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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRODUCTION | CHARACTERS | COMBAT RULES | AREAS
About the Walkthrough | About the Maps | About the Author
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General Guidelines:   Character Planning  |  Skills Planning  |  Resting or No Resting
Good Party (Core):   Alliria  |  Aloth  |  Eder  |  Pallegina  |  Mirke
Good Party (Ship):   Xoti  |  Serafen  |  Ydwin  |  Fassina  |  Konstanten  |  Rekke
Evil Party (Core):   Zarathos  |  Xoti  |  Mirke  |  Tekehu  |  Ydwin
Evil Party (Ship):   Aloth  |  Eder  |  Serafen  |  Maia  |  Konstanten  |  Rekke

XOTI, F HUMAN CONTEMPLATIVE (SISTER OF THE REAPING MOON / HARVESTER OF GAUN)

Xoti

Stats

Abilities

1st Level - Swift Strikes: A starting ability by default. The boosts to Action Speed are valuable, as they allow Xoti to get off spell after spell in rapid succession. And it's a buff that can get prolonged indefinitely through the use of Salvation of Time plus the Brilliant Inspiration.

Blessed Harvest: A starting ability by default. It scores more Damage the less Health the target has. That can make it useful with the resource-regenerating emphasis of both the Sisters of the Reaping Moon Monk, and Xoti's Lantern. I rarely used it, but that was because I tended to play Xoti in a quite different style.

Restore: A starting ability by default. And among first-level spells I tend to use it more often. The healing it provides gets boosted by several of Xoti's items, as well as the Dawnstar's Blessing that she'll acquire in the Temple of Gaun.

2nd Level - Lesser Wounds: A staple for any Monk to acquire Wounds as rapidly as possible.

3rd Level - Suppress Affliction: It won't prevent new hostile effects, it only suppresses ones that were already in place, which can still be very helpful. If the hostile effects are themselves lengthy, then Suppress Affliction can be prolonged with Salvation of Time.

4th Level - Withdraw: It takes an ally out of the battle completely. The ally cannot be hurt or targeted in any way, but cannot him or herself take any actions. It is also likely to have completely healed up the ally by the time it ends. This spell can be really handy for when a party member is too close to 0 Health for comfort, at least until I get both Barring Death's Door and Salvation of Time.

Holy Meditation: The +5 Resolve also means +5 Deflection for everyone. The Resolute Inspiration will also add a point of Concentration every 6 seconds for every character. It will be one of the buffs that benefits from endless extension through Salvation of Time.

Weapon and Shield Style: A natural selection for any character that uses a Shield.

5th Level - Dance of Death: It will be a good way later on to passively recoup Wounds as long as she avoids getting Hit to the maximum extent possible.

6th Level - Mortification of the Soul: It can sometimes be a good way to bring her Wounds total back up to 10 in a pinch.

7th Level - Vile Thorns: Automatically obtained on 7th level.

Swift Flurry: The Monk / Priest build I have in mind for her doesn't emphasize physical combat as much as for other characters, but it's still a natural choice when 3rd-tier Monk abilities become available.

Two Weapon Style: It can be useful in some situations, like when I feel the need to switch her over to her secondary weapon set, or when Ydwin may want to use Reaping Knives on her.

8th Level - Combat Focus: Her Holy Meditation spell will help both Tekehu and herself accumulate Concentration over the course of a fight. But sometimes it's helpful to have at least one point of Concentration in place at the start of the fight, especially when they need to start the fight off with their buff spells and before Holy Meditation can really make itself felt.

9th Level - Blade Turning: It will for its very brief duration render a Monk completely immune to harm from melee weapons, as she simply redirects any attack made against her so that it instead strikes another enemy adjacent to her. The brief duration would ordinarily mean I would never touch it. But it's one of those abilities that can become awesome when extended by Salvation of Time. Once I get Salvation of Time, I'll add a script condition so that she'll use Blade Turning when her Wounds (and Intellect bonus) reach +10 and she's near two or more enemies. The reason I insist on the 10 Wounds condition in the script is to maximize the initial duration, and thus maximize the chance it will get extended by a subsequent Salvation of Time.

