage. Resolve

Attribute Bonuses: +1 Might, +1 Resolve Hearth Orlans Hearth orlans are found in many forested areas Meadow Folk of the Eastern Reach (where they originated) and The meadow folk (or Thyrtan) came from an ancient civilization in the occasionally as slaves both there and in the Old Empires. Distinguished from northern hemisphere and gradually migrated south into the equatorial jungles wild orlans by their less hirsute faces and bodies, hearth orlans generally receive a of Aedyr over several millennia. They are commonly found in Aedyr as well as less negative reception from other kith. While they can be found in the Deadfire, Aedyr’s former colonial territories, Readceras and the Dyrwood. they are seldom seen in significant numbers. When hearth orlans attack a target that is also being threatened by a teammate, Ocean Folk they convert some of their Hits to Crits. Ocean folk (Calbandra) originated near the equator at the western edge of

23 24 Wild Orlans Death godlike seem to have an innate sense for the vulnerability of their enemies Wild orlans are the “original” orlans who lived in the deepest forests and jungles as death approaches. Against all targets that are Near Death, death godlike gain between the tropics. While they have only been significantly separated from increased damage. hearth orlans for a thousand years, they are easily distinguished by their hairy faces and bodies. Wild orlans are common in the deep reaches of Eir Glanfath Fire Godlike and rarely encountered elsewhere due to widespread enslavement and prejudice The bodies of Fire Godlike often resemble hot metal, burnt wood, or stone, against them. with harmless flames that erupt from the cracks in their skin. Fire Godlike are objects of both reverence and fear in the Deadfire Archipelago. Many locals Wild orlans are naturally sound of mind and gain Resistance towards Resolve believe they have the power to awaken volcanoes - or that killing one will cause a Afflictions. volcano to awaken. In the Dyrwood, Fire Godlike are often seen as a sign of the blessing of Magran, goddess of war and fire.

GODLIKE When fire godlike are Bloodied or Near Death, their bodies harden, granting ——————————————————————————————————— additional Armor Rating, and their souls lash out at attackers, causing Burn damage to anyone who hits them in melee. The godlike are children of the kith (“civilized” races) who have been blessed Nature Godlike with physical aspects associated with the gods (though some do not consider it Nature Godlike appear to be a fusion of human and animal features, often a blessing). These aspects may take many forms covered by plants, moss, or fungi. This has led to the common stigma that they and often come with mystical powers. Aberrant are diseased, and many are killed at birth because of it. Many druidic orders have head shapes are typical, and godlike are unable a keen interest in Nature Godlike because of the general curiosity as to how to wear protective headgear as it is near- souls occupy animals, plants, and stones. impossible to find anything that fits. Because of their unusual nature and their inability to The souls of nature godlike respond powerfully to Inspiration. While a nature reproduce, godlike are often viewed with fear godlike is under the effects of any Might, Constitution, or Dexterity Inspiration and wonder. they benefit from an increased Power Level. Attribute Bonuses: +1 Dexterity, +1 Intellect Moon Godlike Moon Godlike are the most tolerated of the godlike. While their skin tone Death Godlike and a large moon-like growth on their foreheads may be strange to some, their Death Godlike are the most distrusted of their kind. Strange growths cover appearances are generally considered more palatable by the other kith. Sailors their eyes - or, in some cases, entire face - giving them a sinister appearance. have many beliefs about moon godlike and their propensity to bring luck, The growths are transparent for the Godlike but opaque from the outside, though there is little agreement as to what kind of luck they tend to bring. hiding their features. Death Godlike are commonly killed at birth because many The souls of all moon godlike are connected to reserves of healing energy. In cultures consider them to be harbingers of . combat, the first time a moon godlike is Hurt, Bloodied, or Near Death, they will automatically generate a wave of healing around themselves.

25 26 CHAPTER 9 CHANTER SKALD: Classes, Subclasses, & Multiclassing ————————————————— Bonus: • Offensive Invocations cost -1 In every culture across Eora, there are Phrase. • Confused while frenzied. chanters. Many historians consider • Weapon Critical Hits have a 50% BARBARIAN • Cannot see Health while chanters to be the most ancient chance to grant a phrase. ————————————————— frenzied. workers of magic, their hallowed Penalty: • Takes Raw damage continuously phrases stirring the collective • Non-Offensive Invocations cost Brutes. Madmen. Berserkers. Though while frenzied. city-dwelling people often use the memory of wayward souls around +1 Phrase to cast. them, compelling the souls to term “barbarian” with a dose of CORPSE-EATER: generate magical effects in a kind of TROUBADOUR: disrespect, these rural warriors are Bonus: “reenactment”. In some societies, Bonus: respected by their communities for • Gains “Flesh Communion” - chanters form organized groups of • Linger for Phrases is increased their ferocity and fearsome presence Target a hostile deceased Kith, storytellers and researchers, but in significantly. on the battlefield. Barbarians have Wilder, or Beast to devour their most parts of the world they are just • Gain “Brisk Recitation” modal a special, almost religious role in corpse, healing the barbarian and a time-honored part of local folk that increases the rate that some cultures, but in many circles, granting them Rage. the undisciplined, fearless style of traditions. phrases elapse, but removes the Roles: Support, Crowd Control linger. the barbarian is simply how warriors Penalty: Resource: Phrases Penalty: conduct themselves. • All Rage abilities are increased in • All Invocations cost +1 Phrase Major Role: Crowd Control cost by 1. Minor Role: Defender Chanter Subclasses to cast.

Resource: Rage MAGE SLAYER: BECKONER: Bonus: Bonus: Barbarian Subclasses • Successful melee weapon attacks • Invocations summon twice the add Spell Disruption to the number of creatures. BERSERKER: target, causing wizard, priest, • Summon Invocations cost -1 Bonus: druid, cipher, or chanter spells to Phrases. • Frenzy grants the Tenacious and have a chance to fail when cast. • Creatures summoned by Hardy Inspirations, instead of • Gain passive Spell Resistance. Invocations are immune to the Strong and Fit. Penalty: paladin Abjuration ability. • Gain significant Hit to Crit • Cannot use potions or scrolls. Penalty: conversion on melee and carnage • Beneficial spell effects applied • The chanter’s summons are attacks while frenzied. to mage slayers have reduced smaller and have reduced health Penalty: duration. and duration.

27 28 CIPHER • While not Ascended, Soul Whip DRUID Bonus: ————————————————— does much less damage, but will ———————————————— • Druid Rejuvenation spells cast generate more Focus. with increased Power Level. A recent discover in the Eastern Reach, • When Ascended fades, Focus is Animists at heart, druids tap into the • While spiritshifted, the ciphers were once called “brishalgwin” reduced to 0. spiritual power that flows through the druid’s power level bonus to (“mind hunters”) by the Glanfathans. simple living things of Eora: plants, Rejuvenation spells is greatly Ciphers have the ability to directly BEGUILER: animals, and sometimes even living increased. contact and manipulate another Bonus: stone. While not necessarily religious, Penalty: person’s soul and psyche, using allies’ • All Deception cipher spells have druids do have a reverence for the • Cannot cast creature summon or enemies’ essence as the focus for increased range. natural world and a keen interest spells. their magic. Though most ciphers • Deception cipher spells restore in understanding its mysteries. In • After spiritshift, the druid are still found in the Eastern Reach, Focus when successfully cast on most cultures, druids are understood receives a significant penalty practitioners of the techniques have enemies that are vulnerable to as a sort of primal magician, but to the power level of their spread throughout the known world. Sneak Attack. among the Glanfathans, Naasitaqu, Rejuvenation spells, until They are gaining acceptance over time, Penalty: and many rural cultures, they may combat ends. but are generally distrusted, especially • Soul Whip provides less bonus have high positions of influence and by the uneducated. damage and reduced Focus against authority. SHIFTER: Roles: Crowd Control, Striker targets that are not vulnerable to Major Role: Crowd Control Bonus: Resource: Focus Sneak Attack. Minor Roles: Support, Striker • Druid can switch to any of the Resource: Nature Spells spiritshifting animals, once each, Cipher Subclasses SOUL BLADE: per combat. Bonus: Druid Subclasses • Spiritshift has a longer duration. ASCENDANT: • Gains “Soul Annihilation” ability: • After a spiritshift ends, the Bonus: A soul enhanced melee strike that FURY: druid is healed a portion of their • Max Focus is increased. consumes the cipher’s remaining Bonus: health. • Reaching Max Focus grants the power pool and converts it into • Instead of an animal form, Furies Penalty: “Ascended” effect temporarily, Raw damage on the target. spiritshift into a storm blight. • Cannot cast spells while in increasing Power Level and • Shred cipher spells cost less Focus. • Elemental druid spells gain animal form. reducing Power Focus costs to 0. • Downing an enemy with a Melee increased range and Penetration. • Soul Whip does not turn off Weapon temporarily grants • Killing an enemy while while Ascended and provides Concentration and raises Max spiritshifted extends the more bonus damage during Focus. duration of the shift. Ascended. Penalty: Penalty: Penalty: • Max Focus is reduced. (Combat • Cannot cast Rejuvenation spells. • While not Ascended, receive a starting amount as well) penalty to cipher Power Level. LIFEGIVER: 29 30 FIGHTER • Increased Critical Hit damage MONK Bonus: ————————————————— with their chosen weapon. ————————————————— • All drug effects last longer. Penalty: • Generate Wounds while Fighters form the front line of • Accuracy is penalized whenever Monks belong to a variety of fighting receiving the Bonus of drugs. disciplined armies across the Eastern using a weapon that is not their orders that have sprung up in Ixamitl Penalty: Reach. Though they are most chosen weapon. and the Eastern Reach over the past • Crash penalties from drugs cause commonly found in cultures with an • Only gain a single proficiency few centuries. While many monastic the monk to be unable to receive organized martial structure, fighters and no new proficiencies during orders can trace their teachings to the healing. can also be encountered as wandering level up. Enduring Founder, Tletac, individual • Degenerate Wounds while not mercenaries, bodyguards, and other organizations vary greatly in their benefitting from drugs. types of sell-swords. The common UNBROKEN: focus, morality, and ethics. Common element that unifies fighters is their Bonus: folk respect the incredible discipline SHATTERED PILLAR: heavy focus on endurance and melee • +1 Engagement. of monks but see them as an odd, Bonus: defense. • Increased Penetration on unpredictable bunch who may not be • Gain Wounds by melee weapon Major Role: Defender Disengagement Attacks. entirely sane. Even mercenaries and damage inflicted. Minor Role: Striker • Gains “Shield Mastery” other adventurers aren’t sure what to Penalty: Resource: Discipline providing bonus Armor Rating make of them. • Cannot gain Wounds from while wearing a shield. Major Role: Striker damage received. Fighter Subclasses Penalty: Minor Role: Defender • Required threshold to gain • Lower Stride in combat. Resource: Wounds Wounds is increased. BLACK JACKET: • Lower Reflexes. Secondary Resource: Mortification • Max Wound limit is decreased. Bonus: • Start with an additional Weapon Monk Subclasses Set and Weapon Proficiency. • Reduced Recovery time penalty HELWALKER: when switching weapons. Bonus: Penalty: • Begin combat with more • Loses Constant Recovery. Wounds • Helwalker monks gain Might for DEVOTED: each Wound they have. Bonus: Penalty: • May select a single weapon • Helwalker monks take more proficiency as their chosen damage for each Wound they weapon. have. • Increased Penetration with their chosen weapon. NALPAZCA: 31 32 PALADIN PRIEST EOTHAS: ————————————————— GOLDPACT KNIGHTS: ————————————————— Bonus: Bonus: Priests of Eothas automatically learn Paladins are martial zealots, devoted • Gain Sworn Enemy. Priests are devotees of Eora’s deities the following spells at the appropriate to a god, a ruler, or even a way of life. • Sworn Enemy gains the upgrade and practitioners of religious magic. Power Level: They can be found in any culture “Gilded Enmity” which causes While all priests dedicate themselves • Sunbeam where a fanatical group of like-minded the paladin to be imbued with to specific gods, priests’ power is • Withdraw individuals have formed a warrior a blessing of gold when they actually derived from their personal • Watchful Presence society dedicated to advancing their declare a Sworn Enemy. The beliefs. In contrast to most paladins, • Circle of Protection cause. Among those aligned to their paladin receives bonus Armor priests tend to focus on philosophy, • Revive the Fallen worldview, paladins are viewed with Rating until struck enough times teaching, and the relationship of • Minor Intercession respect and admiration, if a bit of fear. for the gold to break. religious organizations with common • Resurrection Many paladins hold leadership positions folk. The reception of priests in any • Symbol of Eothas in armies and mercenary companies, KIND WAYFARERS: given part of the world depends • Light of Eothas but in the heat of battle their fanaticism Bonus: largely on how their god is revered - or often overrules the chain of command - • Gain Flames of Devotion. reviled - by the people who live there. MAGRAN: and common sense. • Flames of Devotion heals nearby Role: Support Bonus: Major Role: Support allies (White Flames). Resource: Faith Spells Priests of Magran automatically learn Minor Role: Defender the following spells at the appropriate Resource: Zeal The SHIELDBEARERS of St ELCGA: Priest Subclasses Power Level: Bonus: • Fan of Flames Paladin Subclasses • Gain Lay on Hands. BERATH: • Spiritual Weapon • Lay on Hands prevents the Bonus: • Ray of Fire BLEAK WALKERS: target from being killed for a Priests of Berath automatically learn • Shining Beacon Bonus: short time. the following spells at the appropriate • Flame Shield • Gain Flames of Devotion. • While equipped with a shield, +1 Power Level: • Pillar of Holy Fire • Flames of Devotion deals Engagement. • Touch of Rot • Torrent of Flame additional Corrode damage • Holy Meditation • Symbol of Magran (Black Flames) and applies the • Spreading Plague • Magran’s Might Sickened Affliction to targets. • Divine Terror • Rot Skulls DARCOZZI PALADINI: • Salvation of Time Bonus: • Rusted Armor • Gain Lay on Hands. • Symbol of Berath • Lay on Hands grants a minor • Hand of Berath Flame Shield to the target. 33 34 SKAEN: RANGER Companion during battle (costs Resource: Guile Bonus: —————————————————— Bond and has a duration). Priests of Skaen automatically learn • Companion is considered a Spirit Rogue Subclasses the following spells at the appropriate Rangers are warriors of the woodlands and is affected by Spirit-targeting Power Level: and masters of the hunt. Always partnered powers. ASSASSIN: • Barbs of Condemnation with soul-bonded animal companions, • Animal Companion cannot be Bonus: • Escape they can be found in wild spaces all over healed (Unable to learn both Heal • Gain the “Assassinate” passive • Divine Mark the world. As their lifestyles often tend Pet and Revive Pet abilities). which grants stealth attacks bonus • Finishing Blow toward independence and isolation, it is Penetration, Accuracy, and Critical • Shadowing Beyond rare for rangers to become an integral part STALKER: Hit damage. • Spiritual Ally of a large fighting force, though they are Bonus: Penalty: • Minor Avatar often employed as scouts and guides. • The stalker and their companion • All damage received is increased. • Symbol of Skaen Major Role: Striker gain bonus Deflection and Armor • Revenge of Skaen Minor Role: Defender Rating when within 4m of each STREETFIGHTER: Resource: Bond other. Bonus: WAEL: Penalty: • Sneak Attack becomes more deadly Bonus: Ranger Subclasses • The stalker and their companion and Recovery decreases when the Priests of Wael automatically learn suffer Bonded Grief when they are street fighter is Flanked or Bloodied. the following spells at the appropriate SHARPSHOOTER: more than 7m from each other. • Weapon Crit damage increases Power Level: Bonus: when the street fighter is both • Arcane Veil • Bonus Hit to Crit conversion Flanked and Bloodied. • Iconic Projection when attacking targets greater than ROGUE Penalty: • Mirrored Image 4m away. —————————————————— • Recovery is slower when the street • Llengrath’s Displaced Image • Bonus Penetration when attacking fighter is neither Flanked nor • Confusion targets 4m or closer. Rogues are vicious killers, feared for the Bloodied. • Arkemyr’s Wondrous Torment Penalty: brutality of their attacks. They can be • Gaze of the Adragan • Slower Recovery Time. found as often in dark back alleys as the TRICKSTER: • Symbol of Wael • Lower Deflection. heart of battlefield skirmishes. Though Bonus: • Blessing of Wael unpredictable and undisciplined, rogues are • Learns “Arkemyr’s Dazzling GHOST HEART: commonly used as shock troops or as part Lights”. Bonus: of a surprise assault, their withering attacks • Gains access to select Illusion • Immune to Bonded Grief. breaking enemy ranks and morale. Rogues wizard spells at Power Levels 3, 5, • Animal Companion is immune to tend to congregate in larger numbers in 7, and 9. (spells cost Guile to use) Engagement. cities where they can be steadily employed Penalty: Penalty: as mercenaries or hired muscle. • Sneak Attack deals significantly • Must actively summon Animal Role: Striker less damage. 35 36 WIZARD • Increased Recovery Time for Wizard ILLUSIONIST: ————————————————— Spells not of the Conjuration School. Bonus: • Gain increased Power Level with The masters of academic magic, wizards ENCHANTER: Illusion Spells. are students of arcane traditions that Bonus: • Gain “Reflexive Mirror” passive: stretch back beyond the boundaries • Gain increased Power Level with Once per encounter, when first of recorded history. Wizards are a Enchanting Spells. attacked, automatically gain the highly organized group, often forming • Gain “Free Action” passive: Once effects of the spell “Mirrored academies or guilds devoted to research per encounter, when the wizard is Images”. and development in magical studies, affected by a Dexterity Affliction, Penalty: and tend to favor environments where they will clear that effect and • Lose access to spells from inquiry, experimentation, debate, become temporarily immune to Conjuration and Enchanting and the dissemination of knowledge Dexterity Afflictions. schools. are encouraged. Many accomplished Penalty: • Increased Recovery Time for wizards eventually become known for • Lose access to spells from Illusion Wizard Spells not of the Illusion their eccentricity, their egos, and their and Transmutation schools. School. unquenchable interest in all things arcane • Increased Recovery Time and occult. for Wizard Spells not of the TRANSMUTER: Major Role: Crowd Control Enchanting School. Bonus: Minor Role: Striker • Gain increased Power Level with Resource: Arcane Spells EVOKER: Transmutation Spells. Bonus: • Gain “Form of the Fearsome Wizard Subclasses • Gain increased Power Level with Brute” spell: Transforms the Evocation Spells. wizard into an Ogre. While in CONJURER: • Your evocation spells have a small this form, spells are disabled, but Bonus: chance to “echo”, reapplying their physical attributes are increased. • Gain increased Power Level with damage and effects to their targets Penalty: Conjuration Spells. again, instantly. • Lose access to spells from • Gain “Conjure Familiar” spell: Penalty: Enchanting and Evocation Summons a helpful creature to aid • Lose access to spells from schools. the wizard. Familiars are poor at Transmutation and Conjuration • Increased Recovery Time combat, but provide passive bonuses schools. for Wizard Spells not of the to their master. • Increased Recovery Time for Wizard Transmutation School. Penalty: Spells not of the Evocation School. • Lose access to spells from Evocation and Illusion schools. 37 38 40 Sage Sorcerer Warlock

