

Every time you attack, cast a spell, use a special ability or otherwise aggress on an enemy, the game makes an attack roll using your Accuracy and compares it against your enemy’s Defenses, including Deflection, Fortitude, Reflex, and Will. Attac & protecĭeadfire owes a great deal to tabletop RPGs like Dungeons & Dragons, and you can see it in the combat system. Yes, higher numbers are better, but make sure these numbers are doing something. However, if you find a cloak later in the game that gives you a +4 Deflection, giving you a total Deflection of +11, the spell does nothing. If your priest casts a spell on you that provides +8 Deflection, you won’t have +15 Deflection – you’ll have +8 Deflection.


However, active bonuses (which are short term, usually provided by spells and abilities) do not stack with passive bonuses rather, they suppress lower passive bonuses. If your belt gives you a +2 Deflection and your shield gives you another +5, you’ll have a +7 Deflection.

Obsidian devs have also realized this, and to keep things interesting, gear doesn’t endlessly rise in power, and generally provides tradeoffs as well as bonuses. There are many aspects to combat in Deadfire, but usually, higher numbers are better. Once you get the hang of things, you’ll want to deactivate Party AI because you’ll understand the flow of battle better, and you won’t want your characters expending precious resources on the wrong enemies. Party AI stops your party members from standing, slackjawed, while they’re getting beat on by giant beetles, raiders, or what have you. There’s a lot to manage in a Deadfire fight, especially once your party roster starts to get full. When you’re just starting off, Party AI is a good thing to focus on. Interrupting your enemy is great, but make sure your timing is right – watch those fuses! Also, if you or your enemy has Concentration active when someone tries to Interrupt them, the interruption will not stop their action, but will remove their Concentration status – thereby allowing their next action to be interrupted. If a quick item, like a potion or scroll, was needed for the action, it’s lost as well. Heavier armor imposes a Recovery Time penalty, which means a longer delay between actions.Ĭertain abilities can Interrupt actions, causing damage, and forcing the enemy to restart their action. How long this fuse takes to burn down is strongly affected by your armor. This line is your Recovery Time, and it’s a sort of fuse. This is the key to success in any fight.Ībove each character’s head is an icon representing the action that they’re about to undertake, and a rapidly decreasing line. You can pause the game again at any time to react to the changing combat situation. When you unpause the game, your characters will follow your orders to the best of their ability. For example, you can order your meaty warriors to tank for the party while ordering your mage to flank the enemy and fire off powerful spells. Most importantly, pausing allows you to issue orders to your team. This gives you a moment to collect your thoughts, think about your opponent, and check out their weaknesses and strengths – you can mouse over them for information on their stats. By default, the game pauses the action at the beginning of every combat encounter (an option I strongly suggest you keep activated). Actions and timingĪctions in Deadfire function a little differently than in other RPGs.
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You’ll dodge a lot of fights that way, and the ones you can’t skip won’t be nearly as difficult.įor those of you who like to crack some skulls, keep reading. If you want the combat experience to be as gentle as possible, by all means, set the difficulty lower and put a lot of points into skills like Diplomacy, Bluff, Insight, and Intimidate. Some fights are inevitable, but many problems can be solved via the game’s extensive dialogue trees.
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One of the best things about the Pillars of Eternity series is that, to some degree, you can choose how much combat you want to experience.
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That’s why we put together this guide with pointers on how to master this unique combat system. While Deadfire is much gentler than its predecessor, this type of combat can be a bit mystifying to people who haven’t grown up with it. Like its prequel and sister game, Tyranny, it uses a “turn-based with pause” combat system similar to classic 90’s RPGs like Planescape: Torment and Baldur’s Gate. Pillars of Eternity II: Deadfire is Obsidian’s latest entry into their line of terrific isometric 2D RPGs.