10th Level - Circle of Protection: She automatically gets it on her 10th level-up. I don't use it though, as it's redundant and inferior to Tekehu's Moonwell.

Duality of Mortal Presence: The fundamental point in this instance is to increase as much as possible the area-of-effect of her buffs, especially Salvation of Time when she gets it. It will increase the initial duration of buffs she personally casts. And in the instance of buffs like Blade Turning and Swift Flurry that have short default durations, that has the additional point of maximizing their durations and in turn maximizing their chances of getting included in the endless extension of all buffs through endless castings of Salvation of Time.

Devotions of the Faithful: It buffs party members' Might by +4 and Accuracy by +10, while inflicting equivalent penalties on enemies within the area-of-effect. I cast it at moments where I can have its area-of-effect apply to both the party and as many enemies as possible. The buff may benefit some party members, while not stacking with other buffs that party members are already using. But it's also the chance to inflict hefty penalties on numerous enemies that still make casting the spell worth it when the occassion arises.

11th Level - Enduring Dance: It now makes Dance of Death a real option, as now three attacks have to get through her high Defenses to end her Dance when she uses it. And it means limitless and passive replenishment of Wounds when she does use it.

12th Level - Thunderous Blows: It allows her to gain the Tenacious (+5 Might, +2 Penetration) Inspiration for 4 Wounds. Might is just as much about bonus Healing as it is about bonus Damage for a healer. And it's yet another buff that will be extended endlessly through Salvation of Time.

13th Level - Wicked Briars: Automatically gained on 13th level-up. I never use it.

Enervating Blows: Her role at higher levels becomes more of putting up buffs and keeping up those buffs indefinitely. But she will still sneak in a Melee Attack every once in a while in between castings of Salvation of Time. A Critical Hit will put the Weakened (-5 Constitution, -50% Healing Received) Affliction on the target.

Rapid Casting: Adds +10% Action Speed when casting spells. It's always a desirable passive for any spellcaster, but especially so for Xoti. I eventually want her at the point where she can put her buffs up quickly, and then starting spitting out Salvations of Time non-stop while enjoying the Brilliant (+5 Intellect, +1 Power Levels, +1 Class Resource every 6 sec) Inspiration courtesy of Ydwin. And I want her to both be able to keep churning out the Salvations of Time as quickly as possible, but also at times be able to sneak in another spell in between Salvations of Time. The more Action Speed and the less Recovery Time she has, the better. Truly and literally.

14th Level - Practiced Healer: It will increase the Healing provided by Restore and Holy Radiance by 15%.

15th Level - Barring Death's Door: The spell itself has a short duration, but it will become a foundation for how the evil party conducts many battles in conjunction with Salvation of Time. At the very least Zarathos can freely charge into the thick of battle, heedless of taking extra damage on account of being a Helwalker and the Raw Damage of the Berserker's version of Frenzy. And he'll have little to fear if he's enjoying the protection of this spell prolonged endlessly by Salvation of Time. And if he spends that time with less than 25% Health so as to enjoy the Death Godlike's +3 Power Levels for both the Barbarian's Carnage and the Monk's unarmed attacks, so much the better. Ydwin will be a frequent recipient as well, as she is a squishy spellcaster. And I certainly don't object if her having less than 25% Health coaxes forth the power of her Effigy's Husk. There are some fights where I layer up everyone in the party with this spell, and keep it going until the end of the battle with Salvation of Time.

16th Level - Turning Wheel: It gives her +2% Burning Damage for each wound while she keeps Duality of Mortal Presence active.

Salvation of Time: A linchpin for how the evil party conducts battles during the later parts of the game. She'll often start with a Holy Meditation spell on the party, and then a Barring Death's Door on Zarathos. She'll then receive Ancestor's Memory from Ydwin. She'll cast this spell on the party, which will extend any and all buffs they may have by 10 sec. She'll be able to cast two Salvations of Time at the outset once she reaches her 19th level. And Ancestor's Memory will itself be extended. The Ancestor's Memory will gradually recoup her spells, including the 6th-tier spell slots for Salvation of Time. And regaining Salvation of Time means extending Ancestor's Memory, both combining a self-sustaining loop that is as broken as it sounds. And any and all buffs the party enjoys can be carried infinitely through to the end of even the longest of battles. And at some point you can isolate only the 6th-level spell slots that get recouped by Ancestor's Memory, to assure an endless supply of Salvation of Time. Of course, that doesn't rule out interjecting another buff I may want in between castings of Salvation of Time, like Blade Turning or Barring Death's Door on another character for example. And the more time added to Ancestor's Memory, the more leeway I have to work in that kind of interjection.