MULTICLASSING Spellblade Battlemage WIZARD Loremaster Geomancer Hierophant Thaumaturge ——————————————————————————————————— Arcane Knight Scout Multiclassing is a new feature in Pillars II that allows you to select two classes and learn Zealot ROGUE Marauder Spellblade Harbinger Pathfinder Holy Slayer Mindstalker Swashbuckler abilities from both of them, resulting in a unique combination to further customize Shadowdancer your character. To add some flair and style to the multiclassing system, characters who Seer Scout make a multiclass character will have their class name change to a “title” based on the Savage Hunter Itinerant Shepherd Wanderer RANGER Geomancer Beastmaster two classes. There are 55 multiclassing combinations not including subclasses, and you Wildrhymer can see the names of each multiclassing combination below: Sage Votary Ascetic Cantor Brawler Ravager MONK Wanderer Transcendent Shadowdancer While all classes can multiclass together, some subclasses cannot multiclass together. Contemplative Specifically, certain combinations of paladin and priest are prohibited for the player character for gameplay reasons (conflicting Dispositions). Cleric Zealot Mystic Shaman Templar Itinerant PRIEST Celebrant Universalist Thaumaturge Contemplative The following combinations are not allowed for the main character: Votary Herald Fanatic Templar Crusader Liberator Shepherd Inquisitor Holy Slayer The Shieldbearers of St. Elcga + Priest of Skaen PALADIN Arcane Knight The Shieldbearers of St. Elcga + Priest of Magran The Shieldbearers of St. Elcga + Priest of Wael Oracle Ascetic Warden Sorcerer Tempest Theurge DRUID Liberator Pathfinder Universalist Beastmaster Bleak Walkers + Priest of Eothas Bleak Walkers + Priest of Berath Seer Witch Oracle Bleak Walkers + Priest of Skaen Mystic Psyblade CIPHER Inquisitor Spiritualist Hierophant Mindstalker Transcendent

Kind Wayfarers + Priest of Berath Kind Wayfarers + Priest of Magran Herald Cantor Howler Theurge Celebrant Harbinger War Caller War Spiritualist Loremaster Wildrhymer Kind Wayfarers + Priest of Wael CHANTER Kind Wayfarers + Priest of Skaen Brute Witch Savage Fanatic Howler Ravager Shaman Warlock Tempest Goldpact Knights + Priest of Magran Marauder BARBARIAN Goldpact Knights + Priest of Wael Brute Cleric Hunter Brawler Warden Psyblade Crusader War Caller War Battlemage

Darcozzi Paladini + Priest of Berath FIGHTER Swashbuckler Darcozzi Paladini + Priest of Magran CLASS COMBINATIONS ——————————————————————————————————— Darcozzi Paladini + Priest of Skaen MONK DRUID ROGUE ROGUE PRIEST CIPHER RANGER FIGHTER PALADIN CHANTER 39 BARBARIAN CHAPTER 10 Power Level - 3 Spirit Frenzy (Frenzy Upgrade) - While active, attacks can Stagger foes. Abilities & Talents Wild Sprint - The barbarian becomes able to charge with reckless abandon, Savage Defiance - The barbarian gaining the Nimble Inspiration as well as channels his or her own irrepressible

immunity to Engagement. determination, granting the Robust Inspiration for a short time. Blooded - Causes the barbarian to lash One Stands Alone - The barbarian makes a courageous stand against all attackers. Unflinching - While Hurt or above the BARBARIAN out when in pain, granting a bonus Grants a melee damage bonus when the barbarian gains resistance against Body ABILITIES to damage for as long as he or she is barbarian is near two or more enemies Afflictions. ————————————————— Bloodied or Near Death. and the barbarian requires an additional threatening enemy to become Flanked. Power Level - 5 Power Level - 0 Power Level - 2 Bloodlust - Imparts an unquenchable Crushing Blow (Barbaric Blow Upgrade) Carnage - The barbarian’s attacks become Barbaric Blow - The barbarian deals a bloodlust to the barbarian, increasing - If the barbarian kills the target, their so forceful as to impact others around the massive blow, increasing the likeliness his or her Action Speed for a short time recovery is instantly refreshed. target enemy. For every successful melee and damage of Critical Hits and applying once he or she has personally downed an attack, the barbarian makes reduced- Carnage in a larger area. enemy. Barbaric Smash (Barbaric Blow Upgrade) damage attacks at all other enemies Fast Runner - The character becomes Bloody Slaughter - All attacks made - If the hit kills the target, the Rage cost is within a short distance of the target. more fleet and nimble, increasing Stride against Near Death enemies convert refunded. and granting a defensive bonus against some Hits to Crits and those Crits do Leap - Drawing upon reserves of intense Disengagement Attacks. additional damage. spiritual power, barbarians are able to Power Level - 1 Thick Skinned - Toughens the leap high into the air and crash down Barbaric Yell - Let out a frightful yell, barbarian’s naturally thick skin, raising upon their foes, Dazing them. causing enemies in the area of effect to be Power Level - 4 his or her Armor Rating and allowing a Interrupting Blows - The barbarian’s Shaken. more dominant combat presence. Barbaric Roar (Barbaric Yell Upgrade) melee attacks gain the ability to interrupt Frenzy - Sends the barbarian into a - Enemies in a line are now affected and Accurate Carnage - The barbarian learns on critical hits. frenzied state, granting Strong and Fit the force can knock foes down. to line up his or her most savage blows, Inspirations as well as an Action Speed improving the Accuracy of secondary Barbaric Shout (Barbaric Yell Upgrade) bonus. While frenzied, the barbarian Power Level - 6 attacks from Carnage. - Enemies all around the barbarian are receives a Deflection penalty. now affected, afterwards the barbarian Lion’s Sprint (Wild Sprint Upgrade) - Wilder Hunter - Grants a damage bonus Weapon Focus - The barbarian has receives bonus Engagement. The next attack made during the sprint against all Wilder. trained diligently to strike true with their Blood Frenzy (Frenzy Upgrade) - While gains a large amount of Accuracy. favorite weapons. All proficient weapons active, critical hits bleed targets for Raw Ram’s Sprint (Wild Sprint Upgrade) gain bonus Accuracy. Damage over time. - Shove nearby enemies back when activated. 41 42 Threatening Presence - The barbarian doing extra damage and inflicting CHANTER ABILITIES At the Sight of their Comrades, their cannot be engaged by enemies that are of Carnage if applicable. ————————————————— Hearts Grew Bold - Emboldens allies a lower level. Panther’s Leap (Leap Upgrade) - Thrash in the area of effect, giving bonuses to Brute Force - The barbarian hits so hard at all enemies near the impact site, dealing Fortitude and Will. that ordinary means of defense can be Slash Damage and Raw Damage over Power Level - 1 Come, Come Soft Winds of Death - easily overpowered. On attacks that time. And Hel-Hyraf Crashed Upon The Tears at the life force of all enemies in the normally target Deflection, the barbarian Dragon Leap (Leap Upgrade) - Adds a Shield - Reduces Armor Rating of area of effect, dealing Raw damage. will instead attack fortitude if it is the Burn damage area of effect on the impact enemies in the area of effect. Arms Bearer - Gain an additional lower defense. of Leap. If their Bones Still Slept Under that weapon slot. Vengeful Defeat - When a barbarian Hill, None Can Say - Summons three Blessed Was Wengridh, Quickest of His Power Level - 7 is reduced to 0 Health and has skeletons to fight for the party. Tribe - Increases the Stride and Reflex of Blood Storm (Blood Frenzy Upgrade) melee weapons equipped, he or she Thrice Was She Wronged, and Thrice all allies in the area of effect. - While active, kills increase the frenzy immediately makes instant Full Attacks Justly Avenged - Drains electrostatic at everyone in range, triggering carnage. energy from the environment to create duration. Power Level - 2 three bolts of lightning causing Shock Spirit Tornado (Spirit Frenzy Upgrade) damage to any in their path. Gernisc Slew the Beast, but Soon Faced - Ghostly spirits spin outwards when Power Level - 9 Its Kin - Conjures three wurms into But Reny Daret’s Ghost, He Would activated, causing Freeze damage and Driving Roar (Barbaric Roar Upgrade) - existence to fight for the party. not Rest - Calls beyond the Shroud and Terrify. Enemies are also pushed and take Crush summons a phantom to fight for the Shatter their Shackles, Cast off their Savage Courage (Savage Defiance Damage. party. Chains! - Removes Dexterity Affliction Upgrade) - Gain Concentration when Dazing Shout (Barbaric Shout Upgrade) effects for allies in the area of effect. Not Felled by the Axe, Nor Broken by activated. - Enemies also take Crush Damage and the Storm - Increases the Slash and Shock White Worms Writhed in the Bellies Stalwart Defiance (Savage Defiance are Dazed. Armor Ratings for allies in the area of of the Dead - Causes a nearby downed Upgrade) - Rage cost is reduced. Hurl Weapon - The barbarian hurls effect. enemy to explode, expelling tiny white Blood Thirst - After killing an enemy, the a large weapon at their target, dealing grubs and Crushing nearby enemies. The Thunder Rolled Like Waves on barbarian’s recovery bar is immediately significant damage and knocking the Black Seas - Creates a thunderous At the Sound of His Voice, the Killers refreshed. target Prone. explosion that Stuns and shoves enemies Froze Stiff - Paralyzes enemies in the area Blood Surge - Each time the barbarian in the area of effect. of effect. kills an enemy, they have a chance to gain Power Level - 8 Dull the Edge, Blunt the Point - Reduces Weapon and Shield Style - Equipped Rage. Heart of Fury - The barbarian swings Slashing and Piercing damage of enemies shields’ Deflection bonuses are increased viciously in a lightning-quick flurry, Barbaric Retaliation - The barbarian lashes in the area of effect. and grant an equal bonus to the taking on all comers. Each equipped out at anyone who Critically Hits him or her character’s Reflex. weapon attacks every nearby enemy, in melee, making a Full Attack against them.

43 44 Thick Grew Their Tongues, Stumbling Reny Daret’s Ghost Spake, “I’ll Catch Power Level - 4 Their Putrid Stench Wafts Across (White O’er Words - Removes Concentration You, Ben Fidel” - Causes enemies in Oh, But Knock Not on the Door of Worms Writhed in the Bellies of the from enemies in the area of effect. the area of effect to be Frightened. Urdel and Gurdel - Summons two Dead Upgrade) - Enemies in the area are One Dozen Stood Against the Power My Son, Do You See your Sisters Across fearsome ogres to fight for the party for now Sickened. of the Saint - Grants resistance against the Moor? - Amasses stray soul fragments the duration. ...And Their Fear Followed Them into Resolve and Constitution Afflictions for to form two Will’O’Wisps that fight for Rise Again, Rise Again, Scions of Adon! the Foothills (At the Sound of His Voice, allies in the area of effect. the party. - Revives allies in the area of effect with a the Killers Froze Stiff Upgrade) - When Two Weapon Style - Increases the Rejoice, My Comrades! Two Fingers small amount of health. the Paralyzation ends, the foes become Frightened. character’s Action speed while using a of Daylight! - The chanter creates two The Lover Cried out to the Beloved, “I weapon in each hand. bouncing beams of pure light that restore am Yours!” - Stirs something deep inside The Brideman Slew Thirty ‘Fore They Two-Handed Style - Grans a Damage Health and grant immunity to Resolve enemies in the area of effect, Charming Crossed Half the Hall - Empowers allies bonus while wielding a two-handed Afflictions on all allies they touch. them. in the area of effect with the Strong and Steadfast Inspirations. weapon. Snake’s Reflexes - Increases the character’s His Hunt for Revenge, Eternal (But One-Handed Style - While wielding a Reflex defense. Reny Daret’s Ghost, He Would not Rest The Long Night’s Drink Birthed the single one-handed weapon, some of the Combat Focus - Gain Concentration at Upgrade) - Duration is greatly increased. Revenge of Morning - Enemies near the attacker’s Hits are converted to Crits. the start of each combat. chanter become Weakened and have their ...Nor Flame, Nor Thrusted Blade (Not Might reduced. Bull’s Will - Increases the character’s Will Felled by the Axe, Nor Broken by the The Silver Knights’ Shields Broke Power Level - 3 defense. Storm Upgrade) - Also grants Burn and Pierce Armor. Both Arrow and Blade - Increases the The Shield Cracks (And Hel-Hyraf Bear’s Fortitude - Increases the character’s Deflection and Engagement Limit of Crashed Upon The Shield Upgrade) Fortitude defense. ...Its Crash Could Not Be Denied (The allies in the area of effect. Thunder Rolled Like Waves on Black - Each time the enemy takes damage, Ancient Memory - Invokes a primal Aefyllath Ues Mith Fyr - Bestows a the effect’s duration is increased. energy, causing allies within range Seas Upgrade) - Gains an Accuracy bonus. burning effect on all ally weapons. Ancient Brittle Bones (If Their to benefit from constant health regeneration while the chanter is ...and Their Screams Reached The Tumbling - Gain additional defense Bones Still Slept Under that Hill, against Disengagement attacks. None Can Say Upgrade) - If a chanting. Heavens (Gernisc Slew the Beast, but skeleton falls in battle, it splits into Sure-Handed Ila Nocked Her Arrows Soon Faced Its Kin Upgrade) - Wurms two lesser skeletons. with Speed - Decreases reload time and are more powerful and have unique Power Level - 5 attacks. Her Revenge Swept Across the increases the speed of ranged attacks for Together They Slew Forth a River of Red Land (Thrice Was She Wronged, all allies. The Prisoners Turned on Their Captors (The Lover Cried out to the Beloved, “I and Thrice Justly Avenged Upgrade) The Fox from the Farmer Did Run (Shatter their Shackles, Cast off their am Yours!” Upgrade) - While Charmed, - These bolts now bounce to and Leap - Reduces Accuracy of Chains! Upgrade) - Characters that have enemies deal more damage. additional targets. Disengagement Attacks for enemies in Dexterity effects cleared now gain the the area of effect. Strong inspiration.

