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Proficiencies (2)
Pillars of Eternity II: Deadfire

Proficiencies (2)

Learn how to choose weapon proficiencies in Pillars of Eternity II: Deadfire, understand their benefits, and optimize weapon modal attacks for maximum combat effectiveness.

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Learn how to choose weapon proficiencies in Pillars of Eternity II: Deadfire, understand their benefits, and optimize weapon modal attacks for maximum combat effectiveness.

In Pillars of Eternity II: Deadfire, you can choose proficiencies in 31 weapon and shield types. You start with two proficiencies at character creation and gain an additional one every four levels (4, 8, 12, etc.). There's no penalty for using a weapon you're not proficient in, but proficiency unlocks a weapon's special modal attack.

Devoted (Fighter) Subclass Note: Devoted Fighters can only choose one proficiency, and using an unproficient weapon reduces Accuracy by -10.

All characters are proficient with fists, but unarmed combat is only effective for Monks or those with the Monastic Unarmed Training passive.

Many two-handed ranged weapons are considered "unfit for combat," imposing a -10 Deflection penalty when used in melee. The most powerful ranged weapons also deal reduced critical damage.

Weapon modals often provide benefits like +2 Penetration at the cost of increased Recovery Time. While potentially useful, it's crucial to analyze if the trade-off is worthwhile, as it can sometimes reduce overall damage output. The effectiveness of modals depends on various factors, including Accuracy, Deflection, and Penetration.

Example Modal Comparisons:

  • Hunting Bow: Modal offers -50% Recovery Time and +3.11 DPS (off) vs. 2.42 DPS (off), but with -15 Accuracy.
  • Arquebus: Modal provides +20 Accuracy and 1.82 DPS (on) vs. 1.76 DPS (off), at the cost of -25% Action Speed.
  • Pistol: Modal increases DPS to 2.24 (on) vs. 1.74 DPS (off) with -50% Reload Time, but with -15 Accuracy.
  • Rapier: Modal offers +20 Accuracy, but reduces DPS to 1.62 (on) vs. 2.14 DPS (off) due to +50% Recovery Time.
  • Great Sword: Modal grants +30% damage, increasing DPS to 2.98 (on) vs. 2.79 DPS (off), with -10 Accuracy.

Generally, engaging the modal on a Hunting Bow is recommended. The Pistol modal is also effective, especially when wielding a single pistol.

For micromanagement enthusiasts, activating modals that reduce enemy defenses briefly can be highly effective. Arbalests and crossbows offer Interrupts, useful against casters. Spears and pollaxes provide Engagement, a valuable buff. Casters can benefit from dagger modals for a +10 Deflection bonus with no combat penalty. Medium shields offer a chance to ignore melee attacks, and large shield modals can be mitigated with abilities like Charge or Escape.

Weapon Details:

Bows

Arbalest
  • Handling: 2h
  • Range: 12m
  • Attack Time: 0.7s
  • Reload Time: 6s
  • Damage: 17 - 25 Pierce
  • Penetration: 9
  • Special: -15% Crit damage, -10 Deflection vs. melee weapons
  • Modal (_Overbearing Shot_): -25% Action Speed, chance to knock target Prone.
Crossbow
  • Handling: 2h
  • Range: 12m
  • Attack Time: 0.7s
  • Reload Time: 5s
  • Damage: 15 - 20 Pierce
  • Penetration: 9
  • Special: 10% Hit to Crit, -10 Deflection vs. melee weapons
  • Modal (_Interrupting Shot_): -25% Action Speed, chance to Interrupt target.
Hunting Bow
  • Handling: 2h
  • Range: 12m
  • Attack Time: 0.9s
  • Recovery Time: 4s
  • Damage: 14 - 24 Pierce / Slash
  • Penetration: 6
  • Special: +5 Accuracy, -10 Deflection vs. melee weapons
  • Modal (_Rapid Shot_): -50% Recovery Time, -15 Accuracy.
Warbow
  • Handling: 2h
  • Range: 12m
  • Attack Time: 1.1s
  • Recovery Time: 4s
  • Damage: 13 - 19 Pierce / Slash
  • Penetration: 8
  • Special: -10 Deflection vs. melee weapons
  • Modal (_Overdraw_): +50% Recovery Time, +2 Penetration.

Firearms

Arquebus
  • Handling: 2h
  • Range: 12m
  • Attack Time: 0.7s
  • Reload Time: 6.8s
  • Damage: 20 - 26 Pierce
  • Penetration: 9
  • Special: -5 Accuracy, -15% Crit damage, -10 Deflection vs. melee weapons, Veil Piercing
  • Modal (_Aimed Shot_): +20 Accuracy, -25% Action Speed.
Blunderbuss
  • Handling: 1h
  • Range: 4m
  • Attack Time: 0.7s
  • Reload Time: 5s
  • Damage: 3 - 6 Pierce (x4 projectiles)
  • Penetration: 6
  • Special: -10 Accuracy, -15% Crit damage, Veil Piercing
  • Modal (_Powder Burns_): 8 - 12 Burn damage in AoE cone, user becomes Distracted for 10s.
Pistol
  • Handling: 1h
  • Range: 8m
  • Attack Time: 1.1s
  • Reload Time: 5s
  • Damage: 15 - 19 Pierce
  • Penetration: 7
  • Special: -15% Crit damage, Veil Piercing
  • Modal (_Rushed Reload_): -50% Reload Time, -15 Accuracy.

Magical Implements

Scepter
  • Handling: 1h
  • Range: 8m
  • Attack Time: 0.7s
  • Recovery Time: 4s
  • Damage: 9 - 13 Crush / Slash
  • Penetration: 8
  • Modal (_Destructive Channeling_): +20% damage, +1 Penetration, inflicts 20% of damage done (as Raw damage) on wielder.
Rod
  • Handling: 2h
  • Range: 8m
  • Attack Time: 1.1s
  • Recovery Time: 4s
  • Damage: 15 - 24 Pierce / Slash
  • Penetration: 6
  • Modal (_Blast_): 50% damage in 1.5m radius AoE, -50% Recovery Time.
Wand
  • Handling: 1h
  • Range: 8m
  • Attack Time: 0.7s
  • Recovery Time: 3s
  • Damage: 8 - 14 Pierce
  • Penetration: 7
  • Special: -5 Deflection vs. melee weapons
  • Modal (_Interfering Barrage_): -10 Accuracy penalty on target for 10s.

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