A guide to Obsidian's Pillars of Eternity as it plays in 2026: character creation, attributes, the 11 classes, party building, Caed Nua and the Endless Paths, the White March, and the new Turn-Based Mode.
Researched September 2026 — current as of patch 3.9.5.0 (July 6, 2026), which follows the April 2026 release of Turn-Based Mode. Live games change; check the linked sources if something differs.
| Attribute | What it does |
|---|---|
| Might | Damage and healing from all sources (weapons and spells), plus Fortitude |
| Constitution | Health and Endurance, plus Fortitude |
| Dexterity | Action speed (attack and cast speed), plus Reflex |
| Perception | Interrupt, Accuracy, plus Reflex |
| Intellect | Area of effect size and duration of effects, plus Will |
| Resolve | Concentration (resist interrupts), Deflection, plus Will |
Rules of thumb: damage dealers want Might, Dexterity and Perception; tanks want Constitution and Resolve; casters love Intellect for bigger areas and longer durations. Dialogue options also check attributes, so a talky character benefits from Resolve, Intellect or Perception.
| Defence | Protects against |
|---|---|
| Deflection | Most weapon attacks |
| Fortitude | Poison, disease, knockdowns and other body effects |
| Reflex | Area effects, explosions, many spells |
| Will | Mind effects like charm, confusion, terrify |
Your Accuracy is compared to the target's defence. Graze, hit and critical outcomes depend on the gap. Picking the right attack for the enemy's weakest defence is the core tactical skill.
| Class | Role | Key mechanic |
|---|---|---|
| Fighter | Tank / melee | Durable, strong engagement, per-encounter abilities like Knockdown |
| Barbarian | Melee area damage | Carnage: melee hits splash nearby enemies |
| Paladin | Tank / support | Order choice and group auras |
| Monk | Melee skirmisher | Builds Wounds from being hit and spends them on abilities |
| Rogue | Burst damage | Sneak Attack against afflicted or flanked targets |
| Ranger | Ranged + pet | Animal companion bonded to the ranger |
| Chanter | Support / summoner | Chants play constantly; Invocations fire off from built-up phrases |
| Cipher | Control / damage | Builds Focus by hitting with weapons, spends it on mind powers |
| Priest | Healer / buffer | Per-rest spells; strong buffs and heals |
| Wizard | Area damage / control | Per-rest spells from grimoires |
| Druid | Area damage / shapeshifter | Spiritshift into animal forms, strong elemental spells |
Beginner picks: Fighter or Paladin as the Watcher are very forgiving; Chanter is a low-maintenance support; Cipher is a fan favourite once you understand Focus.
The base game has eight recruitable companions:
| Companion | Class | Where (general) |
|---|---|---|
| Edér | Fighter | Gilded Vale, by the ruined Temple of Eothas (Act I) |
| Aloth | Wizard | Gilded Vale, outside the Black Hound Inn (Act I) |
| Durance | Priest | Magran's Fork, praying at the statue of Magran (Act I) |
| Kana Rua | Chanter | Near the entrance to Caed Nua |
| Sagani | Ranger | Woodend Plains, at the central crossroads |
| Pallegina | Paladin | Defiance Bay, Ondra's Gift (Vailian Trading Company); finish the quest there first |
| Hiravias | Druid | Stormwall Gorge |
| Grieving Mother | Cipher | Dyrford Village, eastern edge |
The White March adds more: the Devil of Caroc (construct rogue, Galvino's workshop in Durgan's Battery) and Zahua (monk, near the fishery in Stalwart Village) in Part I, and Maneha (barbarian) in Part II.
A classic starting party: Edér to tank, Aloth for area damage, Durance for buffs and healing, then add Kana Rua and Sagani or Hiravias as you meet them. You can also hire custom adventurers at inns.
| Part | Where | What happens |
|---|---|---|
| Act I | Gilded Vale and surroundings, ends with claiming Caed Nua | Awakening as a Watcher; the Hollowborn crisis introduced |
| Act II | Defiance Bay | Investigating the conspiracy; you align with one of the city's factions, which closes off some quests for the others |
| Act III | Dyrwood regions (Dyrford and beyond) | Following the trail toward Thaos |
| Act IV | Twin Elms | The final act; confrontation with Thaos. The final dungeon is a point of no return, so finish side content first |
| The White March | Stalwart and the north | Two-part expansion with its own story, higher level cap and new companions |
Level cap: 12 in the base game, raised to 14 with White March Part I and 16 with Part II.
Obsidian added a Turn-Based Mode to the original game, inspired by the system in Pillars of Eternity II: Deadfire:
Follow-up patches 3.9.4.0 (May 2026) and 3.9.5.0 (July 2026) fixed many TBM issues, for example prone now adding an extra initiative delay, Seal spells no longer vanishing immediately, Cipher's Tactical Meld accuracy bonus working, and a stuck encounter by the Sacrificial Pit on Endless Paths level 2 now progressing properly. If you hit a combat lock in TBM, update to the latest version first.
TBM tips:
You can enchant weapons and armour with materials and money. Early priorities:
Unique items with special properties (for example Dragon's Maw Shield or One-Eyed Molina's Gold Fingered Spike-Flinger, both touched by 2026 patches) are worth building around.
Is Pillars of Eternity turn-based now? Yes, optionally. Turn-Based Mode launched April 2026, and you can switch between it and real-time with pause at any time.
What is the level cap? 12 in the base game, 14 with White March Part I, and 16 with Part II.
Which class is best for beginners? Fighter or Paladin for durability; Chanter for low-effort support.
Should I play the White March before or after the main story? During it. It is designed to fit into the main campaign, and the final story dungeon is a point of no return.
How many levels does the Endless Paths have? Fifteen, beneath Caed Nua.
Can I import my save into Deadfire? Yes. A 2024 patch fixed an issue where Pillars 1 saves could not be imported; loading and re-saving a problem save corrects it.