45 46 Gernisc’s Beast Lit the Night with his The Dragon Thrashed, The Dragon the Hall Upgrade) - Killing blows while Set to Their Purpose, They All Knew Breath - Calls down a drake from the Wailed - Calls forth fiery talons causing under the effect extend its duration. Their Part (The Bride Caught their Ruse skies to fight for the party. Burn or Slash damage to enemies in the Quick Summoning - Reduces the time it and Set to Make them Pay Upgrade) The Bride Caught their Ruse and Set area of effect. takes to complete a creature summoning - Allies now also gain the Brilliant to Make them Pay - Empowers allies in Her Courage Thick as Steel - Grants allies spell’s cast. Inspiration. the area of effect with the Quick and a protective barrier that absorbs damage. They Shielded Their Eyes ‘Gainst the Her Tears Fell Like Rain (Seven Nights Insightful Inspirations. Uncanny Luck - Gain a small chance Fampyr’s Gaze - Grants allies resistance to She Waited While the White Winds Seven Nights She Waited While the to completely avoid any attack and to Perception and Intellect Afflictions. Wept Upgrade) - When the first bolts hit, White Winds Wept - Attacks enemies in convert some Hits to Critical Hits. they trigger a smaller cluster explosion. seven directions around the chanter with Mercy and Kindness Followed Where’er bolts of freezing ice. Old Siec Would Not Rest ‘til His Hunger She Walked - Allies receive more health Power Level - 6 Was Sated - affected allies gain a portion from healing effects. Ben Fidel’s Neck Was Exposed (Reny of the damage they deal as health. Daret’s Ghost Spake, “I’ll Catch You, Ben ...For They Do Enjoy Stomping Your Accurate Empower - Empowered attacks Fidel” Upgrade) - Also applies a penalty Head (Oh, But Knock Not on the Door Spell Resistance - Grants a chance to gain increased Accuracy. to all Defenses. of Urdel and Gurdel Upgrade) - Ogres completely resist the effects of a hostile now possess a sweeping area attack. spell. Potent Empower - Empowered attacks The Lights Danced Across the Moor gain increased Damage. (My Son, Do You See your Sisters ...And Face Your Foes (Rise Again, Rise Improved Critical - Increases the amount Again, Scions of Adon! Upgrade) - of damage dealt by Critical Hits. Penetrating Empower - Empowered Across the Moor? Upgrade) - Wisps are attacks gain increased Penetration more powerful than usual and possess a Revived allies now receive a bonus to all Distracting attack. defensesDefenses for a short time. Many Lives Pass By, Each Leaving Power Level - 7 Footprints - Summons a skeleton to fight ...And Evil Turned Away from the Sun What Rou Naka Found Down the Deep - Summons a swamp spore to fight for Called to His Bidding, the Ancient for the chanter. (Rejoice, My Comrades! Two Fingers Instruments of Death - The chanter of Daylight! Upgrade) - Burns enemies the chanter. Lasting Empower - Empowered attacks summons a collection of ancient gain increased duration on Affliction and and deals greater damage to Spirits and Their Champion Braved The Horde weapons to attack his or her foes. Vessels. Alone - The chanter fills himself or Inspiration effects. Boil Their Flesh From Skin to Bone - Seven Men, Onto the Deck They Went - herself with frantic energy, gaining the Energized Inspiration. Unleash an effect that deals Raw Damage Allies in the area of effect gain Resistance to foes in an area. Those Near Death can Power Level - 8 against Dexterity Afflictions and Might So Singt thy Biting Winds o’ Eld Nary - explode, dealing Corrode Damage to The Foul Thing Gave One Final Gasp Afflictions. Devastates enemies with a powerful blast adjacent enemies. (What Rou Naka Found Down the Tough - Increases the base maximum of cold air that inflicts Freeze and Crush Deep Upgrade) - If the spore is killed, damage and slows movement. Yet Its Mate Was More Feared (Gernisc’s health that you gain with each level. Beast Lit the Night with his Breath it releases a noxious gas Sickening all Rapid Casting - Reduces the time it takes ...Each Kill Fed His Fury (The Brideman Upgrade) - If the first drake is defeated, nearby, until combat ends. to complete a spell’s cast. Slew Thirty ‘Fore They Crossed Half another enraged drake appears.

47 48 And with Furious Vengeance, Drove Her Mountains - Calls to the sky for an adult and generating a cone of concussive duration of Afflictions caused by the Dagger into His Heart - Increases the dragon to aid the chanter. force behind the target. cipher. Penetration of allies in the area. His Heart Did Fill With the Light of Whisper of Treason - The cipher bends Power Level - 2 His Laughter Rang Through the Halls the Dawn! - Restores some power pool the mind of an enemy to his or her will, Phantom Foes - Invades the minds - Unleash an explosion of voice that resource for allies in the area. Charming them for the duration. of targets in the area of effect, causing knocks foes back and Dazes them. The Arrow Sings Between the Dragon’s Valorous Echoes - The cipher brings them to believe they are surrounded by Far From Defeated, His Heart Filled Scales - Grants nearby allies bonus echoes of an ally’s past lives to the phantom foes, leaving them Flanked for with Joy (Their Champion Braved The Penetration. surface, inspiring the ally to greater the duration. Horde Alone Upgrade) - Also gain three Prestige - Increases your Power Level, feats of heroism. Provides Strong and Mind Blades - Co-opts the target’s Phrases, instantly. increasing the effectiveness of all abilities. Insightful Inspirations. essence, generating a Slashing blade of Eld Nary’s Curse Spread Through Their Antipathetic Field - Creates a toxic force that attacks them before leaping to Midst (So Singt thy Biting Winds o’ Eld physical manifestation of the mutual additional targets.

Nary Upgrade) - Will now bounce many antipathy between the cipher and Recall Agony - Causes the target to more times. CIPHER ABILITIES the enemy target. Enemies caught in relive the psychic trauma of an injury ————————————————— With all your Strength, Slay the Beast! the path between the two will suffer moments after receiving it, experiencing - Increases ally Accuracy and Damage Corrosive damage. the Damage all over again. against enemies of the Beast type. Power Level - 0 Soul Shock - Briefly transforms the outer Psychovampiric Shield - The cipher uses Great Soul - Increases the maximum shell of an allied target’s soul into energy, the target’s strength of mind against it, Wild Mind - Cipher spells have a chance releasing an electrical burst around them. number of times Empower can be used to trigger an unexpected effect. This stealing a portion of its Resolve in order before resting. Characters standing in the area around to gain the Steadfast Inspiration. can manifest in spectacular ways, often the target take Shock damage. aiding the party. Sometimes Wild Mind Amplified Thrust - Bounces psychic Tenuous Grasp - Assails the target’s Power Level - 9 manifestations can cause undesirable energy harmlessly off the target and onto effects. grasp on reality, causing Shaken and the closest nearby enemy, causing Pierce They Did Sing a Song of Carnage, Fair! Confuse. Soul Whip - Causes the cipher’s weapons damage and violently pushing them (Called to His Bidding, the Ancient Eyestrike - Shocks a target’s visual backward. Instruments of Death Upgrade) - to generate a field of parasitic energy that lashes out at the target, increasing receptors, Blinding them and nearby Mental Binding - Overwhelms the Summons one additional instrument of enemies. death. Damage inflicted and generating Focus target’s mental ability to communicate for the cipher. Iron Will - The cipher’s sense of self with its own body, Paralyzing it and ...And Sip from the Marrow. (Boil Their is much stronger than most, granting causing its soul to emit a shockwave that Flesh From Skin to Bone Upgrade) - them a bonus to Will. can leave nearby enemies Immobilized. Allies in the explosion are healed and gain Power Level - 1 Action Speed. Penetrating Visions - Increases the Biting Whip (Soul Whip Upgrade) - Mind Wave - The cipher violently lashes Penetration of cipher spells. The cipher’s Soul Whip bites deeper, The Great Wyrm Flew O’er the out at an enemy, dealing Raw Damage Lingering Echoes - Increases the granting a greater bonus to Damage.

49 50 Draining Whip (Soul Whip Upgrade) Hammering Thoughts - The cipher is Greater Focus - The cipher has an ally’s mental strengths and projects them - Enhances the draining power of the able to use the echoes of time to drive increased maximum and starting Focus. outward forcefully, causing a shockwave cipher’s Soul Whip, regenerating Focus home strikes from his or her weapons, that inflicts Crush damage and knocks more quickly. increasing their Penetration. any in the area of effect Prone. Power Level - 5 Disintegration - Burns away the ethereal Detonate - Splinters the target’s soul Power Level - 3 Power Level - 4 sinew that holds together the mind, with sheer force, inflicting Raw damage body, and soul of the target enemy, Secret Horrors - Causes enemies in the Wild Leech - Latches onto some to them. Near Death targets explode, causing it to rapidly take Raw damage. area of effect to believe their worst fears characteristic of the target’s psyche and causing Crush damage to all in the area Targets that have their Health reduced to have been realized, Frightening and drains it, granting the same amount as a of effect. zero disintegrate into nonexistence. Sickening them for the duration. bonus to the cipher. It applies a random Borrowed Instinct - Ransacks an The Empty Soul - Cipher spell effects Soul Ignition - Forces an enemy’s soul low tier Affliction to the enemy and the enemy’s Intellect and Perception for matching Inspiration to the cipher. that target the enemies’ Will gain bonus to “leak” energy, igniting the air around energy, causing damage to those enemy Accuracy. them and Burning them over time. Mind Lance - Impales the target with a Attributes while boosting the cipher’s Pain Link - Mentally links an ally to lance of pure force, inflicting major Pierce Defenses and Accuracy. those around them, forcing attackers to damage to all in the line of attack and Ringleader - Imprints an insidious and Power Level - 7 experience a portion of all damage the interrupting enemy actions. powerful compulsion to obey the cipher Ancestor’s Honor - Target ally gains an ally suffers. Silent Scream - Produces a psychic howl across all enemies in the area of effect, Empower Point. Ectopsychic Echo - Generates a in the target’s area, Stunning the target Dominating the target and Charming Screaming Souls - The cipher targets a rebounding wave of psychic feedback as well as dealing Raw damage and all others. spirit or vessel and tears at the coalesced between the cipher and an ally that causes interrupting all nearby enemies. Brutal Backlash (Psychic Backlash soul energy inside of them, causing them Crush damage to enemies caught in Pain Block - Provides an ally with a Upgrade) - The cipher’s backlash and any immediate spirit or vessels to between. mental block on his or her pain, granting becomes especially traumatic inflicting emit a deafening scream that Distracts Fractured Volition - Violates an enemy’s them the Robust Inspiration. additional Raw damage to the target. and deals Raw Damage to those nearby. memories to bring vivid recollections of Echoing Shield - Cause a reverberating Keen Mind - The cipher begins combat Stasis Shell - The cipher is able to isolate past failures to the surface, leaving the wave to wash over allies near the with additional Focus. a single enemy from the world, leaving target Hobbled and Weakened. target, granting friendly characters them unable to act, but also unable to be Concentration. affected by outside parties. Puppet Master - Destroys a target’s Power Level - 6 psychic defenses, leaving them Body Attunement - The cipher probes the Echoing Horror - When the cipher kills Dominated by the cipher for the mind and soul of the enemy target, finding Mind Plague - Destroys an enemy’s an enemy, a nearby enemy may become duration. the strengths of its defenses and stealing memory with calculated accuracy, Frightened. them for his or her own. Drains a portion Confusing and Dazing them before Psychic Backlash - Invokes a retaliatory rapidly jumping to additional enemies. The Complete Self - When the cipher strike, Stunning an enemy whenever they of the target’s Armor Rating, granting the critically hits with a cipher spell, there is a target the cipher’s Will defense. same amount as bonus to the cipher. Amplified Wave - Manifests the target chance to recover some of the focus spent.

51 52 Power Level - 8 Protective Soul - When the cipher is Nature’s Vigor - Draws on the Taste of the Hunt - Caster’s melee Reaping Knives - The cipher uses an ally’s struck by a critical attack, he or she builds invigorating power of nature, granting a weapon becomes an ideal instrument soul to create “blades” of pure energy that a protective barrier that prevents some brief Fit Inspiration effect in an area. for hunting, adding continuous Raw emerge from both hands. The blades do damage, until broken or fading naturally. Charm Beast - The druid utilizes his or Damage to a single enhanced attack and Raw damage and generate Focus for the her innate connection with the natural restoring Health to the caster. cipher who created them. world to Charm enemy animals in the Woodskin - Creates a thick layer of bark Time Parasite - By siphoning power from area of effect. over allies in the area of effect, affording DRUID ABILITIES them an Armor Rating bonus to Pierce, enemies’ souls, the cipher is able to slow ————————————————— Dancing Bolts - Summons a flurry of them down and increase his or her own thin bolts of lightning, zapping enemies Burn, and Shock. Action Speed. in the area of effect for Shock damage. The Moon’s Light - Call to the moon A Soul’s Echo - The cipher’s spells that Power Level - 1 Talon’s Reach - Conjures a giant taloned for rays of healing moonlight, applying a target Will convert some of their Hits to Touch of Rot - The caster’s hands claw under the target, causing Slash regenerating effect to nearby allies. Crits. emanate decay, causing immediate damage to all in the area of effect. Blizzard - Conjures a violent storm of ice Corrosive damage and then more damage Sunbeam - Calls down a shaft of intense and snow, inflicting Freeze damage upon over time to any in the area of effect. any in the area of effect and slowing their Power Level - 9 sunlight, burning and potentially Tanglefoot - Rapidly grows a patch of Blinding those caught in the area of Action Speed. Driving Echoes - Echo an ally’s attacks twisted vines that surround and entangle effect. Autumn’s Decay - Creates a cone with each of their soul’s memories, anyone unlucky enough the get caught of putrefaction, causing immediate granting them a significant Penetration Bull’s Will - Increases the character’s Will inside. Characters that set foot inside the defense. Corrosive damage and then more bonus. area of effect become Hobbled. damage over time to any in the area of Haunting Chains - Haunt the target’s Bear’s Fortitude - Increases the character’s effect. Vile Thorns - Shoots sharp-thorned Fortitude defense. mind with dark memories of those brambles at nearby enemies, causing Burst of Summer Flame - Quickly they’ve lost and killed, Terrifying and Pierce damage and potentially Sickening Snake’s Reflexes - Increases the character’s generates an explosive flash of flame, Hobbling them. anyone in the area of effect. Reflex defense. inflicting Burn damage to anyone in the Death of 1,000 Cuts - Fracture the Nature’s Mark - Causes enemies in area of effect. target’s soul, causing them to receive Raw the area of effect to glow with pale Power Level - 2 Firebrand - Forms a powerful sword with damage over time. Shred spells used on green light, making them easier targets. a blade of pure fire in the caster’s hands this target will cause another fracture, Insect Swarm - Attracts a swarm of Affected enemies suffer decreased aggressive insects, causing Pierce Damage that inflicts Burn damage. Switching to dealing Raw damage instantly and Deflection and Reflex. another weapon ends the spell. extending the duration of the effect. over time and preventing all affected Winter Wind - Causes an icy wind of targets from possessing Concentration. Conjure Lesser Blight - Gathers a few Shared Nightmare - The cipher’s area incredible power to arise, pushing back all Hold Beasts - Forces a shrieking cry from stray soul fragments, coalescing them effects increase in size the more Focus the in the area of effect and inflicting Freeze into a Lesser Flame, Storm, Sand, Ice, or cipher has. the caster’s throat, Paralyzing all but the damage. most fearsome of animals. Earth Blight.

53 54 Wildstrike Freeze - The druid’s path and exploding on contact with a Power Level - 4 Sand, Ice, or Earth Blight. knowledge of the forces of nature solid surface, causing the fragments to Moonwell - Channels lunar energy into Greater Wildstrike Freeze (Wildstrike allows him or her to automatically Pierce anyone nearby. a localized source of power, regenerating Freeze Upgrade) - With greater inflict additional Freeze damage when Stag’s Horn - Conjures an enormous the Health of allies in the area of effect knowledge of the forces of nature, inflict spiritshifted. stag horn to fly forth, hitting the first and granting a minor bonus to all even more additional Freeze damage Wildstrike Shock - The druid’s target in its path. Stag’s Horn causes Defenses. when spiritshifted. knowledge of the forces of nature Piercing damage and inflicts a penalty to Hail Storm - Calls down a savage storm of Greater Wildstrike Shock (Wildstrike allows him or her to automatically Deflection and Reflex. sleet and ice chunks, causing Crush and Shock Upgrade) - With greater inflict additional Shock damage when Infestation of Maggots - Enemies in the Freeze damage to any in the area of effect. knowledge of the forces of nature, inflict spiritshifted. area of effect have their skin infested by Wicked Briars - Sprouts thick, thorny even more additional Shock damage Wildstrike Burn - The druid’s knowledge hordes of burrowing maggots, inflicting vines from the ground, causing persistent when spiritshifted. of the forces of nature allows him or her Raw damage over time. The more Pierce damage to and Hobbling any that Greater Wildstrike Burn (Wildstrike to automatically inflict additional Burn wounded the target, the greater the remain in the area of effect. Burn Upgrade) - With greater knowledge damage when spiritshifted. damage. A target at maximum Health of the forces of nature, inflict even takes no damage from the spell. Overwhelming Wave - Conjures a Wildstrike Corrode - The druid’s rolling wave of water that plows through more additional Burn damage when knowledge of the forces of nature Beetle Shell - Encases the target in everything in its path, causing Crush spiritshifted. allows him or her to automatically a protective shell, absorbing a fixed damage and the Stun affliction. Greater Wildstrike Corrode (Wildstrike inflict additional Corrode damage when amount of damage before shattering, but Calling the World’s Maw - Summons Corrode Upgrade) - With greater spiritshifted. preventing the target from taking actions knowledge of the forces of nature, inflict (including moving). jagged rocks to stab upward from the ground, dealing Pierce damage to targets even more additional Corrode damage Power Level - 3 Purge of Toxins - Purifies the target of and knocking them Prone. when spiritshifted. any toxic presence in its body, granting Spreading Plague - Infects the target a temporary immunity to Poison and Boiling Spray - Everyone in the cone area with a virulent and debilitating disease, Disease effects. of effect takes Burn damage and is pushed Power Level - 5 Hobbling and Weakening them before back. Plague of Insects - Summons an spreading to other enemies. Nature’s Balm - Draws on the healing power of nature, imbuing the Robust Form of the Delemgan - Allies gain a enormous infestation of venomous Returning Storm - Brings a powerful Inspiration for a rapid regeneration effect protective layer of wooden “skin” and insects, dealing Raw damage over time storm into being, striking a random on party members. are imbued with the characteristics and Sickening anyone in the area of single enemy in the area of effect of a delemgan, becoming faster, less effect. While affected, targets cannot have periodically with bolts of lightning that vulnerable to Disengagement attacks, and Concentration. Stun and deal Shock damage. immune to Dexterity Afflictions. Relentless Storm - Brings a deadly storm Twin Stones - Sends two deadly boulders Conjure Blight - Gathers a moderate into being, striking enemies frequently in flying out from the druid’s position, amount of stray soul fragments, the area of effect with lightning bolts that dealing Crush damage to anyone in their coalescing them into a Flame, Storm, Stun and deal Shock damage.

