Learn how to distribute your 15 attribute points in Pillars of Eternity, with details on Might, Constitution, Dexterity, Perception, Intellect, and Resolve.
All six primary attribute scores start at 10, and you have 15 points to spend. You can sacrifice points from one attribute to increase another at a 1-to-1 cost. Values below 10 inflict penalties to derived attributes, while values above 10 provide bonuses. The minimum attribute value is 3, and the maximum is 18. Factoring in racial and cultural modifications, the value on character creation can range from 2 to 20 (or even 21 for Might and Perception).
One approach to deciding your initial attribute distribution is to start off with all scores at 9 and then place points into priority attributes and remove a point here and there from attributes you're not interested in. If you have attributes with mild penalties (8 or 9, say), you will almost certainly find gear that increases them to 10. In most cases, dumping an attribute entirely will harm your character in the long run.
Might
Might is a measure of both physical and mental strength. It feeds into all damage rolls, including firearms, and the efficacy of healing abilities.
- Score 8: -4 Fortitude, -6% Damage / Healing
- Score 9: -2 Fortitude, -3% Damage / Healing
- Score 10: - Fortitude, - Damage / Healing
- Score 11: +2 Fortitude, +3% Damage / Healing
- Score 12: +4 Fortitude, +6% Damage / Healing
- Score 13: +6 Fortitude, +9% Damage / Healing
- Score 14: +8 Fortitude, +12% Damage / Healing
- Score 15: +10 Fortitude, +15% Damage / Healing
- Score 16: +12 Fortitude, +18% Damage / Healing
- Score 17: +14 Fortitude, +21% Damage / Healing
- Score 18: +16 Fortitude, +24% Damage / Healing
- Score 19: +18 Fortitude, +27% Damage / Healing
- Score 20: +20 Fortitude, +30% Damage / Healing
Constitution
Constitution is a measure of vigour and stamina. It feeds into health scores.
- Score 8: -4 Fortitude, -10% Endurance / Health
- Score 9: -2 Fortitude, -5% Endurance / Health
- Score 10: - Fortitude, - Endurance / Health
- Score 11: +2 Fortitude, +5% Endurance / Health
- Score 12: +4 Fortitude, +10% Endurance / Health
- Score 13: +6 Fortitude, +15% Endurance / Health
- Score 14: +8 Fortitude, +20% Endurance / Health
- Score 15: +10 Fortitude, +25% Endurance / Health
- Score 16: +12 Fortitude, +30% Endurance / Health
- Score 17: +14 Fortitude, +35% Endurance / Health
- Score 18: +16 Fortitude, +40% Endurance / Health
- Score 19: +18 Fortitude, +45% Endurance / Health
- Score 20: +20 Fortitude, +50% Endurance / Health
Dexterity
Dexterity is a measure of agility and coordination. It feeds into attack speed.
- Score 8: -4 Reflex, -6% Attack Speed
- Score 9: -2 Reflex, -3% Attack Speed
- Score 10: - Reflex, - Attack Speed
- Score 11: +2 Reflex, +3% Attack Speed
- Score 12: +4 Reflex, +6% Attack Speed
- Score 13: +6 Reflex, +9% Attack Speed
- Score 14: +8 Reflex, +12% Attack Speed
- Score 15: +10 Reflex, +15% Attack Speed
- Score 16: +12 Reflex, +18% Attack Speed
- Score 17: +14 Reflex, +21% Attack Speed
- Score 18: +16 Reflex, +24% Attack Speed
- Score 19: +18 Reflex, +27% Attack Speed
- Score 20: +20 Reflex, +30% Attack Speed
Perception
This is a measure of both perception and insight. It is the only attribute that feeds into Accuracy.
- Score 8: -4 Reflex, -2 Accuracy, -6 Interrupt
- Score 9: -2 Reflex, -1 Accuracy, -3 Interrupt
- Score 10: - Reflex, - Accuracy, - Interrupt
- Score 11: +2 Reflex, +1 Accuracy, +3 Interrupt
- Score 12: +4 Reflex, +2 Accuracy, +6 Interrupt
- Score 13: +6 Reflex, +3 Accuracy, +9 Interrupt
- Score 14: +8 Reflex, +4 Accuracy, +12 Interrupt
- Score 15: +10 Reflex, +5 Accuracy, +15 Interrupt
- Score 16: +12 Reflex, +6 Accuracy, +18 Interrupt
- Score 17: +14 Reflex, +7 Accuracy, +21 Interrupt
- Score 18: +16 Reflex, +8 Accuracy, +24 Interrupt
- Score 19: +18 Reflex, +9 Accuracy, +27 Interrupt
- Score 20: +20 Reflex, +10 Accuracy, +30 Interrupt
Intellect
This is a measure of reasoning and logic. The principal effect is on abilities that have a duration and / or an area of effect.
- Score 8: -4 Will, -10% Duration, -12% Area of Effect
- Score 9: -2 Will, -5% Duration, -6% Area of Effect
- Score 10: - Will, - Duration, - Area of Effect
- Score 11: +2 Will, +5% Duration, +6% Area of Effect
- Score 12: +4 Will, +10% Duration, +12% Area of Effect
- Score 13: +6 Will, +15% Duration, +18% Area of Effect
- Score 14: +8 Will, +20% Duration, +24% Area of Effect
- Score 15: +10 Will, +25% Duration, +30% Area of Effect
- Score 16: +12 Will, +30% Duration, +36% Area of Effect
- Score 17: +14 Will, +35% Duration, +42% Area of Effect
- Score 18: +16 Will, +40% Duration, +48% Area of Effect
- Score 19: +18 Will, +45% Duration, +54% Area of Effect
- Score 20: +20 Will, +50% Duration, +60% Area of Effect
Resolve
This is a measure of willpower, determination and self-belief. It is the only attribute that feeds into Deflection.
- Score 8: -4 Will, -2 Deflection, -6 Concentration
- Score 9: -2 Will, -1 Deflection, -3 Concentration
- Score 10: - Will, - Deflection, - Concentration
- Score 11: +2 Will, +1 Deflection, +3 Concentration
- Score 12: +4 Will, +2 Deflection, +6 Concentration
- Score 13: +6 Will, +3 Deflection, +9 Concentration
- Score 14: +8 Will, +4 Deflection, +12 Concentration
- Score 15: +10 Will, +5 Deflection, +15 Concentration
- Score 16: +12 Will, +6 Deflection, +18 Concentration
- Score 17: +14 Will, +7 Deflection, +21 Concentration
- Score 18: +16 Will, +8 Deflection, +24 Concentration
- Score 19: +18 Will, +9 Deflection, +27 Concentration
- Score 20: +20 Will, +10 Deflection, +30 Concentration
Attribute Checks
There are a number of interactions in the game that require a minimum attribute score to access. A score of 16 is sufficient to make a majority of the checks against a given attribute, while a score of 19 will allow you to make all the checks (besides one; there is a Resolve 20 check in a late-game sidequest). The most important "conversation" attribute is Resolve, and there are a large number of conversation checks against Perception and Intellect as well.
Conversation checks are always made against the main character's attribute score. However, in scripted sequences, you can often choose a party member other than yourself.
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