Pillars of Eternity

Party members can deploy traps from their quick item slots. Any character can set a trap, but the Accuracy of the trap is modified by the character’s Mechanics skill. Each party member can have one trap deployed at a time (potentially for a total of six). Once a trap is placed, it can’t be recovered. However, when hostile traps (not placed by party members) are disarmed, they give the characte...

Figurines are used for summoning. They typically resemble the creature that they summon (e.g., a figurine that summons a giant white eagle might appear to be a small eagle figurine made of ivory). Properly speaking, the creatures are not “summoned,” but temporarily created by the power in the figurine. They usually can be used a number of times per-rest, but some have a fixed limit of total us...

Scrolls are also single-use items and can be carried in stacks. Their effects are always used for affecting an area or an individual target other than the caster. Scrolls do not restrict their usage to characters of a given class. Though scroll effects may seem similar to many traditional spells, they do not duplicate them exactly. Generally speaking, scrolls are both very powerful and very expens...

Food items (basic and recipe) can only be consumed outside of combat. They do not play an animation, but only one food effect can be on a character at a time. Thus, eating another food item replaces the effects of an earlier item if it is still in effect. Unlike drugs, foods only have beneficial effects, but they tend to be relatively small in value. Recipe-based foods are much less common and pro...

Potions are the only ingestible item that can be consumed during combat. Doing so always invokes a drinking animation that replaces whatever the character has in his or her main (right) hand. This animation does not create a significant delay, but it is slow enough that the player appreciates the cost of consuming the potion. Potions also always cancel the effects of the previous potion. For examp...

Consumable items are any items the player can’t equip, but can use a certain number of times (a total number, per encounter, or per rest) to invoke effects (e.g., casting spells, summoning a creature, etc.). Examples include potions, food items, magical scrolls, summoning figurines, and similar items. Consumable items can be used by any class, regardless of the effect they invoke. Any character ...

Shield (Large) One-handed 20 Deflection -10 Accuracy Value: 5cp Large shields are used when a warrior needs the best protection possible, even if that means sacrificing some accuracy in exchange. Though they typically taper like an inverted “teardrop,” large shields come in a variety of shapes, often emblazoned with heraldry. Fine Large Shield One-handed 20 Deflection -10 Accura...

Rings Every character has two ring slots. Rings are special because they contribute bonuses that stack with item/spell bonuses (but not with each other). Rings are not shown on the character. Magical rings are often significantly more valuable than items of other types because of how their bonuses stack. Rings can feature plain bands or jewels in settings. Magical rings may bestow a variety of...

Belts Belts and girdles are waist items, though they are never rendered on the character. As with amulets and necklaces, there are no wearable non-magical waist items. Apart from holding up one’s trousers, belts are much-favored by enchanters, for the material portion is easily crafted, typically light in weight, and requires few adjustments to those pieces of armor which contribute in more ...

Helms, hats, diadems, and other doo-dads can all go in the head slot. These slots have more flexible roles than the armor and weapon slots. Head items can affect a variety of statistics and provide all sorts of different effects. Like other pieces of worn gear, head slot items scale with the character, though one race type—the godlike—are explicitly barred from wearing head gear (because they...

The feet slot is for shoes, boots, and similar items. Like hand gear, many suits of armor will visually cover the feet, but those meshes are replaced if the character is has an item placed in the feet slot. Boots Boots are worn for both comfort and style. Most often made of leather, they can be custom-made to suit a variety of terrains and purposes. While soldiers and explorers often favor hardy...

The hands slot is for gloves, gauntlets, and similar items. Many suits of armor will visually cover the hands, but those meshes are replaced if the character is wearing something specific in the hands slot. These items offer a variety of benefits. While some grant protection in combat, many have magical properties that empower the wearer in other ways. Gauntlets of Ogre Might Of Might +2: +2...

Capes/Cloaks/Mantles Capes, cloaks, and mantles can be worn for protection from the elements and from prying eyes alike. Many are woven with spells to provide additional defense or enhanced abilities to the wearer. Cloak of the Fox and Hunter Neck Summon Noble Creature: Grants Summon Noble Creature. Summons a noble creature to fight by your side. Range: 6m Interrupt: 40 (Average) Effects...

Neck items include amulets and necklaces, but also cloaks and capes. The former varieties are not visually rendered on the character at all, but the latter are. For this reason, there are wearable cosmetic capes that players can equip. Amulets and necklaces that grant bonuses are always magical in some way. Amulets/Necklaces/Torcs Amulets are most often gems, medallions, or other items worn arou...

A mid-length coat of small metal plates sandwiched between and riveted to cloth/canvas backing, typically worn with padded cloth sleeves. Brigandine is the heaviest and most protective armor short of plate. Brigandine Heavy Armor DR: 10 (Slash: 15, Shock: 8, Corrode: 8) Recovery Speed: -50% Value: 40cp Despite its unassuming appearance, brigandine provides impressive protection to its wea...