55 56 Wall of Thorns - Creates a thick wall and Burn damage upon a single target. Power Level - 8 spiritshifted will increase the duration of of gnarled thorns that inflicts Pierce Garden of Life - Hastens Berath’s Wheel, Avenging Storm - The druid becomes a the spiritshift effect and will Burn and deal damage and applies a Poison that causes a causing rejuvenating plants to spring up conduit for the power of a storm. Any damage over time to nearby enemies. Weakened state. in the corpses of the fallen and heal allies target they strike with a weapon or who Wildstrike Frenzy Corrode (Greater Nature’s Terror - Calls upon the dreadful in the area of effect. strikes them with a weapon, is attacked by a Wildstrike Corrode Upgrade) - Each kill strength of the storm, granting an Venombloom - Grows a beautiful but bolt of lightning. while spiritshifted will increase the duration electrical aura that deals Shock damage to panic-inducing field of poisonous flowers Entropy - Tears at the target’s defenses, of the spiritshift effect and will Corrode and Frightens anyone nearby. that Frighten, Weaken, and deal Raw shifting attack results against the target and lower the Armor Rating of nearby Cleansing Wind - Creates a rolling cloud Damage over time to those in the area from Hits to Critical Hits. After receiving enemies. of purification, healing allies and pushing of effect. a certain number of strikes, this effect will back enemies. fade. Power Level - 9 Embrace the Earth Talon - A trio of stone Power Level - 7 Regenerate - Revive a fallen ally and Aspect of Galawain - Summons a giant claws erupt from the ground, turning grant them the Robust Inspiration for an Rusted Armor - Erodes the target’s beast of unnatural size, a true aspect of the flesh to stone, Paralyzing and inflicting extended time. deity, Galawain. Slash Damage on everyone caught in the armor, significantly impacting their Armor Rating. Fire Stag - The druid coalesces tiny nature Great Maelstrom - A cataclysm of wind, area. spirits into the form of a great stag made Nature’s Bounty - All unoccupied quick fire, lightning, and rain tears through Firebug - A fearsome ball of fire bounces of flame. The stag has a persistent flame the targeted area. Those caught in the from enemy to enemy, causing Burn slots in the party are filled with wondrous shield and the spirits inside can be made nectar that can be consumed for combat maelstrom take damage of a variety of damage. to disperse violently, destroying the stag types. bonuses and healing. but doing Fire or Pierce damage to anyone Lashing Vine - Summon a large living caught in the blast. Tornado - Conjures a destructive vortex of Power Level - 6 vine from the earth that will attack and wind that can lift its victims into the air and Wildstrike Frenzy Freeze (Greater deal Crush damage to all it touches. Rot Skulls - Creates rotting, disease- pull enemies. Wildstrike Freeze Upgrade) - Each kill while riddled skulls in the hand of the caster, Call to the Primordials - The druid spiritshifted will increase the duration of Touch of Death - Decay magic surrounds acting as a ranged weapon that causes pulls the raw spiritual energy of nature the spiritshift effect and will Freeze and the target and quells their life essence. If the Crush damage and applies a Disease- together into the physical forms of slow the Action Speed of nearby enemies. target’s will to survive is not strong enough, based Corrode area of effect that does random oozes and slimes. they are killed outright. (This spell may damage over time. Wildstrike Frenzy Shock (Greater only be used on those Near Death) Weather the Storm - The druid casts Wildstrike Shock Upgrade) - Each kill while Conjure Greater Blight - Gathers an a powerful aegis against the forces of spiritshifted will increase the duration of Pollen Patch - Rejuvenative plant-life immense quantity of stray soul fragments nature over his or her allies, granting the spiritshift effect and will Shock and follows the druid’s footsteps, rapidly and coalesces them into a Greater Flame, Armor Rating against Burn, Corrode, interrupt nearby enemies. healing all those in the area. If an ally is Storm, Sand, Ice, or Earth Blight. Freeze, and Shock damage. defeated while in the pollen patch, the ally Wildstrike Frenzy Burn (Greater is revived, but the pollen patch’s magic Sunlance - Calls down a powerful lance Wildstrike Burn Upgrade) - Each kill while of sunlight from the sky, inflicting Pierce fades.

57 58 FIGHTER ABILITIES Power Level - 2 Rapid Recovery (Constant Recovery Guardian Stance (Defender Stance ————————————————— Fighter Stances - The fighter trains Upgrade) - Increases the amount of health Upgrade) - Enemies that disengage from in the ability to adopt specialized regenerated. the fighter are immediately attacked and fighting stances. Each stance excels at Hold the Line - Grants the fighter one knocked Prone, if successful. Power Level - 0 handling a different aspect of combat. additional Engagement. Mob Stance (Cleaving Stance Upgrade) Constant Recovery - Charged by Into the Fray - The fighter lunges - Each nearby enemy reduces the fighter’s the rush of battle, the fighter will recovery time between attacks. through the battle, pulling an enemy Power Level - 4 continually regenerate Health at a into immediate melee range, causing Conqueror Stance (Warrior Stance modest rate. Crush damage, and leaving them Vigorous Defense - The fighter becomes Upgrade) - When hurt or above, the Dazed. fiercely determined to deflect all incoming fighter’s Accuracy bonus increases. When blows, dramatically increasing all Defenses Bloodied or below, the fighter’s Deflection Power Level - 1 Confident Aim - Steadies the fighter’s for a short time. arm, allowing them to convert Grazes bonus increases. Disciplined Barrage - The fighter to Hits on any attack made with a Lower Their Guard (Into the Fray Armored Grace - The fighter is perfectly intensely focuses on his or her proficient weapon. Upgrade) - The enemy’s Armor Rating capable while wearing even bulky and training, gaining the Aware is significantly reduced for the next attack restrictive suits of armor, lowering their Inspiration for a short time. Determination - The fighter gains they receive. bonus defense against Intellect, and Recovery Penalty from armor significantly. Knock Down - Shoves an enemy with Constitution Afflictions. Body Control - The fighter becomes Superior Deflection - Increases the enormous force, knocking them resistant to Might Afflictions. character’s Deflection defense. Prone and causing damage. Arms Bearer - Gain an additional weapon set. Unstoppable - The fighter becomes Two-Handed Style - Grants a Damage resistant to Dexterity Afflictions. bonus while wielding a two-handed Power Level - 6 Fearless - The fighter becomes resistant to weapon. Power Level - 3 Resolve Afflictions. Refreshing Defense (Vigorous Defense Weapon and Shield Style - Equipped Upgrade) - Each time the fighter takes Disciplined Strikes (Disciplined Barrage Quick Switch - Reduces the Recovery time shields’ Deflection bonuses are damage, the duration extends. Upgrade) - Aware Inspiration is now penalty when switching weapons. increased and grant an equal bonus to improved to the Intuitive Inspiration. Clear Out - Sweeps the fighter’s melee the character’s Reflex. Weapon Specialization - Gives a damage weapon in a large arc, making a Primary Tactical Barrage (Disciplined Barrage bonus to the fighter’s proficient weapons. Two Weapon Style - Specialized training Upgrade) - The fighter now also gains the Attack on each foe and knocking them increases the character’s Action Speed Acute Inspiration. back and Prone. while using a weapon in each hand. Mule Kick (Knock Down Upgrade) - A Power Level - 5 Reaping the Whirlwind - The fighter’s One-Handed Style - While wielding a powerful attack that knocks enemies into Unbending - The fighter draws strength maximum Discipline increases. single one-handed weapon, some of the the air before falling Prone, leaving them from his or her own indomitable spirit, Overbearing Guard - The fighter’s attacker’s Hits are converted to Crits Disoriented. causing them to regenerate a portion of the Disengagement attacks have greatly Health lost from each Attack. increased Accuracy and Damage.

59 60 Power Level - 7 Toughened Fury - The fighter has a MONK ABILITIES Power Level - 2 Pommel Strike - Strike an enemy small chance to gain Discipline each ————————————————— Clarity of Agony - Through pain the bluntly in the head, Stunning them time they are critically hit. monk is able to cleanse his or her body, briefly. Critical Defense - The fighter expends reducing the duration of incoming and Power Level - 0 Unbending Shield (Unbending extra effort to repel the most savage existing hostile effects by half. Transcendent Suffering - Monks achieve Upgrade) - The fighter and their blows, causing a percentage of Dance of Death - Weave a pattern of greater understanding of their bodies’ allies now also gain the Resolute all incoming Critical Hits to be pain with your movements, gaining a capabilities through enduring the Inspiration. converted to Hits. stacking bonus to Accuracy and Wounds. hardships of existence. A monk’s Suffering any damage ends this effect. Unbending Trunk (Unbending fists and feet have a base Damage, Upgrade) - The fighter now recovers Power Level - 9 Accuracy, and Penetration that is Mortification of the Soul - The monk more health from each attack received. Pommel Counter (Pommel Strike much higher than other characters immediately inflicts Raw damage on Unbreakable - The fighter refuses to Upgrade) - The next weapon attack the and increases permanently as they himself or herself and gains Wounds. be vanquished. After being knocked fighter makes gains a significant chance to gain Power Level. Weapon and Shield Style - Equipped out, the fighter stands back up critically hit. Wounds - Allows the Monk to gain shields’ Deflection bonuses are increased with a portion of his or her Health Sundering Blow - The fighter makes “Wounds” when receiving damage. and grant equal bonus to the character’s restored and temporary bonuses to all a Primary attack that gains bonus Reflex. Defenses and Armor Ratings. Penetration and lowers the target’s Two Weapon Style - Specialized training Power Level - 1 Weapon Mastery - Gives a damage Armor Ratings. increases the character’s Action Speed Force of Anguish - A powerful bonus to the fighter’s proficient Unrelenting (Unbreakable Upgrade) - while using a weapon in each hand. attack that knocks the target back a weapons. When the fighter rises, he or she regains Long Stride - Intense practice and years significant distance and Prones them. Discipline. of study enable the monk to move with Swift Strikes - The monk’s hands Power Level - 8 Chopping Wood - The fighter’s confident fluidity in battle. During become a frenzied blur of attacks, Empowered attacks gain bonus Hit to combat, the monk’s Stride is significantly Charge - The fighter dashes across increasing their Action Speed for a Crit conversion. increased. the battlefield in a flash, attacking brief period and granting them the Graceful Retreat - Grants a bonus to all anyone caught in his or her path and Quick Inspiration. interrupting them. Defenses against Disengagement Attacks. Arms Bearer - Gain an additional One-handed Style - While wielding a Clear the Path (Clear Out Upgrade) Weapon Set. - The fighter will now push back all single one-handed weapon, some of the Lesser Wounds (Wounds Upgrade) - enemies in a line. attacker’s Hits are converted to Crits. Lowers the monk’s Wound threshold, Two-Handed Style - Grants a Damage Clean Sweep (Clear Out Upgrade) allowing him or her to gain Wounds bonus while wielding a two-handed - The fighter now hits all enemies at a faster rate. weapon. around them with the attack.

61 62 Power Level - 3 monk back to their point of origin. insight through endurance, gaining a Power Level - 6 Wave of Force (Force of Anguish Only attacks resulting in a Miss have a temporary bonus to Fortitude, Reflex, Iron Wheel (Duality of Mortal Upgrade) - Reduces the Wound cost chance to be reflected back. and Will whenever a hostile effect Presence Upgrade) - The pain from to activate. Combat Focus - Gain Concentration at expires. the monk’s wounds allows him or Lightning Strikes (Swift Strikes the start of each combat. Tumbling - Gain additional defense her to build Armor Rating against Upgrade) - Energizes the monk’s Bull’s Will - Increases the character’s against Disengagement attacks. incoming attacks. attacks to also deal Shock damage. Will defense. Turning Wheel (Duality of Mortal Swift Flurry (Swift Strikes Upgrade) Power Level - 5 Presence Upgrade) - The monk is able to channel their pain into pure energy - While active, weapon Critical Hits Power Level - 4 The Long Pain - The monk becomes have a chance to trigger another attack adding a proportional fire bonus to Duality of Mortal Presence - The monk capable of projecting force from his Melee Damage. instantly. or her fists, inflicting damage at long gains two modal abilities that allow Flagellant’s Path - In the blink of an Blade Turning - The monk uses him or her to switch between linking range. lighting fast hand movements to eye, the monk streaks toward a distant their incoming Wounds to their body Raised Torment (Torment’s Reach target, hitting them with a Full Attack redirect incoming melee attacks for a (Constitution Bonus) or their mind Upgrade) - This ability exploits the short time. and inflicting terrible Crush damage (Intellect Bonus). shared bonds of universal suffering on anyone in his or her path. Torment’s Reach - This ability between all beings. Enemies behind Thunderous Blows - Gather all of your Spell Resistance - Grants a chance exploits the shared bonds of universal strength into your strikes. Gain the the target are now Stunned instead of suffering between all beings. The Staggered. to completely resist the effects of a Tenacious Inspiration while the effect hostile spell. target is hit with a powerful blow lasts. Stunning Surge (Stunning Blow that does additional Crush damage, Parting Sorrow - Enemies that break Clarity of Mind (Clarity of Agony Upgrade) - If this attack Critically while enemies in a cone behind the Hits, its cost is refunded. engagement with the monk give the target suffer Crush damage and are Upgrade) - The monk now gains the monk a Wound. Staggered. Smart Inspiration as well. Tough - Increases the base maximum health that you gain with each level. Improved Critical - Increases the Stunning Blow - A head-targeting The Dance Continues (Dance of Death amount of damage dealt by Critical strike designed to disrupt an enemies’ Upgrade) - The monk can now receive Uncanny Luck - Gain a small chance Hits. ability to react, Stunning them. multiple hits before the dance will to completely avoid any attack and to end. convert some Hits to Critical Hits. Bear’s Fortitude - Increases the Power Level - 7 character’s Fortitude defense. Rooting Pain - Generates a shockwave Enervating Blows - By targeting certain around the monk each time he or points on an enemy, the monk is able Skyward Kick - The monk launches Snake’s Reflexes - Increases the she gains a Wound, inflicting a small to inflict physical weakness. Melee a target into the air, slamming them character’s Reflex defense. amount of damage and Interrupting weapon Critical Hits cause the target back down to the ground and leaving Soul Mirror - Calls upon the power of all enemies in the area. to become Weakened. them Prone. the monk’s psyche, reflecting half of Crucible of Suffering - The monk gains The Dichotomous Soul - The monk the ranged missiles targeting only the

63 64 meditates briefly on his or her of the monk’s choosing, the monk a massive Accuracy bonus. Flames of Devotion - Calls upon the pain, summoning two physical can trigger each resonance to inflict Imagined Pain - Attacks that miss the paladin’s inner fire, causing their manifestations of suffering, one made devastating Raw damage to anyone monk have a chance to provide the monk equipped weapons to burst into of flame, the other of ice. currently carrying them. a Wound. flame as they strike, and adding Burn damage to the attack. The Pain Persists (The Long Pain Shared Pain (Flagellant’s Path Prestige - Increases your Power Level, Upgrade) - Critical Strikes extend the Upgrade) - Enemies in the path are increasing the effectiveness of all abilities. Lay on Hands - Fueled solely by belief, duration of the effect. flagellated, suffering a raw damage the paladin is able to heal with the The Long Arm of the Law (The Long bleed effect based on the number of touch of his or her hands, recovering a

Pain Upgrade) - Allows the monk to Wounds the monk has. substantial amount of Health for the use his or her normal melee weapons Launching Kick (Flagellant’s Path PALADIN ABILITIES paladin or an ally within range. for the ranged strikes instead. Upgrade) - Enemies in the path are ————————————————— Deep Faith (Faith and Conviction Heartbeat Drumming - Each time the launched into the air. Upgrade) - The intensity of the paladin’s faith deepens, granting them monk deals a Critical Hit in melee, The Razor’s Edge - The monk’s Note that paladins are required to pick increased defensive bonuses to Faith there is a small chance to trigger an Accuracy increases slightly with each a subclass and this can heavily modify and Conviction. additional attack, instantly. Wound they possess. their available abilities. Accurate Empower - Empowered Great Soul - Increases the maximum Fast Runner - The character becomes attacks gain increased Accuracy. number of times Empower can be more fleet and nimble, increasing used before resting. Power Level - 0 Stride and granting a defensive bonus Potent Empower - Empowered attacks against Disengagement Attacks. gain increased Damage. Faith and Conviction - A paladin’s defenses are directly affected by the Retribution - When suffering damage, Penetrating Empower - Empowered Power Level - 9 degree to which he or she acts in gain a stacking bonus to damage dealt attacks gain increased Penetration. Exploding Palm - The monk performs accordance with the beliefs of his on your next weapon attack. This Lasting Empower - Empowered attacks a powerful palm strike. If the attack or her order. A bonus or penalty is stacks up to five times. gain increased duration on Affliction critically hits, it deals tremendous applied to defense based on how well Arms Bearer - Gain an additional and Inspiration effects. damage. the paladin’s Reputations align with Weapon Set. Whispers of the Wind - The monk his or her order’s preferred behaviors. becomes one with the wind, vanishing, Power Level - 2 and flashing from enemy to enemy, Power Level - 1 Power Level - 8 striking each with a Full Attack. Once the Zealous Aura - Grants three Paladin Resonant Touch - The monk’s strikes monk has struck the maximum number Sworn Enemy - Marks an enemy as the Auras, each exclusive to each other. generate a sympathetic resonance of enemies, or the cannot reach another, focus of the paladin’s righteous fury, granting a Damage bonus against the Weapon and Shield Style - Equipped between the monk and his or her they will reappear. shields’ Deflection bonuses are target. Successive strikes increase the target until combat ends or the target Dim Mak - The monk’s Empowered goes down. increased and grant an equal bonus to intensity of the resonance. At a time attacks ignore all Armor Ratings and gain the character’s Reflex.

