This guide covers Deadfire for new and returning players: choosing a class or multiclass, attributes, party building with the real companions and sidekicks, how combat, resting and injuries work, ships, factions, the three expansions, and missables and difficulty advice.
Researched September 2026 — current as of the final PC patch (2019 update line, including turn-based mode, added January 2019). Live games change; check the linked sources if something differs.
Status: a finished game from Obsidian with no further patches. It supports real-time-with-pause (RTwP) and turn-based combat, the latter added in January 2019. The console version came later (January 2020), and the Switch version was cancelled in 2022.
| Attribute | What it does | Who wants it |
|---|---|---|
| Might | Damage and healing | Nearly everyone who deals damage or heals |
| Constitution | Health | Front-liners and melee |
| Dexterity | Action speed (attack and cast recovery) | Everyone in RTwP, less so in turn-based |
| Perception | Accuracy, interrupts | Damage dealers and ranged |
| Intellect | Duration and area of effect | Casters, chanters, support |
| Resolve | Concentration and Deflection | Tanks, and casters who get hit |
Rule of thumb: pick two "need" stats for the role and one or two "nice" ones, and don't drop anything below a reasonable baseline unless you understand the build.
There are 11 classes, each with subclasses:
| Class | Subclasses |
|---|---|
| Barbarian | Berserker, Corpse-Eater, Mage Slayer, Fury Shaper |
| Chanter | Beckoner, Skald, Troubadour, Bellower |
| Cipher | Ascendant, Beguiler, Soul Blade, Psion |
| Druid | Fury, Lifegiver, Shifter, Animist, Ancient |
| Fighter | Black Jacket, Devoted, Unbroken, Tactician |
| Monk | Helwalker, Nalpazca, Shattered Pillar, Forbidden Fist |
| Paladin | Bleak Walkers, Darcozzi Paladini, Goldpact Knights, Kind Wayfarers, Shieldbearers of St. Elcga, Steel Garrote |
| Priest | Berath, Eothas, Magran, Skaen, Wael, Woedica |
| Ranger | Sharpshooter, Ghost Heart, Stalker, Arcane Archer |
| Rogue | Assassin, Streetfighter, Trickster, Debonaire |
| Wizard | Conjurer, Enchanter, Evoker, Illusionist, Transmuter, Blood Mage |
There are 55 combinations, each with its own name. Proven ones:
| Multiclass | Classes | Why it works |
|---|---|---|
| Sage | Monk + Wizard | Self-buffing melee. Pairs with Swift Flurry. Fextralife's build uses Citzal's Spirit Lance |
| Inquisitor | Paladin + Cipher | Flames of Devotion plus Soul Annihilation for huge single hits |
| Holy Slayer | Paladin + Rogue | Sneak Attack damage with paladin durability |
| Savage | Barbarian + Ranger | Driving Flight bow damage. Your pet tanks. Commonly built around Frostseeker (war bow) |
| Brute | Barbarian + Fighter | Carnage cleave with fighter sustain |
| Swashbuckler | Fighter + Rogue | Tough, simple melee DPS |
| Cleric | Fighter + Priest | Sturdy front line with priest buffs and heals |
| Mindstalker | Cipher + Rogue | Charms and crits |
| Psyblade | Fighter + Cipher | Phantom Foes for flanking debuffs |
| War Caller | Fighter + Chanter | Durable chanter with invocations |
| Battlemage | Fighter + Wizard | Tanky caster |
| Spellblade | Rogue + Wizard | Burst from stealth and spells |
For a first playthrough, a single-class Chanter, Paladin or Priest is forgiving, and a Swashbuckler or Brute is simple and strong.
| Companion | Notes |
|---|---|
| Edér | Returning friend, a natural tank |
| Aloth | Returning wizard |
| Pallegina | Returning paladin, a front-line option |
| Xoti | Priest with a lantern. Strong support |
| Tekēhu | Huana water-godlike caster |
| Serafen | Pirate cipher |
| Maia Rua | Ranger, tied to the Royal Deadfire Company |
Some companions have strong faction ties, and certain story choices can make them leave. Read the dialogue cues before big faction decisions.
Rekke, Ydwin, Fassina, Konstanten, Mirke (from the free Rum Runner's Pack) and Vatnir. Use them to fill a missing role if you've fallen out with a companion or want a different lineup.
Knocked-out characters get injuries. Resting clears them and applies food bonuses. Carry camping supplies and good food. A late-game party runs on rest buffs.
Deadfire splits skills into:
Spread them across the party. Mechanics (locks and traps) and Athletics are very useful early. Several conversation checks use the best score in the party.
Your ship is your base and your way of getting around the archipelago. You'll manage:
| Faction | Style |
|---|---|
| Huana | The native Deadfire people. Traditional and caste-based |
| Royal Deadfire Company | Aedyran colonial military |
| Vailian Trading Company | Mercantile and profit-driven |
| Príncipi sen Patrena | The pirate faction |
Each has a questline that ends with a choice of allies for the endgame. Doing quests for more than one faction is possible for a while, but eventually you'll have to pick.
| Expansion | Summary |
|---|---|
| Beast of Winter | An icy DLC region with its own storyline |
| Seeker, Slayer, Survivor | Combat challenge arenas |
| The Forgotten Sanctum | A wizard-focused storyline with hard, high-level content |
Free packs include the Rum Runner's Pack (sidekick Mirke), the Beard and Hair Pack, the Scalawags Pack (crew and upgrades) and The Deck of Many Things.
When to do expansions: they're tuned for mid-to-high levels, so get your party to the late teens before The Forgotten Sanctum, which is the hardest.
What's the max level? Level 20.
Should I play the first Pillars of Eternity first? It helps with the story, but Deadfire recaps and lets you set your choices from the first game.
Is turn-based better than real-time? It depends on taste. Turn-based is slower but more tactical. Both are fully supported.
Which companions are romanceable? Xoti, Tekēhu and Maia Rua can become romances, and some combinations conflict with each other. Check dialogue as you go.
Are the DLCs worth it? Yes, especially The Forgotten Sanctum and Beast of Winter.
Can companions die permanently? Yes. Too many injuries can kill a character outright. Rest often to clear them.