Pillars of Eternity: Complete Guide

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.

Quick Start

  1. Real-time with pause or turn-based, your choice. Since April 2026 the original Pillars has a Turn-Based Mode (TBM). You can pick it at the start and swap between it and real-time with pause in the options at any time.
  2. Health and Endurance are different. Endurance drops in combat and refills after it; Health drains more slowly and only comes back by resting. If Endurance hits zero you are knocked out; if Health hits zero the character can die permanently.
  3. Rest regularly. Resting at inns, your stronghold, or with camping supplies restores Health and per-rest spells. Carry supplies at all times.
  4. Every attribute is useful for every class. There are no truly "dump" stats in the usual RPG sense (see the table below).
  5. Engagement matters. Moving away from an enemy that has engaged you provokes a free disengagement attack. Tanks hold the line; squishies stay behind them.
  6. Use a balanced party. A frontline tank, a healer or buffer, and ranged damage or control carries you through most of the game.
  7. The stronghold arrives at the end of Act I. Caed Nua gives income, resting bonuses and a huge optional dungeon underneath.
  8. Start on Normal. Hard and Path of the Damned are tough for first-timers; Story Time exists if you just want the narrative.
  9. The White March is part of the main world. Its two parts raise the level cap and add companions, so do not skip it.

Attributes

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.

Defences

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.

Races and Skills

The 11 Classes

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.

Companions

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.

Story Structure (Spoiler-Light)

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.

Caed Nua and the Endless Paths

Turn-Based Mode (April 2026)

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:

Crafting and Enchanting

You can enchant weapons and armour with materials and money. Early priorities:

  1. Raise weapon quality (Fine, then Exceptional, then Superb).
  2. Add damage-type lashes or slaying enchantments for tough enemy types.
  3. Enchant tank armour for defence.

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.

Common Mistakes to Avoid

Advanced Tips

FAQ

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.

Sources