65 66 Inspiring Triumph - Inspires all allies in Upgrade) - After use, the paladin’s Power Level - 4 Upgrade) - Nearby allies gain a Deflection the vicinity when the paladin downs attacks temporarily receive bonus Burn Liberating Exhortation - Commands an bonus for a short time. an enemy, providing a temporary damage. ally to summon all their strength in order Inspired Beacon (Glorious Beacon bonus to all Defenses. Shared Flames (Flames of Devotion to temporarily ignore existing hostile Upgrade) - Damage taken by affected Inspired Defenses - When taking Upgrade) - Nearby allies receive a effects and also grants them the Steadfast enemies is greatly increased. damage, gain an Armor Rating bonus smaller version of the flames’ effect. Inspiration. Tough - Increases the base maximum against that damage type for a short Greater Lay on Hands (Lay on Hands Exalted Focus (Zealous Focus Upgrade) - health that you gain with each level. time, removing any other Inspired Upgrade) - With a touch of their Also converts some Hits to Crits. defense bonuses. Uncanny Luck - Gain a small chance to hands, the paladin restores a substantial Exalted Charge (Zealous Focus Upgrade) completely avoid any attack and to convert Divine Purpose - The paladin gains amount of Health and applies the - Allies now also convert some incoming some Hits to Critical Hits. defense against Resolve, Might, and Robust Inspiration to themselves or an Hits down to Grazes. Dexterity Afflictions. ally within range. Righteous Soul - The paladin’s pure Exalted Endurance (Zealous Endurance soul resists all invading forces, granting Two Weapon Style - Specialized Hands of Light (Lay on Hands Upgrade) - Now also provides allies with a Immunity to Poison and Disease effects. training increases the character’s Upgrade) - With a touch of their hands, constant regenerative effect. Action Speed while using a weapon in the paladin imbues themselves or an Practiced Healer - Increase the effectiveness each hand. ally within range with light, restoring Iron Gut - The paladin becomes resistant to of any healing you cause. Constitution Afflictions. Two-Handed Style - Grants a Damage a substantial amount of Health and bonus while wielding a two-handed granting the Courageous Inspiration. Clear Head - The paladin becomes resistant Power Level - 6 to Perception Afflictions. weapon. Glorious Beacon - Bathe yourself in Remanding Exhortation (Liberating One-Handed Style - While wielding a holy light, Blinding enemies in the Inspired Path - Increases the paladin’s Exhortation Upgrade) - Steadfast single one-handed weapon, some of immediate area. maximum Zeal. Inspiration upgraded to Resolute. the attacker’s Hits are converted to Bull’s Will - Increases the character’s Mental Fortress - The paladin becomes Liberating Command (Liberation Crits. Will defense. resistant to Intellect Afflictions. Exhortation Upgrade) - Grants the Quick Bear’s Fortitude - Increases the Scion of Flame - Gain increased Penetration Inspiration, in addition to Steadfast. Power Level - 3 character’s Fortitude defense. with Fire attacks. Hastening Exhortation - The paladin can Sworn Rival (Sworn Enemy Upgrade) Snake’s Reflexes - Increases the command an ally to increase their pace - If the rival is defeated, the Zeal cost is character’s Reflex defense. Power Level - 5 during combat, granting them the Quick Inspiration temporarily. refunded. Aegis of Loyalty - The paladin’s melee Reinforcing Exhortation - Commands an Brand Enemy (Sworn Enemy Upgrade) attacks remove Charmed, Confused, ally to redouble their efforts, improving Improved Critical - Increases the amount of - While the brand lasts, the enemy will and Dominated Afflictions from party their Deflection and granting them the Fit damage dealt by Critical Hits. take Burn damage over time. members. Inspiration. Spell Resistance - Grants a chance to Eternal Devotion (Flames of Devotion Combat Focus - Gain Concentration at Enduring Beacon (Glorious Beacon completely resist the effects of a hostile spell. the start of each combat.

67 68 Virtuous Triumph - The paladin gains Potent Empower - Empowered attacks Rebirthing Exhortation (Reviving PRIEST ABILITIES Zeal each time he or she downs an gain increased Damage. Exhortation Upgrade) - Strong Inspiration ————————————————— enemy. Penetrating Empower - Empowered upgraded to Tenacious. attacks gain increased Penetration. Abjuration - Through force of will, Note that priests are required to pick a Power Level - 7 Lasting Empower - Empowered attacks the paladin can destroy any spirit or subclass and this can heavily modify summoned creature below the paladin’s Reviving Exhortation - Paladins can gain increased duration on Affliction their available abilities. and Inspiration effects. level. Spirits and summoned creatures command an unconscious ally to get equal to or greater than the paladin’s level back up with a large instant spike in take Raw damage. Power Level - 0 Health, while also granting the Strong Power Level - 8 Inspiration. However, the ally will Light of the Beyond - A blast of divine light Holy Radiance - Creates a field of holy lose half of the regained Health after a Healing Chain - The paladin targets drops down from The Beyond, and falls energy around the priest, dealing Burn short duration. a single ally for healing, but the effect down around the paladin. The light heals damage and applying Shaken to any continues to jump between allies healing all nearby allies and burns enemy vessels for vessels in the vicinity while regenerating Reinforcing Command (Reinforcing slightly less with each jump. a tremendous amount of damage. a modest amount of Health for allies. Exhortation Upgrade) - Grants the The power of a priest’s Holy Radiance target the Steadfast Inspiration, in Zealous Exhortation (Hastening Sacred Sacrifice (Sacred Immolation is modified by how well his or her addition to Fit. Exhortation Upgrade) - Quick Upgrade) - If the paladin is defeated during Inspiration upgraded to Nimble. the immolation, they revive with full health Reputations align with the preferred Steel Exhortation (Reinforcing shortly afterwards. behaviors of his or her faith. Exhortation Upgrade) - Fit Hastening Command (Hastening Power Level - 1 Inspiration is now upgraded to Exhortation Upgrade) - Grants the Divine Immolation (Sacred Immolation Hardy. Strong Inspiration, in addition to Quick. Upgrade) - Each pulse also heals the Interdiction - Condemns the priest’s foes, paladin’s nearby allies. Dazing any enemies in the area of effect. Sacred Immolation - The paladin Providence - If the paladin is downed focuses their faith and self-immolates with enough Zeal available to pay Divine Retribution - If an ally is downed in Restore - Shares a generous portion of in blue flame. Each time the spell Providence’s cost, the Zeal is consumed combat, the paladin gains Zeal. the caster’s divine strength, restoring a pulses, enemies in the immediate area and the paladin is revived a few seconds Prestige - Increases your Power Level, significant amount of Health to all allies take Burn damage, while the paladin later. increasing the effectiveness of all abilities. in the area of effect. will receive a portion of their total Great Soul - Increases the maximum Suppress Affliction - Stifles detrimental health in Raw Damage. number of times Empower can be used conditions through sheer force of will, Stoic Steel - The paladin builds up before resting. temporarily suspending hostile status bonus Armor Rating while standing effects on allies in the area of effect. still. Moving ends this effect for a Power Level - 9 Holy Power - Creates a zone of divine short time. favor around the caster, granting the Reviving Command (Reviving Strong Inspiration to allies in the area of Accurate Empower - Empowered Exhortation Upgrade) - Grants the Fit effect. attacks gain increased Accuracy. Inspiration, in addition to Strong.

69 70 Barbs of Condemnation - Punishes Withdraw - Isolates a single target Power Level - 3 Bull’s Will - Increases the character’s Will a target for their sins, dealing within a protective sphere, shielding Prayer for the Spirit - Grants target ally defense. Pierce damage and decreasing their them from harm while their Health the Smart Inspiration for an extended Deflection, Fortitude, Reflex, and regenerates. duration. Will. Power Level - 4 Spiritual Weapon - Call forth a divine Warding Seal - Generates a magical seal Blessing - A call for divine favor that weapon specific to your deity and Shining Beacon - Conjures an intensely that explodes in a burst of electrical luminous beacon of light, causing grants the Insightful Inspiration to empowered by your faith. energy when an enemy comes into allies in the area of effect. enemies in the area of effect to take a Iconic Projection - Creates a slow- contact with it, inflicting Shock damage penalty to all Defenses and accrue Burn Halt - Commands a single enemy to moving energetic projection of the and Interrupting. damage over time. halt, causing them to temporarily priest’s faith, returning Health to Watchful Presence - Blesses allies with Triumph of the Crusaders - Imparts to cease all movement. allies and inflicting Freeze damage to the aid of a sympathetic soul, releasing a enemies. allies the verver of righteousness in battle, Monastic Unarmed Training - Gain healing effect when they are Near Death. granting them the Strong Inspiration. scaling effectiveness in Unarmed Pillar of Faith - Calls down a pillar of Dire Blessing - Strengthens allies’ resolve When any ally in the area of effect delivers attacks. Though, not as effective as a divine judgment, inflicting Crush in battle, granting them the Aware a killing blow, he or she regains Health. Monk’s unarmed strikes, benefit from damage to the target and knocking Inspiration. Increased Accuracy, Damage, and them, and enemies in the area of Litany for the Body - Grants a single Penetration as you gain levels. effect, prone. Consecrated Ground - Creates a long- target the Hardy Inspiration for a lasting circle of healing, regenerating ally moderate duration. Arms Bearer - Gain an additional Weapon and Shield Style - Equipped Health. Weapon Set. shields’ Deflection bonuses are Circle of Protection - Creates a large zone increased and grant an equal bonus to Divine Mark - Marks a target for of divine shelter, granting allies a bonus the character’s Reflex. retribution, inflicting Burn damage and to all Defenses. Power Level - 2 lowering Deflection. Two Weapon Style - Specialized Devotions for the Faithful - Invokes the Holy Meditation - The priest clears his training increases the character’s Despondent Blows - Nagging doubt in benediction of the priest’s god, imbuing or her mind, spreading that clarity Action Speed while using a weapon in the face of unbreakable faith consumes allies in the area of effect with Accuracy to nearby allies, thereby granting the each hand. enemies in the area of effect, lowering and Might bonuses while enemies receive Resolute Inspiration. their Melee Accuracy and downgrading penalties to the same. One-Handed Style - While wielding a their Critical Hits to Hits. Prayer for the Body - Grants target ally single one-handed weapon, some of Scion of Flame - Gain increased the Fit Inspiration for an extended the attacker’s Hits are converted to Bear’s Fortitude - Increases the character’s Penetration with Fire attacks. duration. Crits. Fortitude defense. Heart of the Storm - Gain increased Repulsing Seal - Places a magical Two-Handed Style - Grants a Damage Snake’s Reflexes - Increases the Penetration with Electricity attacks. seal on the floor that sends enemies bonus while wielding a two-handed character’s Reflex defense. Spirit of Decay - Gain increased sprawling on contact, causing them to weapon. Combat Focus - Gain Concentration at Penetration with Acid and Decay attacks. become Prone. the start of each combat.

71 72 Power Level - 5 Power Level - 6 Cleansing Flame - The priest hurls a Power Level - 8 Revive the Fallen - Grants fallen friends Salvation of Time - Beseeches the gods ball of holy fire at the enemy that Crowns for the Faithful - Crowns a second chance, reviving unconscious for more time, extending the duration purges its protections and speeds allies in the glory of the priest’s god, allies in the area of effect and restoring of all beneficial effects on allies in the its doom. Does continuous Burn imbuing all allies in the area of effect a small amount of their Health. area. damage and accelerates the timer for with the Insightful, Smart, and Steadfast all beneficial and continuous damage Inspirations. Searing Seal - Places a magical seal on Pillar of Holy Fire - Summons a flaming effects, before leaping to additional the floor that bursts into flame when pillar of righteous anger, Burning targets. Spark the Souls of the Righteous - an enemy comes into contact with it, everyone in the area of effect. Ignites a powerful zeal within allies that Resurrection - A single ally is revived Blinding them and inflicting Burn Spiritual Ally - Summons an extra- manifests in an aura that shocks any damage. and healed. They receive the effects enemies near them. planar ally, loyal to the priest. of Barring Death’s Door and nearby Litany for the Spirit - Grants a single Minor Intercession - Calls upon the aid allies are healed. Dismissal - Through force of will, the target the Acute Inspiration for a of the priest’s god, restoring Health priest can destroy any spirit or vessel moderate duration. Minor Avatar - The priest gains a creature below the priest’s level. Spirit and reducing durations of negative supernatural glow as he or she is Barring Death’s Door - Prevents a effects for all allies in the area of effect. and vessel creatures equal to or greater infused with power. As a minor avatar than the priest’s level take Raw damage. severely injured character’s Health Improved Critical - Increases the of their deity, the priest gains bonuses from reaching 0 for a brief moment. amount of damage dealt by Critical to all Attributes, Health, and weapon Hand of Weal and Woe - The priest calls Champion’s Boon - Grants a divine Hits. damage. forth a beam of light that heals allies and burns enemies caught in the ray. favor to an ally, imbuing him or her Spell Resistance - Grants a chance to Shields for the Faithful - Conjures with the Resolute and Tenacious completely resist the effects of a hostile a powerful holy shield, granting a Great Soul - Increases the maximum Inspirations, as well as bonus spell. Deflection bonus to all allies in the number of times Empower can be used Engagement, while the effect lasts. before resting. Martial Caster - Reduces the time area of effect. Farcasting - Gain the ability to cast it takes to complete a weapon Lasting Empower - Empowered attacks ranged spells over longer distances. summoning spell’s cast. gain increased duration on Affliction Power Level - 9 Practiced Healer - Increase the Quick Summoning - Reduces the and Inspiration effects. Magran’s Might - The priest calls upon effectiveness of any healing you cause. time it takes to complete a creature Accurate Empower - Empowered Magran to cleanse the target in flames, Tough - Increases the base maximum summoning spell’s cast. attacks gain increased Accuracy. whereby they are bombarded by pillars of health that you gain with each level. Penetrating Empower - Empowered flame until their sins have been cleansed. Each pillar deals Burn/Crush damage Rapid Casting - Reduces the time it Power Level - 7 attacks gain increased Penetration. takes to complete a spell’s cast. and reduces the durations of hostile and Storm of Holy Fire - A terrible rain of Potent Empower - Empowered attacks beneficial effects on the target. gain increased Damage. fire falls in the area of effect, repeatedly Incarnate - Expend a substantial amount inflicting Burn damage on all in the of energy to summon an ephemeral area of effect. avatar of your deity.

73 74 Revenge of Skaen - Creates a sphere of Armor Rating against all damage types. Marksman - Increases the character’s Hobbles the target. divine darkness that causes the Blind Vicious Companion - Trains the ranger’s Accuracy with ranged weapons used on Accurate Wounding Shot (Wounding Affliction to anyone who is inside, or animal companion in vicious tactics, distant targets. Shot Upgrade) - The ranger’s aim moves into the area. causing it to deal more damage and Protective Companion - Long becomes far more accurate. Blessing of Wael - The priest gains a penetrate armor more effectively. experience fighting together enables the Heal Companion - The ranger can heal divine aura of Wael. Allies nearby gain a Merciless Companion - Animal ranger and animal companion to fight his or her animal companion. bonus to all Defenses. Additionally, any as a highly efficient team. The Ranger’s companions do small amounts of Evasive Roll - The ranger quickly dives enemy who strikes one under the deity’s Sneak Attack damage against targets animal companion gains one more protection may become Blinded. engagement. to a safe distance and gains the Quick that qualify. Inspiration. This ability does not cause Light of Eothas - A major intercession of Faithful Companion - The ranger’s Shot on the Run - The Recovery recovery. the deity, Eothas. It’s light restores health animal companion gains resistance penalty while moving is reduced for to all allies in the area and shortens the ranged weapons. Snake’s Reflexes - Increases the character’s against Intellect and Perception Reflex defense. duration of various negative effects by a Afflictions. Weapon and Shield Style - Equipped large amount. shields’ Deflection bonuses are increased Predator’s Sense - Heightens the Arms Bearer - Gain an additional predatory instincts of the ranger’s animal Prestige - Increases your Power Level, Weapon Set. and grant an equal bonus to the increasing the effectiveness of all abilities. character’s Reflex. companion, giving them a damage bonus Fast Runner - The character becomes on any creature suffering a damage over more fleet and nimble, increasing Two-Handed Style - Grants a Damage time effect. Stride and granting a defensive bonus bonus while wielding a two-handed weapon. Defensive Bond - The empathic bond RANGER ABILITIES against Disengagement Attacks. between ranger and animal companion ————————————————— Monastic Unarmed Training - Gain One-Handed Style - While wielding a yields a preternatural awareness scaling effectiveness in Unarmed single one-handed weapon, some of the of incoming danger, giving both a attacks. Though, not as effective as a attacker’s Hits are converted to Crits. significant bonus to defense against area Power Level - 1 Monk’s unarmed strikes, benefit from Two Weapon Style - Specialized training of effect attacks when the two are within Marked Prey - Designates a single target Increased Accuracy, Damage, and increases the character’s Action Speed 4m of each other. as prey, giving the ranger and animal Penetration as you gain levels. while using a weapon in each hand. Bear’s Fortitude - Increases the character’s companion an Accuracy bonus against Fortitude defense. that target. Power Level - 2 Power Level - 3 Combat Focus - Gain Concentration at Wounding Shot - The ranger aims for the start of each combat. a spot that will leave a trail to track, Takedown - Instructs the ranger’s animal Marked for the Hunt (Marked Prey inflicting Raw Damage over time to companion to rush a target, knocking it Upgrade) - If the prey is killed, the mark Bull’s Will - Increases the character’s Will the target. Prone. will jump to a nearby enemy. defense. Resilient Companion - The ranger’s Gunner - Reload speeds are faster for Hobbling Shot (Wounding Shot animal companion gains improved crossbows, arbalests, and all firearms. Upgrade) - The ranger’s shot now