17th Level - Quick Summoning: It helps her summon her fire and ice manifestations faster, once she gets The Dichotomous Soul power.

18th Level - Improved Critical: She still sometimes attacks in between castings of Salvation of Time.

19th Level - Wall of Thorns: Automatically gained on her 18th level-up. I hardly if ever use it though.

The Dichotomous Soul: It summons two replicas of herself, one made of fire and the other of ice. They inherit her armor and accessories, but use unarmed attacks with one scoring bonus Burning Damage and the other scoring bonus Freezing Damage. There are some fights where bringing lots of summons can be helpful. And there are some fights where I want to summon the Dichotomous Souls non-stop, with Enduring Dance passively replenishing the needed Wounds.

Shields for the Faithful: Adds +20 Deflection for all allies within a 1.5m radius. It's one of her starting buffs, and it will get extended endlessly by Salvation of Time.

20th Level - Heartbeat Drumming: It provides a 25% chance of an extra attack upon scoring a Critical Hit. Xoti by this point has everything she needs to be effective in what I need her for, so this amounts to sugar on top.

Inventory

Xoti (Evil)Xoti's Sickle: Part of her starting equipment. A common complaint against it is that its Damage isn't great to begin with, so triggering the increases to Damage on kill is unlikely. And even should you pull that off, the Damage afterwards still wouldn't be great. The reason I have her use it from start to finish is the Urgent Harvest enchantment when she takes the dark path to completing her personal quest, The Lantern of Gaun. It increases her Action Speed when an enemy is killed near her. And with the other Action Speed buffs that she'll have in place, it will make her that much faster. For example, it makes it that much easier to sneak in a Barring Death's Door in between castings of Salvation of Time. And it will get extended in duration by castings of Salvation of Time.

Xoti's Lantern: Part of her starting equipment. The +2 Power Levels for Restoration and Inspiration spells is certainly welcome. The +1 Wound and +1 Mortification each time she kills an enemy could theoretically play into the Sisters of the Reaping Moon style. And again a common complaint is that a shield-toting Xoti is unlikely to land a killing blow, and therefore unlikely to enjoy the resource recoup. But there comes a point in my game where Xoti doesn't really do much other than keep everybody else's buffs going with Salvations of Time in a steady stream. The Threshing Aura enchantment becomes available after taking the dark path during The Lantern of Gaun Quest. It provides a bonus to Damage to everyone within a 5m radius of her. And it scales with her Religion skill. So it's a shield that gives Xoti a Deflection boost, and it passively provides everyone a Damage boost while she's busy spitting out Salvations of Time. That in my opinion is a more than adequate use of the shield-slot for her.

Marunx Amanth: Looted from a sarcophagus at #15 in the second level of the Engwithan Waystation. It ultimately becomes part of a secondary weapon set for her. The appeal of this Dagger for a Priest is that any spell cast by the Priest has a 10% chance of casting twice over. That can mean Restore doing double-healing, or an offensive spell hitting its targets twice, and so on. In fact, I used it as the primary weapon set alongside Tuotilo's Palm, at least until she gets Salvation of Time.

Tuotilo's Palm: Stolen from a chest in Marihi's Metalworks, the entrance to which is #13 in Periki's Overlook. The shield is unique in that it's a bashing shield, but unlike the other bashing shields its Accuracy and Damage and Penetration will scale with increases in a Monk's Power Levels. The shield itself won't inflict the same damage as Monk fists, but that still makes it a whole lot better than the other bashing shields. And it's a good shield for a Monk who wants to both attack, and tank with other abilities like Soul Mirror, Dance of Death and Imagined Pain. The later phases of the game see Xot as basically a buffing-Salvation of Time battery, but I make this part of a secondary weapon set for her in battles where I may want her to attack more often.

