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Cross-Class Abilities
Pillars of Eternity II: Deadfire

Cross-Class Abilities

Explore cross-class abilities in Pillars of Eternity II: Deadfire, including weapon styles like One-handed Style and Two Weapon Style, and their effects.

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Explore cross-class abilities in Pillars of Eternity II: Deadfire, including weapon styles like One-handed Style and Two Weapon Style, and their effects.

Walkthrough
  1. 1
    Weapon Styles: These passive abilities modify how you use weapons. Dual wielding normally reduces Weapon Recovery Time (the time between attacks) by -30%. Two Weapon Style further reduces this by -15%, for a total of -37.5% (not -45% due to how modifiers are calculated). One-handed Style increases critical hit rate when your off-hand is free, on top of the base +12 Accuracy. Two-handed Style increases damage.
  2. 2
    Weapon Comparisons: A one-handed sword deals an average of 16 damage with a 0.7s + 4s recovery. A greatsword deals 21 damage with the same speed. Dual-wielding swords results in 19.00 damage with a 7s (or 6.4s with Two Weapon Style) recovery.
  3. 3
    Style Effectiveness: Without a Weapon Style, differences are minimal, though two-handed weapons offer a Penetration advantage. One-handed Style is generally considered less effective. The bonus for Two-handed Style is larger than Two Weapon Style, potentially due to how negative modifiers are combined. Dual-wielding offers advantages beyond raw damage per second (DPS), such as a better chance to apply on-hit effects or stack passive bonuses from two unique weapons.
  4. 4
    Pistol Specialization: Pistols have a modal ability that halves reload time at the cost of -15 Accuracy. This penalty is mostly negated when using a pistol one-handed. Building a pistolier is most effective one-handed with the modal active, though One-handed Style is less beneficial with pistols due to their reduced critical damage. When dual-wielding pistols, the modal is advantageous, but Two Weapon Style offers little benefit (+5%).
  5. 5
    Power Level 1 Abilities:
    • Arms Bearer grants an additional weapon set.
  6. 6
    Fast Runner (available to Barbarian, Druid, Fighter, Paladin, Ranger, Rogue) grants +15% Stride and +5 defence vs. disengagement attacks.
  7. 7
    Monastic Unarmed Training (available to Barbarian, Cipher, Fighter, Priest, Ranger, Rogue) improves unarmed attacks with +2 Accuracy, +1 Penetration, and +5% damage. This damage scales with Power Level (PL), increasing by +15% damage, +4 Accuracy, and +1 Penetration for every +3 PL, without an upper bound as long as PL can be stacked.
  8. 8
    Power Level 2 Abilities:
    • One-handed Style grants a 20% Hit to Crit chance when wielding a one-handed weapon with the off-hand free.
  9. 9
    Two-handed Style grants +15% damage when wielding a two-handed weapon.
  10. 10
    Two Weapon Style grants -15% Weapon Recovery Time when dual-wielding.
  11. 11
    Weapon and Shield Style grants +6 Deflection when using a shield, adding the shield's Deflection bonus to your Reflex.
  12. 12
    Power Level 3 Abilities:
    • Bear's Fortitude grants +10 Fortitude defence.
  13. 13
    Bull's Will (available to Any except Cipher) grants +10 Will defence. Ciphers receive Iron Will instead.
  14. 14
    Combat Focus grants +1 Concentration at the start of combat.
  15. 15
    Snake's Reflexes grants +10 Reflex defence.
  16. 16
    Power Level 4 Abilities:
    • Heart of the Storm (available to Druid, Priest, Mage) grants +1 Penetration with Electricity attacks.
  17. 17
    Scion of Flame (available to Druid, Priest, Mage) grants +1 Penetration with Fire attacks.
  18. 18
    Secrets of Rime (available to Druid, Priest, Mage) grants +1 Penetration with Frost/Water attacks.
  19. 19
    Spell Shaping (available to Chanter, Druid, Priest, Mage) allows alteration of spell Area of Effect (AoE). Increasing AoE reduces PL by 5; reducing AoE increases PL by 1. Use the down arrow (↓) to increase area and the up arrow (↑) to decrease it.
  20. 20
    Spirit of Decay (available to Druid, Priest, Mage) grants +1 Penetration with Decay/Acid attacks.
  21. 21
    Tumbling (available to Barbarian, Chanter, Cipher, Fighter, Monk, Ranger, Rogue) grants +20 Defence vs. Disengagement attacks.
  22. 22
    Power Level 5 Abilities:
    • Farcasting (available to Cipher, Druid, Priest, Wizard) grants +20% range with spells.
  23. 23
    Practiced Healer (available to Druid, Paladin, Priest, Ranger) grants +15% healing done.
  24. 24
    Rapid Casting (available to Chanter, Cipher, Druid, ...)
Tips
  • Consider the synergy between weapon styles and your chosen weapons, especially for pistols.
  • Monastic Unarmed Training scales significantly with Power Level, making it a strong choice for unarmed combatants.
  • Spell Shaping offers tactical flexibility by allowing you to adjust spell AoE, but be mindful of the Power Level cost.
  • For spellcasters, Farcasting can significantly increase the effective range of your spells.

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