75 76 Power Level - 4 Evasive Fire (Evasive Roll Upgrade) bonus against any enemies that are Power Level - 8 Concussive Shot - The ranger targets - The ranger immediately attacks a Bloodied or below. Deadly Surprise (Play Dead Upgrade) the enemy’s head, interrupting them. random enemy in range. Improved Critical - Increases the - Afterwards, the animal companion Takedown Combo (Takedown Tough - Increases the base maximum amount of damage dealt by Critical gains a large damage bonus on their Upgrade) - The next attack on the health that you gain with each level. Hits. next attack. target deals greatly increased damage. Practiced Healer - Increase the Vengeful Revival (Revive Companion Brutal Takedown (Takedown Upgrade) effectiveness of any healing you cause. Power Level - 7 Upgrade) - The animal companion - Grants a large Penetration bonus to Driving Flight - Each ranged attack loosed deals additional damage for a short Play Dead - The ranger’s animal time after being revived. the attack. by the ranger contains such force to fly companion falls over and appears to Tumbling - Gain additional defense straight through the first target and hit be dead for a limited time. When the Vengeful Grief - When a ranger or his against Disengagement attacks. another target behind it for less damage. companion stands back up, they regain or her animal companion are knocked Uncanny Luck - Gain a small chance health from the time they spent resting. out, the partner suffers the normal Stalkers’ Link (Protective Companion effects of Bonded grief, but becomes Upgrade) - The ranger now also gains to completely avoid any attack and to Thorny Roots (Binding Roots convert some Hits to Critical Hits. filled with rage for a short duration. an Accuracy bonus when fighting Upgrade) - Adds nasty thorns that deal While affected, they gain the Nimble any enemy threatened by the animal Pierce/Slash damage. and Tenacious inspirations. companion. Power Level - 6 Furious Call (Master’s Call Upgrade) Great Soul - Increases the maximum Strengthened Bond (Defensive Bond Concussive Tranquilizer (Concussive - Hits each enemy between the ranger number of times Empower can be Upgrade) - Grants more bonus Shot Upgrade) - Shortens the and the animal companion dealing used before resting. defense. duration of beneficial effects on the damage and knocking them Prone. target. Superior Camouflage - The ranger and Power Level - 9 Power Level - 5 Twinned Shot - The ranger performs a their companion each gain a Deflection ranged primary attack that shoots two bonus against ranged attacks. Active Camouflage - The ranger and Binding Roots - Conjures roots from their animal companion both actively the ground underneath a target, projectiles at once. Accurate Empower - Empowered attacks gain increased Accuracy. conceal themselves, vanishing from sight causing them to become Immobilized. Revive Companion - The ranger can until they move, attack, or are damaged. Master’s Call - Calls the ranger’s revive his or her animal companion Potent Empower - Empowered attacks and restore a small amount of Health. gain increased Damage. Whirling Dervish - The ranger performs animal companion to his or her side, a violent swirl of deadly attacks, dealing granting the companion the Nimble Spell Resistance - Grants a chance Penetrating Empower - Empowered Full Attacks to each enemy within range Inspiration and causing them to move to completely resist the effects of a attacks gain increased Penetration. and applying Raw damage over time. back to the ranger incredibly quickly. hostile spell. Lasting Empower - Empowered attacks Stunning Shots - The ranger’s weapon Hardy Companion (Heal Companion Survival of the Fittest - While Hurt or gain increased duration on Affliction attacks interrupt on critical hits. Upgrade) - Also grants the Hardy above, the ranger and their animal and Inspiration effects. Inspiration to the companion. companion both gain an Accuracy

77 78 Distraction Training - The ranger has Defensive Roll - When Critically Hit Confounding Blind (Blinding Strike weapon attack will Paralyze their trained their companion to use their the rogue briefly becomes immune to Upgrade) - While Blinded, all attacks target. mobility and quickness to outmaneuver Engagement. on the target add a stacking penalty to Withering Strike - The rogue aims for a enemies in combat. When an enemy Backstab - Dramatically increases damage Deflection. vital area, Weakening the target. misses the ranger’s animal companion done from Stealth or Invisibility. The Finishing Blow - The rogue looks to Persistent Distraction - The rogue’s with a melee attack, that enemy receives a rogue may use melee or ranged weapons finish off an injured opponent with a penalty to their Deflection. Engagement limit increases and but must be within 2m of the target. precise, deadly strike that increases in enemies engaged by the rogue are Prestige - Increases your Power Level, damage the more Health the target is Distracted. increasing the effectiveness of all abilities. missing. Power Level - 2 Adept Evasion - The rogue becomes Strike the Bell - The rogue strikes their Smoke Veil - The rogue creates a especially skillful at dodging attacks, target violently in the head, interrupting small cloud of smoke that hides their converting nearly all Reflex targeting them. The bonus effects of this attack Grazes to Misses. ROGUE ABILITIES presence for a short time. vary based on the type of weapon used. ————————————————— Blinding Strike - A dirty attack that Riposte - The rogue looks for openings makes the opponent unable to see, to counterattack in combat. Incoming Power Level - 5 Power Level - 1 Blinding the target. melee attacks that target Deflection Smoke Cloud (Smoke Veil Upgrade) Sneak Attack - Uses the rogue’s ability Snake’s Reflexes - Increases the and Miss have a chance of allowing an - The rogue creates a small cloud to approach unseen, adding additional character’s Reflex defense. instant Full Attack Riposte. of smoke that leaves all those bonus damage to their weapon attacks Dirty Fighting - The rogue employs Deep Pockets - The rogue gains two inside, except the rogue, Distracted when the target is Flanked, affected by a variety of underhanded tactics, additional Quick Item slots. temporarily. any Affliction, or within the first two turning some of their Hits to Crits. Devastating Blow (Finishing Blow seconds of combat starting. Upgrade) - Broadens the rogue’s Power Level - 4 knowledge of critical anatomy, Power Level - 3 Shadowing Beyond (Escape Upgrade) - granting more bonus damage. Power Level - 1 Arterial Strike (Crippling Strike The rogue travels through the Beyond, Eliminating Blow (Finishing Blow Escape - Allows the rogue to break Upgrade) - Affected enemies will now appearing at a specific location and Upgrade) - Enemies near the target are Engagement and expertly avoid the next also bleed when moving, taking raw expertly avoiding the next attack. Frightened from the attack. attack, diving out of range to a specific damage with each step. Afterwards the rogue is temporarily location. invisible. Break the Bell (Strike the Bell Upgrade) Debilitating Strike (Crippling Strike - Two-Handed Staggered effect Crippling Strike - The rogue attacks his Upgrade) - Successful hits now also Shadow Step (Escape Upgrade) - upgraded to Dazed. or her enemy’s ability to move around Distract the target. The rogue breaks Engagement and Ring the Bell (Strike the Bell Upgrade) effectively, Hobbling any enemy Gouging Strike (Blinding Strike expertly avoids the next attack, diving successfully hit. out of range to a specific location. - One-Handed damage over time effect Upgrade) - Gouge enemies causing raw now lasts twice as long. damage over time until combat ends. Afterwards, the rogue’s next primary

79 80 Pierce the Bell (Strike the Bell Upgrade) otherwise the rogue must succeed an cost is high, but if it successfully crits, Thrust of Tattered Veils - A quick thrust - Ranged weapons also gain bonus attack roll. the rogue regains some of their Guile. of magical force dealing damage damage. Pernicious Cloud (Smoke Cloud Perplexing Sap (Sap Upgrade) - capable of piercing through The Deep Wounds - Expertise in the art Upgrade) - Increases the size and Enemies that the target strikes in Veil. This attack cannot miss and will of pain leaves all Slash, Pierce, and duration of the cloud, and adds a confusion can now also become reliably interrupt. Crush damage caused by the rogue’s Corrosive damage over time effect. confused. weapons to also do Raw damage over Smoke Grenade (Smoke Cloud Minoletta’s Minor Missiles - Summons time. Upgrade) - The rogue can now throw Power Level - 9 multiple unerring spell missiles that the bomb to a target area and the batter the target, inflicting Crush or bomb now also applies Sickened. Opportunist - The rogue plays tricks on Corrode damage. Power Level - 6 the battlefield, granting an ally’s weapon Toxic Strike (Withering Strike Deathblows - Allows the rogue to attacks the chance to Daze on hit, or Wizard’s Double - Creates a duplicate Upgrade) - Also causes a Corrode take better advantage of an enemy’s impairing the Deflection of a targeted of the caster to distract enemies, damage over time effect that builds in weaknesses, dealing significantly more enemy. The effect of this ability is granting the caster a high Deflection potency the longer it remains active. damage when the target is afflicted by determined by its target. bonus until he or she is successfully two or more conditions that allow a Hit. Perishing Strike (Withering Strike Sneak Attack. Murderous Intent - Empowered attacks Upgrade) - When the Weakened effect against Bloodied or Near Death enemies Chill Fog - Calls a blindingly white icy ends, the target receives the Enfeebled are guaranteed to Crit (if they hit) and fog into existence, inflicting Blindness Affliction. Power Level - 8 receive a significant Crit Damage bonus. and Freeze damage over time to any in the area of effect. Sap - The rogue performs a Primary Enduring Shadows (Shadowing Wall of Flashing Steel - When the rogue Attack that leaves the target Beyond Upgrade) - The invisibility scores a Critical Hit, they gain bonus Slicken - Coats the ground in a slick, Confused. lasts much longer and grants the Swift Deflection for a short time. oil-like substance, causing Prone to anyone in the area of effect. Slippery Mind - While Bloodied Inspiration. Jolting Touch - A bolt of electricity or Near Death, the rogue gains Flurry of Blades (Shadow Step immunity against Mind Afflictions Upgrade) - Before teleporting, the jumps from the caster’s fingers to the (Perception, Intellect, and Resolve). rogue throws daggers at nearby WIZARD ABILITIES nearest enemy, and then to the next ————————————————— enemies, dealing Pierce damage and nearest, causing decreasing amounts Hobbling them. of Shock damage. Power Level - 7 Gambit - The rogue takes a calculated Power Level - 1 Kalakoth’s Sunless Grasp - The caster’s Coordinated Positioning - In one hands become so cold as to freeze risk to strike their foe with a powerful Arkemyr’s Dazzling Lights - quick move, the rogue instantly blow from each weapon. For each what they touch. Does Freeze damage switches positions with one nearby Overwhelms anyone in the area of to a target and reduces its Accuracy. point of Guile remaining this attack effect with a brilliant and bewildering target, canceling any Engagements. gains additional Critical Hit damage Concelhaut’s Parasitic Staff - Creates a Automatic when targeting an ally, pyrotechnic display, decreasing their and chance to Critically Hit. Gambit’s Will and leaving them Dazed. glowing quarterstaff in the wizard’s

81 82 hands, imbued with negative energy. Miasma of Dull-Mindedness - A cloud of Merciless Gaze - The caster becomes increases the character’s Action Speed Each successful strike with the staff heavy fog settles in the minds of those in able to see an enemy’s weaknesses and while using a weapon in each hand. siphons Health for the wizard. the area of effect, dulling senses and wits. vulnerabilities as though they were Weapon and Shield Style - Equipped Ghost Blades - Calls a field of unearthly Inflicts penalties to Perception, Intellect, physically tangible, increasing the shields’ Deflection bonuses are blades into existence inflicting and Resolve. chance of landing a Critical Hit. increased and grant an equal bonus to immediate Slash or Pierce damage Mirrored Image - Creates duplicates of Arcane Veil - Conjures a protective the character’s Reflex. and Hobbling enemies in the area of the caster to distract enemies, granting a shield of magic, dramatically boosting Two-Handed Style - Grants a Damage effect. high Deflection bonus which is reduced the wizard’s Deflection and granting bonus while wielding a two-handed Fleet Feet - Empowers the caster with with each hit taken. Concentration. Arcane Veil has no weapon. unnatural speed, granting them the Bewildering Spectacle - Creates a bizarre effect on attacks made from firearms or veil piercing effects. One-Handed Style - While wielding a Nimble Inspiration as well as a bonus and perplexing visual distraction, single one-handed weapon, some of Disengagement defense. Confusing enemies in the area of effect. Binding Web - Spins a resilient, vicious the attacker’s Hits are converted to Fan of Flames - Creates a cone of fire Fetid Caress - The target becomes web throughout the area of effect, Crits. in front of the caster, causing Burn Paralyzed and is afflicted with boiling Immobilizing all that fail to resist the damage to anyone in the area of effect. pustules of foul-smelling liquid that effect. Power Level - 3 Eldritch Aim - Grants the caster erupt from their skin, Sickening all Ray of Fire - Creates a scorching stream otherworldly sight, resulting in nearby. of flame between the caster and the Arcane Dampener - Creates a nullifying preternatural awareness. The wizard Grimoire Slam - Allows the wizard target, inflicting continual Burn field of antagonistic magical energy temporarily receives the Aware to smash an enemy with a grimoire damage to the target and anyone around the chosen point, suppressing all Inspiration from the effect. energized with arcane energy, causing caught in the ray. beneficial effects on enemies in the area of effect. Spirit Shield - Surrounds the caster large damage and knocking the target Rolling Flame - Creates a rebounding with a shield of spirit energy, granting back. ball of fire, inflicting Burn damage Llengrath’s Displaced Image - Causes an increased Armor Rating and Combusting Wounds - Causes enemy upon anyone in its path and knocking the caster to appear visually displaced, Concentration. wounds in the area of effect to ignite, them Prone. increasing their Deflection and Reflex for the duration. Additionally, many Arms Bearer - Gain an additional inflicting additional Burn damage over Bulwark Against the Elements - Creates time each time they receive damage. a mystical shield around the caster, Deflection and Reflex attacks that score Weapon Set. Hits will be converted to Grazes. Concelhaut’s Corrosive Siphon - Eats suffusing them with bonuses to Burn, away at the target’s spirit, inflicting Freeze, Corrode, and Shock Armor Ryngrim’s Repulsive Visage - The caster’s Power Level - 2 Corrosive damage and converting that Ratings. face becomes a nightmarish mask of Curse of Blackened Sight - Shrouds essence into Health for the caster. Infuse With Vital Essence - Infuses the rotting, insect-infested flesh or other images of unspeakable horror, compelling the targets’ vision in total darkness, Necrotic Lance - Creates a lance of pure caster with vitality, granting them the Blinding them. Fit and Smart Inspirations. all nearby foes to become Terrified and necrotic energy, causing Corrode damage Sickened. instantly and over time. Two Weapon Style - Specialized training

83 84 Concelhaut’s Draining Touch - The Crackling Bolt - Caster becomes a Pull of Eora - The wizard summons Heart of the Storm - Gain increased caster’s hand becomes a toxic parasite, living generator for a powerful bolt of a black sphere that draws all nearby Penetration with Electricity attacks. causing Corrosive damage to the next electricity that streaks out in a straight enemies toward it each time it pulses Scion of Flame - Gain increased target the wizard attacks, Weakening it line and bounces off walls, harming and reduces their Stride. Penetration with Fire attacks. and converting its lifeforce to the caster anything caught in its path. Dimensional Shift - Switches the as Health. Secrets of Rime - Gain increased Fireball - Summons a flaming ball of locations of the caster and one ally, Penetration with Frost and Water Arduous Delay of Motion - Alters the molten earth that explodes at a targeted leaving a shockwave between them attacks. perception of time for enemies in the area location, causing Burn damage to all in that Stuns enemies. Spirit of Decay - Gain increased of effect, lowering their Action Speed the area of effect. Minor Arcane Reflection - Creates a and Stride. Penetration with Acid and Decay Bear’s Fortitude - Increases the character’s field of arcane energy around the attacks. Noxious Burst - Spews forth a poisonous Fortitude defense. caster, causing hostile targeted spells cloud of foulness that causes Corrode Snake’s Reflexes - Increases the character’s to be reflected back at their casters. damage and leaves victims Sickened. Reflex defense. Essential Phantom - Creates a ghostly Power Level - 5 Expose Vulnerabilities - Bares the Combat Focus - Gain Concentration at double of the caster that causes Shock Arkemyr’s Wondrous Torment - Drains enemies’ combat vulnerabilities for the start of each combat. damage to enemies it strikes. the target’s Resolve, Intellect, and all to see, Interrupting them, as well Wall of Flame - Generates a fearsome Perception, and creates two lesser as reducing their Armor Rating and Bull’s Will - Increases the character’s Will versions of the effect that jump to defense. vertical sheet of flame, inflicting Burn Deflection. damage on anyone moving through it. nearby enemies when the first effect ends. Deleterious Alacrity of Motion - Caster Maura’s Writhing Tentacles - Summons draws upon his or her life force to gain Power Level - 4 a trio of powerful tentacles that Torrent of Flame - Instantiates a the Swift Inspiration at the cost of his or Minoletta’s Concussive Missiles - Fires cannot move, but inflict Crush and terrifying inferno of flame around her own Health draining over time. several missiles of pure force at Corrode damage and Immobilize the caster, inflicting Burn damage on Kalakoth’s Minor Blights - Creates a the target causing a shockwave of anyone they hit. everyone nearby. ball of energy in the caster’s hand that Crushing damage to foes close to the Minor Grimoire Imprint - Gives the Ryngrim’s Enervating Terror - Causes can be thrown at the enemy, causing impact. caster access to one ‘free’ spell from enemies in the area of effect to Burn, Freeze, Corrode, or Shock damage Flame Shield - Engulfs the caster in fire, the target’s spell list, allowing them to envision their worst fears, afflicting to anyone caught in the area of effect. increasing their Freeze Armor Rating cast a spell of 3rd level or lower that them with Weakened and Terrified. Blights are continually cycled and and causing Burn damage to anyone is not currently in their grimoire an Ninagauth’s Bitter Mooring - The replenished until the spell ends. who damages them with a melee unlimited number of times. target is hit with a Stuck Affliction Minoletta’s Bounding Missiles - attack. Ironskin - Transmutes the caster’s skin and becomes an anchor for a frigid ray Summons three missiles that each pierce Confusion - Infects the minds of into iron, adding significantly to their of energy from the wizard that does through the target and then leap to enemies in the area of effect with Armor Rating. This effect lasts for up Freeze damage to creatures in its path. additional targets. delirium, Confusing them. to ten attacks.