Heaven's Cacophony: Purchased from Wanika at #11 in Queen's Berth. The per Rest powers like Avenging Storm are not the reason I get it for Xoti. The +2 to Intellect will extend her buffs, and enlarge the area-of-effect of her spells. The +1 to Religion will enhance her use of both Xoti's Sickle and Xoti's Lantern.

Cog of Cohh: In a hidden niche at #10 in Old City. It sort of is by default. Tactical Meld will confer the Aware Inspiration on both Zarathos and Ydwin. Tekehu will have a way to gain a Perception Inspiration, albeit not until much later. And he gets the Baubles of the Fin. And Mirke gets the Dragon Pendant for its bonus Armor Ratings. But it serves Xoti well. She herself gets the Aware Inspiration whenever an enemy is killed near her, and it can be extended endlessly once she gets Salvation of Time. And I definitely also want the +5% bonus Damage for everyone in the party.

Cloak of Greater Deflection: Purchased from the Well-Supplied Traveller at #4 in Port Maje. It's a priority for me to maximize her Deflection, both as an off-tank and a spellcaster. Getting hit less often means less chance of having her spells disrupted even as she occupies the front lines of battle.

Gipon Prudensco: Obtained after defeating the Principi Dhow called The Terror of the Deadfire, captained by Arteiro the Avenger. If any armor is a fit for a character that you want to both cast spells and off-tank at the same time, it's this armor. It provides both the Fit and Steadfast Inspirations for 30 sec to start each combat, and they can be extended infinitely by Salvation of Time. It provides +25 Deflection vs. Disengagement attacks. However, its value for Xoti is truly realized through its custom enchantments. Adding the Paranoid enchantment provides complete immunity to Flanking. Adding No Fool, I (which requires one of the Adra Ban I found in the Engwithan Digsite) means +1 Deflection and +2 Reflexes each time she's hit, stackable 10 times.

Aegor's Swift Touch: Obtained from a Plagued Ship at #57 on the World Map while sailing for the Razai Passage. The +1 Dexterity helps her to get off her spells even more quickly, and better helps her to insert another spell (e.g. another Barring Death's Door) in between castings of Salvation of Time when needed. The +5% Action Speed with weapons helps her to get in Melee Attacks in between castings of Salvation of Time.

Halgot's Warmth: Given by Pitli at #9 in The Gullet as a reward for completing the Harsh Medicine Quest. The +2 Burning Armor Rating is certainly welcome. The real point is the +1 bonus to Priest Restoration spell Power Levels, which will make her use of Restore spells that much more effective.

Ring of Overseeing: Looted from the desk at #4 in Arkemyr's Bedroom. It's an obvious and logical choice, as it will expand the area-of-effect of her healing spells and her buffs (including Salvation of Time).

Physicker's Belt: Obtained from the Derelict Ship at #21 on the World Map while sailing the southeast Deadfire. It's a logical choice as it will increase the power of healing spells, especially in conjunction with other items and passive abilities that also increase her healing.

Footprints of Ahu Taka: Found in Whenura Cleft at #4 in Cleft Island. The +2 to Dexterity helps to reduce her Recovery Time that much more, which is crucial for when she wants to keep peeling off Salvation of Time, and may want to sneak something like Blade Turning or another Barring Death's Door in between castings of Salvation of Time. The +10% Healing will enhance her use of her Restore spells. The bonus 2nd-tier Priest spell makes possible another Withdraw should she need to use it.

Alternatives: The Monk is a popular and effective multi-class with any other spellcaster class. The reason is that the Turning Wheel modal of Duality of Mortal Presence, once maxed out, adds +10 Intellect. That's far beyond any usual Intellect Inspiration, and thus dramatically increases the duration and area-of-effect of spells.

An especially popular build is to multi-class Monk with Wizard. The +10 boost to Intellect dramatically increases the duration and the area-of-effect of the explosive attacks of Citzal's Spirit Lance.



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