This reference covers the original Pillars of Eternity’s class abilities, general skills, combat defenses, and recovery systems as described in the retrieved gameplay passage. It identifies the five skills and gives concrete examples of how Stealth and Mechanics apply during scouting. It also explains that class abilities differ, with examples for Cipher and Druid, and that enemy resistances can make weapon or spell selection relevant. Endurance and Health have different consequences when depleted, and resting can restore them and certain abilities. The passage does not provide named abilities, spells, equipment, numerical effects, or detailed progression paths. The Deadfire wiki passage is excluded because it describes the sequel.
11 guidesObsidian EntertainmentPC edition · Mar 26, 2015
If you are comparing class roles, read the class overview and its Cipher and Druid examples, then consider how damage type choices interact with enemy defenses.
If you are reviewing combat information and recovery, read how the bestiary adds enemy detail, then compare Endurance and Health and the stated rest options.
Source s2 is a Pillars of Eternity II: Deadfire wiki. Its claims about sequel classes, spells, ships, and systems do not establish mechanics for the original game.
The combat passage says enemies can resist weapon and elemental types. Its piercing example supports attacking a piercing-resistant enemy with a different weapon type.
The passage says depleted Endurance knocks a character out, while depleted Health causes permanent death. It also says post-combat Endurance regeneration depends on Health damage.
Selected systems and editions described by the linked references.
Edition and mechanic limits
Gameplay details rely on one overview passage. It does not establish named weapons, individual spells or talents, numerical effects, upgrade branches, or acquisition details.
The White March is mentioned in s1, but its individual abilities and progression are not described. Edition-specific mechanics are unverified.
Steam metadata establishes the target’s identity and release framing, not mechanics. Sequel material from s2 is excluded.