85 86 Form of the Helpless Beast - Transforms Rapid Casting - Reduces the time it Ninagauth’s Freezing Pillar - Calls down Power Level - 7 a single kith enemy, into a pig. The takes to complete a spell’s cast. an enormous spike of ice, pulsing Delayed Fireball - The wizard hurls out pig has very poor defenses but can Farcasting - Gain the ability to cast Freeze damage on all in the area of a tiny ball of flame that lies dormant move quickly. ranged spells over longer distances. effect and creating an intense circle of for a fixed amount of time before frost that can Hobble those it touches. Blast of Frost - Creates a bitter surge Uncanny Luck - Gain a small chance exploding for heavy Burn damage. of ice and freezing cold air, inflicting to completely avoid any attack and to Chain Lightning - The caster calls Llengrath’s Warding Staff - This spell Freeze damage on anyone caught in convert some Hits to Critical Hits. forth a tremendous bolt of electricity conjures a powerful quarterstaff that the conical area of effect. that arcs directly to a single target adds Deflection and pushes enemies Tough - Increases the base maximum and then jumps between several Malignant Cloud - Generates a cloud Health that you gain with each level. away with a Hobbled effect on each of virulent poison, inflicting Raw nearby enemies. Others in the area of successful attack. The summoning of damage to anyone in the cloud every effect are not harmed by the arcane the staff itself also pushes everyone, few seconds. Power Level - 6 lightning. including allies, away from the caster. Wall of Force - Creates a semi- Minoletta’s Precisely Piercing Burst - Arkemyr’s Capricious Hex - Unleashes Tayn’s Chaotic Orb - Named for the permeable barrier that inflicts Crush Creates a burst of deadly force around a volatile hex upon enemies in the eccentric Aedyran wizard Tayn, damage and Hobbles enemies when the caster, causing any enemies in area of effect, causing them to become the chaotic orb bounces between a they pass through it, but leaves allies the immediate vicinity to take Pierce either Dazed, Sickened, or Paralyzed, number of enemies, dealing damage unscathed. damage. This bypasses nearly all depending on its own mysterious and inflicting a variety of negative whims. Citzal’s Spirit Lance - Creates a pike of Armor Rating. Afflictions including Petrified, pure magical force, that deals Pierce Arcane Reflection - Creates a field Spell Resistance - Grants a chance Paralyzed, Weakened, Sickened, damage and causes a foe-only blast of arcane energy around the caster, to completely resist the effects of a Stunned, and Blinded. explosion when striking. reflecting hostile targeted spells back hostile spell. Ninagauth’s Killing Bolt - This spell Call to Slumber - Causes a group of at their casters. Improved Critical - Increases the inflicts a heavy amount of Raw enemies to momentarily fall asleep, Gaze of the Adragan - Gives the caster amount of damage dealt by Critical damage to the target. Any non-Spirit falling Prone until the effect ends or the mystifying gaze of the adra Hits. felled by the attack will summon a they receive damage. Call to Slumber creature that provides the spell’s Martial Caster - Reduces the time Spectre under the caster’s control. cannot affect Vessels. namesake, Petrifying enemies within it takes to complete a weapon Substantial Phantom - Substantial Llengrath’s Safeguard - An insidious the area of effect. summoning spell’s cast. Phantom is an advanced version magical contingency activates when Death Ring - Calls a black ring of Quick Summoning - Reduces the of Essential Phantom, creating an the caster is Bloodied or lower. He necrotic energy into being that time it takes to complete a creature independent copy of the wizard or she immediately knocks all nearby spreads out in all directions, causing summoning spell’s cast. that can cast a small set of low-level enemies back and Prone while gaining Corrode damage to enemies it touches spells. Due to the advanced nature of an Armor Rating and defense bonus and potentially destroying those that the spell, the copy from Substantial for a short time. are Near Death. Phantom is more durable than Essential Phantom.

87 88 Citzal’s Martial Power - Caster Wilting Wind - A parching wind blows Power Level - 9 Citzal’s Enchanted Armory - Conjures temporarily sacrifices arcane power across the battlefield, inflicting Raw Meteor Shower - A series of fiery meteors two large and powerful enchanted for martial might. The wizard gains damage on anyone in the area and fall from the sky, pummeling the area weapons in the caster’s hands and a bonuses to Deflection and Accuracy, leaving them Weakened. with Burn damage on impact and brilliant arcane breastplate to protect as well as the Strong, Fit, and Quick Caedebald’s Blackbow - The wizard additional Burn damage over time. them. Inspirations, but becomes unable summons a frightful bow that does Cloak of Death - Summons a swirling Prestige - Increases your Power Level, to cast spells for the duration of the Corrode damage to enemies and leaves increasing the effectiveness of all abilities. effect. cloak of black energy around the Wizard. them Terrified. Each bolt of energy the The cloak will banish the wizard’s melee Wall of Draining - Enemies passing wizard fires bounces to one additional attackers, imprisoning them in darkness through or standing in this wall will target. for a short time, where they cannot lose time from any of their timed Temporal Cocoon - Lock the target take actions and will receive rapid Raw beneficial status effects. For each in a cocoon of binding energy. While damage. second drained, the wizard gains trapped in the cocoon the prisoner Minoletta’s Missile Salvo - Unleash a duration on any beneficial status cannot act, be attacked, or affected by effects they have. cascade of erratic missiles upon an area. abilities. However, all effects already on These missiles release shockwaves on Accurate Empower - Empowered the cocoon’s prisoner will continue to impact that deal Crush/Corrode damage attacks gain increased Accuracy. affect them. in a small area. Lasting Empower - Empowered attacks Minoletta’s Piercing Sigil - The wizard Llengrath’s Reflection - Creates a field gain increased duration on Affliction invokes the sigil of the famed Vailian of arcane energy around the caster, and Inspiration effects. wizard Minoletta. When he or she is reflecting hostile targeted spells back at Penetrating Empower - Empowered struck in melee, the sigil retaliates with their casters. attacks gain increased Penetration. Pierce damage, pushing the target back and leaving them Stunned. Concelhaut’s Corrosive Skin - The Potent Empower - Empowered attacks target’s own skin eats away at them, gain increased Damage. Wall of Many Colors - Summons a dealing large amounts of Corrode scintillating wall of varied colors that damage over time and Weakening them, inflicts varied damage and Afflictions on preventing healing. Power Level - 8 enemies passing through it. Petrification - The target has their own Major Grimoire Imprint - Allows the Kalakoth’s Freezing Rake - A ghostly, flesh transmuted into stone. If the wizard to temporarily “borrow” druid, skeletal hand rakes across the area, target is Near Death when this spell is priest, or wizard spells of 7th level or doing Freeze damage to enemies within, cast on them, there is a chance that the lower. For a short duration, the wizard leaving them Weakened and Hobbled. petrification will be permanent. can cast the stolen spells freely. Great Soul - Increases the maximum Arcane Cleanse - Strips off all beneficial number of times Empower can be used effects on those in the area of effect. before resting.

89 90 CHAPTER 11 Mechanics Traps and locks can be a problem for even the toughest adventurers, draining their Skills resources and injuring or killing those who are unfortunate enough to trigger an unseen floor plate. The Mechanics skill makes it easier to open locks and disable traps. Additionally, any character can use the Mechanics skill to place traps of their own. The In Pillars of Eternity II, skills are divided into two groups: passive and active. higher the Mechanics skill, the more accurate the trap. In conversations and scripted Passive skills are only used in dialogues and scripted interactions. Active skills interactions, Mechanics can be used to activate or disable a variety of machines. can be used to make items or perform actions in the game world – and can also be used in Scripted Interactions. You acquire an Active and a Passive skill point Sleight of Hand every level. Whether you want to lift a few coins from an unsuspecting mark or plant incriminating evidence (or worse) on an enemy, sleight of hand can get the job done without drawing suspicion. ACTIVE SKILLS ——————————————————————————————————— Stealth Stealth allows characters of any class to attempt to avoid being seen or heard. It Alchemy is used automatically whenever the character is in Stealth mode. The higher the Alchemy deals with the natural and supernatural properties of plants, body character’s skill, the closer they can get to enemies before being detected. parts, and gemstones. It affects the use of all drugs, poisons, and antidotes (Generally increasing potency and duration of effect). PASSIVE SKILLS Arcana ——————————————————————————————————— Arcana covers knowledge of all things magical that do not deal with metaphysics. In combat, it can be used to increase the power level of scrolls. Bluff All but the most honest adventurers find it useful to stretch the truth on Athletics occasion. Unscrupulous denial, feigned ignorance, gross exaggeration, and bald- Adventuring is tiring work. In addition to the hazards of mortal combat, faced lying are all covered by this skill. adventurers have walls to climb, rivers to cross, and pits to leap over. Once per encounter, characters with Athletics can use the Second Wind ability to recover Diplomacy lost Health. A higher Athletics score increases the effect of Second Wind. In Diplomacy can be used to negotiate rational and reasonable resolutions to conversations and scripted interactions, Athletics is used for physical feats like difficult situations. It stresses patience, respect, and sensitivity, and may climbing, swimming, and jumping. therefore be despised by the rough edges of Eoran societies.

Explosives History The Explosives skill improves the accuracy, damage, and effectiveness of bombs, A broad skill, history covers the commonly-accepted narratives of Eora’s civilizations noisemakers, and similar devices. and how they came to be. As this skill draws from many sources, a measure of folklore has been woven into many stories.

91 92 Insight CHAPTER 12 Conversations can be difficult to navigate. People may be evasive, lying, frightened, or preoccupied with other matters. Insight is used to empathize with Companions, Adventurers, someone and understand their underlying emotions and motivations. & Party Management

Intimidate Through physical imposition, raw intensity, and overt threats, Intimidate Along your journey through the Deadfire you will come across a handful of allows a character to leave onlookers shaken and cowed. Though not everyone characters that will ask to join your party. Some of them you may recognize responds well to intimidation, it can be used as an effective tool of persuasion. from Pillars of Eternity while others will be new. There are three different types of party members that can adventure with your Watcher. Metaphysics A young field of knowledge, Metaphysics deals with animancy, adra, the Wheel, Companions - Characters that have quests, backstories, dialogue, and reputation the In-Between, the Beyond, and all mysteries of the soul. associated with them.

Religion Sidekicks - Characters that have a small role in the story of Pillars of Eternity II Religion covers both the theological concerns of Eora’s various religions as well and are willing to join your cause. as popular beliefs, saint cults, and religious organizations in the world. Adventurers - Characters that can be hired at an inn and meet your exact Streetwise specifications. Streetwise covers the basic rules of survival one learns on the streets and back allies of major cities. It includes urban readiness as well as appropriate etiquette for dealing with unsavory types. COMPANIONS ——————————————————————————————————— Survival Survival can be used in conversations and scripted interactions that involve Aloth Corfiser wilderness challenges or specialized information about nature. Race: Wood Elf Gender: Male GENERAL USE Class: Wizard ——————————————————————————————————— Summary: The young elf was raised with money, but not love. The trauma in his early years caused Aloth to become During any situation where a skill is checked against a challenge’s level of difficulty, Awakened. Sharing his body with Iselmyr, Aloth joined the party member with the highest relevant skill is represented as the starting the Leaden Key to find structure in his life. Travelling with benchmark. If their skill outweighs the difficulty score, your efforts succeed. the Watcher in Pillars of Eternity revealed that the Leaden Key and its leader, Thaos ix Arkannon, were not what they seemed. His faith in animancy and the Leaden Key shaken, Aloth finds himself in the Deadfire. 93 94 Edér Teylecg Serafen Race: Meadow Human Race: Wild Orlan Gender: Male Gender: Male Class: Fighter, Rogue, or Swashbuckler Class: Cipher, Barbarian, or Witch Summary: Returning from Pillars of Eternity, Edér is Summary: Born into slavery, Serafen was put on ships as a laid back farmer hailing from the Gilded Vale. His a powder monkey from an early age. He soon discovered love for animals and his dark humor are always present his abilities as a cipher and lured his masters’ ships into the between puffs of his pipe. Edér’s faith is challenged when path of the Príncipi. Impressed by his abilities the pirates his god rises in the form of an enormous statue marching accepted him as one of their own. through the Deadfire.

Tekēhu Maia Rua Race: Marine Godlike Race: Island Aumaua Gender: Male Gender: Female Class: Chanter, Druid, or Theurge Class: Ranger Summary: A native Huana, Tekēhu holds himself in high Summary: Sister of Pillars of Eternity’s Kana Rua, Maia is a regard. He is a studied water shaper and a member of the trained marksman for the Royal Deadfire Company. Having Watershaper’s Guild in Neketaka. Unlike most druids captained ships for the company, Maia is no stranger to the Tekēhu possesses the unique ability to transform into a waters of the Deadfire. With her loyal bird of prey Ishiza by shark. her side Mia is a formidable foe in any combat.

Xoti Pallegina mes Rèi Race: Meadow Human Race: Avian Godlike Gender: Female Gender: Female Class: Priest, Monk, Contemplative Class: Paladin Summary: As a devoted worshiper of Gaun (The Summary: Born of human parents, Pallegina has been Dawnstar’s name for Eothas), Xoti is interested in the touched by Hylea giving her avian features such as feathers rumors of his reincarnation. As a refugee from Readceras, and golden eyes. Resented by her father by ending her she’s in the Deadfire to find a new life after the Saint’s mother’s ability to bear any more children, she had a rough War. Now, Xoti is on a self-imposed mission to assist souls early childhood. She found acceptance in the Brotherhood by using her lantern to ferry them to The Beyond. of the Five Suns. Now, in the Deadfire, Pallegina continues to fight for the Vailian Republics against pirate kind.

95 96

SIDEKICKS ADVENTURERS ——————————————————————————————————— ———————————————————————————————————

Adventurers can be recruited at any innkeeper up to one level lower than your Watcher’s current level. The higher level the adventurer, the more they will cost to hire. An adventurer can be fully customized just as the watcher is during character creation. Adventurers are a great way to hone your party and try different combinations of builds.

PARTY MANAGEMENT ——————————————————————————————————— Fassina Rekke Race: Oceanfolk Human Race: Stormfolk Human In Pillars of Eternity II: Deadfire you are allowed five members in your party Gender: Female Gender: Male including the Watcher. Exiting your ship onto an island will prompt the party Class: Wizard Class: Fighter management menu. Here you will be able to select which members you would like to bring onto that island. Party members will accrue partial experience when not in your active party.

Konstanten Ydwin Race: Mountain Dwarf Race: Pale Elf Gender: Male Gender: Female Class: Chanter Class: Cipher, Rogue, or Mindstalker

97 98 CHAPTER 13 Personality Reputations The player’s overall behavior impacts how the world views them. There is no Dispositions, Reputations, & Relationships overt morality or judgment associated to these traits. In other words, a “good” character can get in as much trouble as a “bad” character depending on the type of person they engage with at any given time. Personalities are also not one- dimensional. A player known for their honesty might also develop a reputation DISPOSITIONS & REPUTATIONS ——————————————————————————————————— of eerie stoicism.

Following each personality are a few examples of how the player might be Disposition is how Pillars of Eternity II tracks a player’s reputation throughout judged: their travels. The player’s actions within the game will often leave an impression on other characters - everyone from city politicians to Huana tribes. Many Aggressive: Hot-headed, bold, or impatient. events or interactions that take place later in the game can be influenced positively, negatively, or simply differently as a result of the player’s disposition Benevolent: Charitable, kind, soft, or weak. in a given context. Clever: Sarcastic, sassy, foppish, or irreverent. Cruel: Merciless, sadistic, brutal, or imperious. Deceptive: Dishonest, manipulative, or shrewd. Diplomatic: Cautious, tame, or courteous. Honest: Guileless, sincere, or straightforward. Passionate: Zealous, romantic, or obsessive. Rational: Practical, standoffish, or cold. Stoic: Tight-lipped, cool-headed, or simple-minded.

Non-player characters may act in ways that reflect how they feel about the player. This can encompass anything from giving gifts to attacking on sight.

Faction Reputations RELATIONSHIPS If the player positively or negatively interacts with a member of a faction (for ——————————————————————————————————— example The Vailian Trading Company, Huana, etc.), they will be notified that they have gained or lost reputation in that faction’s view of them. The player’s Pillars of Eternity II tracks the positive and negative attitudes of companions standing with their impacted factions is recorded and updated on their character towards your Watcher and each other. As your character and companions say sheet. things that express their beliefs, the companions process things they care about

99 100 in a positive or negative way. Additionally, specific scripted events can influence CHAPTER 14 a companion’s attitude (for example, completing an important quest in a way that the companion really cares about). Combat

Faction Reactions Many of the companions possess established attitudes toward the major and ENTERING COMBAT minor factions in Pillars II. How you interact with these factions will influence ——————————————————————————————————— the companion’s attitude towards your character, possibly resulting in a confrontation or even a companion leaving the party. Left click on a hostile target to attack it. Your party will then run to fight the target. Once engaged, you cannot exit combat without fulfilling one of the Special Relationships requirements listed under “Engagement” (below). In Pillars II, relationships produce a fundamental change in how a companion interacts with the Watcher or other companions. These special relationships may be positive or negative and may be expressed as camaraderie, profound respect, Using Abilities and Spells open loathing, passive-aggressive contempt, platonic romance, a casual sexual ——————————————————————————————————— relationship, or something else entirely.

To use an ability, first left click on the portrait of the character whose ability you’d like to use. The character’s available abilities and spells will appear above their portrait. Click an ability once to activate it. Spells that always affect or are centered on the user do not need to be targeted. For targeted abilities and spells, first click the ability or spell, and then click the target you want to use the ability on (or against) to activate it. If the spell is an area attack, click the area in which you would like to cast the spell.

Attack and Defense ———————————————————————————————————

All attacks in Pillars of Eternity II rely on using Accuracy to overcome one or more of the target’s four defenses. The Accuracy of an attack is determined by the character’s class, level, equipment, and special bonuses. Deflection is used to resist most weapons and the natural attacks of monsters. It is defined primarily by the character’s class, level, and Resolve. Fortitude helps characters defend against attacks that can physically overpower them, such as knockdowns or poison. Reflexes resist most area attacks like fireballs or a dragon’s breath

101 102 (Dexterity and Perception). Mental attacks almost always target the character’s Many armor types, both worn by the player’s characters, and found on enemies, Will (Intellect and Resolve). As with Accuracy, characters’ defenses all increase will have special resistances or vulnerabilities to specific damage types. Tooltips as they gain levels. and the Combat Log can help highlight these differences.

When an attack is made, the target’s appropriate defense score is subtracted An eighth damage type, Raw, always ignores armor. It is typically only inflicted from the attacker’s Accuracy. That difference is then added to a random number by poison, bleeding wounds, or similar effects. between 1 and 100 to determine the results.

<25 Miss No effect on the target. Afflictions ——————————————————————————————————— 25-49 Graze Damage and durations are halved. Some enemies and situations may cause Afflictions to your party members. 50-99 Hit Standard damage and durations. These can be seen to the right of each character portrait and can be hovered over >99 Crit Damage and durations are increased by 50% for more information. Most afflictions will fade over time.

Some special abilities (such as rogue’s Dirty Fighting) may change one attack result into another, for example a Hit becoming a Crit. In those cases, the Combat Log conversion will be noted in the Combat Log (see below). ——————————————————————————————————— Damage and Damage Thresholds During combat, detailed information will be displayed in the Combat Log on Damage is typically associated with one of seven damage types: Slash, Crush, the lower right of the screen. The combat log displays important information Pierce, Burn, Freeze, Shock, or Corrode. Armor has an AR (Armor Rating) regarding your party members including: value. Weapons have a Penetration value. These numbers are compared against • Attacks each other and total damage is multiplied based on the following table: • Damage • Ability and Spell Activations COMPARISON MULTIPLIER • Character Status • Quest Information Penetration <= Attack Rating - 3 25% Penetration = Attack Rating - 2 50% Hovering over individual attacks in the combat log will display more detailed calculations showing how the attack was resolved. Holding the Shift key while Penetration = Attack Rating - 1 75% hovering will show additional information. Penetration = Attack Rating 100% Penetration >= 2 Attack Rating 130%

103 104 Health individual character that slowly fills with color. When it is full, your character ——————————————————————————————————— will be detected and may be attacked if the enemy moves close enough.

As you take damage, your Health will deplete. If a character’s Health becomes totally depleted, that character will fall unconscious and receive an injury. Engagement Health is regained rapidly outside of combat and some characters (like fighters) ——————————————————————————————————— can regain it slowly during combat. Often, there are times when two or more hostile characters come into close range of each other. This is called an Engagement. Only certain characters and talents Injuries and Death will cause enemies to become engaged. Engagement can be broken by several ——————————————————————————————————— means: the defeat / incapacitation of a foe, a shift in hostility (e.g. from enemy to friend), or by Disengaging (walking away). When one of the relevant characters During exploration of the world or combat, characters may suffer Injuries, moves a significant distance away from their enemy, they trigger their opponent’s which are tracked to the left of each party member’s portrait. These are similar Disengagement Attack. A Disengagement Attack includes an Accuracy bonus and to Afflictions but are long-term and can only be healed through food and rest. does significantly more damage than a standard attack. These disadvantages make Characters can have up to three injuries. If a character would receive a fourth Disengaging an inherently risky practice. Many characters and monsters have injury they instead will die. There is no remedy for death in Pillars of Eternity. special abilities that interact with the Engagement in unique ways: Once a character has died, his or her soul belongs to the Wheel. • Fighters have ways to engage multiple enemies. • Many Afflictions, such as Stun, Paralyze, or Prone will make the victim unable to maintain engagement. Resting • Any ability that would move an enemy will cause them to break engagement. ———————————————————————————————————

In order to heal injuries and get your per-rest abilities and empowerments back, AI CUSTOMIZATION your party can Rest. You can only rest in certain areas and will need some sort ——————————————————————————————————— of food for each party member to gain the full benefits of resting. Food can be found around the world and purchased in various shops. Your party can also Custom AI is a new feature in Pillars II that makes combat more interesting rest inside of inns, for a fee. than before, and can provide you a more well-rounded combat experience. A well-programmed party can become nearly self-sufficient, allowing you to focus on only one or two party members at a time. The system’s logic can be adjusted Stealth so that your companions will perform certain actions under specific conditions. ——————————————————————————————————— For example, if members of your party drop below 50% health, and your selected companion has a healing spell, you can tell them to cast it automatically. There are To enter Stealth mode, click the Stealth button on the main action bar, or hit countless conditions to pick from, but if you’re feeling too overwhelmed about the the Alt key on your keyboard. Stealth mode will allow your characters to stay possibilities of AI scripting, there is a list of AI presets that can help you get started! undetected by enemies. Detection radius is designated by a circle under each 105 106 CHAPTER 15 Combat Ships ———————————————————————————————————

When sailing the Deadfire you may find yourself engaged in combat with a hostile ship. In combat, ships take alternating turns using the following actions: Soon after starting your adventure through the Deadfire you will receive your • Full speed first ship, a sloop called The Defiant. Being the captain of your own ship • Half speed requires a bit of management. Your ship will need a crew to properly navigate • Hold position through the world. Throughout your travels in the Deadfire, you will have • Turn to port opportunities to obtain new ships as well as upgrades and customizations giving • Turn to starboard you great variety while sailing the open seas. • Prepare to jibe • Fire port cannons • Fire starboard cannons Crew ——————————————————————————————————— • Report to... (This allows you to rearrange crew members)

Ship health is divided into hull and sail health. When Hull Health is depleted The crew members of your ship rely on food and drink to stay alive. Providing the ship sinks. When Sail Health is depleted the ship has fewer movement your crew with different rations will allow you to manage their morale. options. Spending money on better rations will keep your crew happier. Different crew members will specialize in different jobs on the ship. One Crew members can also be injured during ship combat which may require you crew member may be a good cook, while another crew member may not be a to move crew members around the ship during combat. This is a great reason to proficient cook, but excels as a cannoneer and deckhand. The following are all of use the previously mentioned “Report to...” option. the positions that need to be filled on most ships: • Boatswain Ships also require ammunition. Making sure that you always have enough on • Deckhand your ship is essential to surviving at sea. • Cannoneer • Navigator If at any point your ship gets within ramming distance of the enemy ship you • Cook will also receive the option to hit the enemy ship at “Ramming speed”. This • Surgeon will cause the enemy ship to take a large amount of damage. If the enemy ship • Navigator survives this you will board the enemy ship. The game will then transition to • Helmsman “Deck to Deck Combat” mode. Using a crew member in a specific job for an extended period of time will cause that crew member to become more proficient at that job.

107 108 CHAPTER 16 Deck to Deck Combat ——————————————————————————————————— World Map

Deck to deck combat is similar to the traditional combat that you’re used to in Pillars of Eternity II: Deadfire. It takes place on the deck of your ship and When leaving a region you will find yourself on the world map. Exploring the the enemy ship that you’ve encountered. When defeating an enemy ship after world map is done in two different modes. You will first travel the map by land boarding them you will gain more rewards than you would have had you sunk and, once you obtain your ship, by sea. the ship.

Customization ———————————————————————————————————

Many upgrades can be purchased and acquired for your ship. Cannons, sails, hulls, and other upgrades can affect how your ship performs in combat and on the world map. Many of these upgrades will affect how your ship looks when on the deck of the ship.

Land Exploration ———————————————————————————————————

Travelling by land you will find many different symbols on the map.

Pickables Sometimes, while adventuring, you will run into pickables lying around the map. These will contain anything from food to crafting resources. If you’re lucky, you may even find equipment on the world map.

Encounters Named flags on the world map are called World Map Encounters. Encounters can be anything from a travelling caravan in distress to a pack of wild hungry boars. Often, you will find that encounters are blocking your way to an area of the map that you want to reach.

109 110 CHAPTER 17 Locations Larger symbols on the world map represent locations. These can be caves, cities, Equipment or other questing areas.

Sea Exploration Different types of equipment can be acquired as a result of completing quests, ——————————————————————————————————— looting corpses, or simply exploring the Deadfire Archipelago. Items are divided into six main categories: Equipment, Consumables, Ingredients, Quest When at sea, you will travel in your currently active ship. Sailing the sea is how Objects, Currency, and Miscellaneous Objects. This chapter will focus only on you will discover other islands and locations to explore. Once you discover a Equipment. location it will appear in the searchable menu in the top left of your world map.

Equipment is a type of item that characters can hold or wear. The Inventory Non-Player Ships Screen shows available slots on a character where they can equip items: head, While on the world map you will run into other ships, that may belong to neck, back, hands, waist, feet, weapons, and two ring slots. These items have merchants who might be willing to trade with you. A number of the ships you practical uses, such as boosting a player’s defensive skills or contributing a happen upon may be hostile and attempt to chase you down, while others may magical effect. just sail by.

Random Events Travelling by sea can be hard on your crew. While exploring, you will run into scenarios that involve your crew, the weather, or other events.

WEAPONS ———————————————————————————————————

Weapons are the implements of war that characters use most prominently in combat. They are broadly divided into melee (hand-to-hand) or ranged types, with different benefits and shortcomings separating them.

111 112 Equipped weapons can be organized into sets, whereby a character can swap Estoc: Narrow-bladed two-handed piercing sword. Bonus: Negates Damage out their present weapon(s) for another preselected set. This allows the player Threshold. to change their combat strategy at a moment’s notice, opting for a different Rapier: Narrow-bladed mid-sized stabbing weapon. Bonus: Increased Accuracy. approach mid-battle. (Fast)

Weapons are not restricted by player size or class. A spindly Wizard can equip a Spear: Single-handed stabbing pole weapon. Bonus: Increased Accuracy. (Fast) Great Sword. However, there may be reasons why a Barbarian, for example, is Pike: Two-handed stabbing pole weapon. Bonus: Increased Reach. the more advantageous bearer of such a weapon. Crush Melee Weapons Club: Short cudgel, light enough to be fast. Bonus: Increased Accuracy. Melee weapons are for characters who engage their enemies face-to-face. (Fast) Some examples are daggers, axes, rapiers, and quarterstaffs. They will often do different types of damage at varying speeds, either of which can be decisive Mace: Mid-sized flange-headed crushing weapon. Bonus: Negates Damage factors when bringing them to bear in a fight. Threshold. Morning Star: Two-handed spiked head on a pole. Bonus: Higher Slash Interrupt. Dagger: A broad-bladed short melee weapon. Bonus: Increased Accuracy. Flail: Short-handled ball-and-chain weapon. Bonus: Negates Deflection (Fast) bonuses. (Fast) Sabre: Curved, single-edged mid-size sword. Bonus: Inflicts damage over War Hammer: Gothic-style hammer-and-spike mid-sized weapon. Bonus: time effect. Best of Pierce/Crush. Great Sword: Broad-bladed two-handed sword. Bonus: Best of Slash/Pierce. Quarterstaff: Two-handed wooden shaft weapon, swung like an axe. Bonus: Hatchet: Small woodcutter-style axe. Bonus: Deflection bonus. (Fast) Increased Reach. Battle Axe: Mid-sized traditional “bearded”-style axe. Bonus: Increased Critical damage. Pollaxe: Long pole weapon with axe blade and opposed hammer head. Bonus: Best of Slash/Crush.

Pierce Stiletto: Thin-bladed stabbing melee weapon. Bonus: Negates Damage Threshold. (Fast) Sword: Single- or double-edged mid-sized straight sword. Bonus: Best of Slash/ Pierce.

113 114 Ranged Weapons Bonus: Best of Slash/Crush. Ranged Weapons are intended for any character wishing to keep their distance Wand: Tapers to a point. Bonus: Best of Pierce/Crush. from direct combat. They are separated into bows, crossbows, firearms, and implements. Bows and crossbows are the most common, featuring relatively Shields fast reload speed and good damage. Firearms can inflict massive damage, but are inaccurate and take a long time to reload. Implements are the fastest attacking Shields can be equipped in a character’s off-hand, All shields fall into one of and feature flexible damage types, but do the least amount of damage. three categories: small, medium, and large. As they increase in size, shields grant greater Deflection bonuses, but at the cost of Accuracy penalties for outgoing Bows attacks. Hunting Bow: Simple bow used by commoners for hunting. Bonus: Fast Small: Buckler-sized, held in the hand, facing forward from the knuckles. attack speed. Typically (but not always) round. War Bow: Large, heavy-pull military-style longbow. Bonus: High damage. Medium: The traditional “heater” shield size. Worn on the arm. Large: Kite-sized shield. Worn on the arm. Crossbows

Arbalest: Large, heavy-pull crossbow with a cranequin and stirrup for cocking. Bonus: Fast reload. ARMOR ——————————————————————————————————— Crossbow: Mid-sized crossbow with “ordinary” cocking (no crank or stirrup). Bonus: High damage. Armor is the protective clothing worn on a character’s body. This can range from simple rags to ornamental steel plates. The core benefit of wearing armor is the benefit to a player’s Damage Threshold, which reduces the harm of Firearms incoming attacks. As armor grows more cumbersome, an increase to Damage Arquebus: Two-handed matchlock smoothbore longarm. Bonus: High Threshold can come at the cost of penalized Recovery Time. damage. Blunderbuss: One-handed matchlock scattergun. Bonus: Fast reload, Like weapons, armor can be equipped by characters of any size or class. multiple projectiles. Similarly, there are practical reasons why one character might be better suited to a particular armor type than another. Pistol: One-handed matchlock pistol. Bonus: Fast reload. Armor Types Implements Cloth: Simple clothing, light and unrestrictive. Rod: Larger than other implements, held in the middle, cylindrical. Padded: The lightest proper armor, either an undercoat or independent Bonus: Best of Pierce/Slash. suit. Sceptre: Ends in a prominent “head” (sphere, skull, gem, crown, etc.). Hide: Layers of animal hide, primitive and crudely fashioned.

115 116 Leather: Boiled, hard leather shaped into fitted pieces of armor. CHAPTER 18 Scale: Overlapping horn or metal (possibly even drake) scales sewn to a cloth Crafting & Enchanting or leather backing. Breastplate: A solid breastplate with minimal backing, typically worn over ordinary clothing or light padding. As you explore the Deadfire, you will acquire a variety of crafting and Mail: Interlocking riveted metal links, typically in the form of a hauberk. enchanting materials. Many of these items will appear to have no immediate Brigandine: A mid-length coat of small metal plates sandwiched between and usefulness. However, these items can be used to craft consumables such as riveted to cloth/canvas backing, typically worn with padded cloth sleeves. potions, scrolls, and explosives, or they can be used to enchant your weapons to Plate: The heaviest armor, plate consists of large (usually) steel plates over become more powerful. It is in your best interest to explore the environment to mail with a light padded jacket underneath. find as many of these ingredients as possible, as you never know what you will need to enchant that new sword you found. Weapons, armor, and shields can be modified to increase their value and bonuses. Crafting can be performed at any time outside of combat. To craft an item Bonuses are also found on unique or enchanted weapons/armor acquired open the inventory and click on the crafting button at the bottom of the menu. throughout the game. Enchanting can be performed by right clicking on a weapon and choosing the enchant option at the bottom of the window.

Crafting ———————————————————————————————————

When crafting you will notice a list of recipes to choose from. They will be organized into different categories alphabetically. Items that you have the prerequisites for should be highlighted with lighter text.

Enchanting ———————————————————————————————————

Unique items will often have multiple different enchantments to choose from. Opening the enchanting menu on an item will allow you to see the different upgrades that are available for that item. Upgrades that you have the required reagents for will highlight in a lighter text color, similar to the crafting interface.

117 118 CREDITS & LEGAL

MANUAL CREDITS ———————————————————————————————————

Contributing Writers: Nick Carver, Kate Dollarhyde, Alec Frey, Katrina Garsten, Paul Kirsch, Carrie Patel, , Megan Starks Cover Art: Matt Hansen Editors: Samuel Chin, Alec Frey, Katrina Garsten, Darren Monahan, Eric Neigher Graphic Artist: Daniel Peterson

WEBSITES ———————————————————————————————————

Learn more about Pillars of Eternity II: Deadfire at: eternity.obsidian.net

Visit our Community Forums at: eternity.obsidian.net/forums

For manual errata: eternity.obsidian.net/manual/errata

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