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Showing content with the highest reputation on 04/07/26 in all areas

  1. *sigh* what a 🤡 Its embarrassing to read, like I have to peek between my own fingers when I see it.
  2. Crimson Desert - Probably 70-75 hrs now. I get close, sometimes, to thinking "this is it, this is where it'll super-click and become a 9/10" but then it doesn't. There are just too many 3/10 moments/situations to balance it out. Heh. Still, it's good enough (and ofc, never done it before), that I keep playing. --- I spent 2-3 hours pick-pocketing bunny-masked nobles of their gold bars (you can sell these at a Bank for 500 silver). So I'm now "rich". You don't really need lots of currency, at all, in the game, although some small costs do add up over time. But it was funny in a weird way so I kept doing it. --the base "camp" feature is more involved then I originally thought. Not in a building way, but in tons of tasks to upgrade and get some resources, even a bit of farming. All of which are kinda half-arsed, but some may like it a lot. Mostly it's a way to centralize your npc shopping and I guess warm fuzzies re: gathering all the Greymane's again. --when a mission tells me to "clear an area", I wish I could actually "clear" an area. Instead it's a stupid fill a bar situation, where kill enough enemies to satisfy that bar, bang area resets/you've won/liberated. This is repetitive. Most of the time, they all flock towards you or endlessly respawn as well. I've completed some just standing around near an entrace gate of a large complex, watching red-dots on mini-map rushing towards me. This is lame. --POI and sidequest density does seem to shrink a bit the father out you go. Every region has some but Hernand is the most concentrated. --many enemy areas and bosses do not respawn if you've finished the quest related to them, making action-combat sparse in the long run, if that's your desired focus. --combat does become slightly more interesting - at least flashy and a bit more AoE factors - with more varied/higher level scoket gems and skill powers. I think they're called Abyss gears, but to me, such will always be socket-gems, sorry. --flying enemies suck in a largely melee-centric game. Axiom Force powers and bows work but yeah, they suck.
  3. Banishers: Ghosts of New Eden. If you liked Vampyr you need to play this. Basically the same gameplay, but polished a bit more. Story and atmosphere is really good. Enemy variety is poor, but some good boss battles.
  4. What do you guys think would be the most pro-Russian deal that Ukrainian leadership might accept? I'm not talking about what is acceptable for the average tankie/vatnik or defeatist that takes Mr. Cringeface, Willy AOM, and other analysts that make more false apocalyptic predictions than doomsday prophets. The deal must be acceptable for guys that command forces like Denys Prokopenko and Fire Point investors, not online tankies. My guess: an absolute NO. They would not accept even if Kyiv were encircled(ie - any of this demands would require not only total military victory but also ongoing occupation) : Destroy the defense base of Ukraine and unilaterally break ties with all western investors. Crippling disarmament is incredibly destabilizing even for countries less militarized than Ukraine. It would bankrupt not only the defense sector but also engine companies(Motor Sich, Luch)and cascade into mass bankruptions. Legalization of commie symbols and forcing pro-Soviet historical revisionism onto Ukrainians Russian language is the official language in WHOLE Ukraine. Hundreds of thousands of battle-hardened veterans unemployed due to a worse-than-Versailles army cap Russia with control over Ukraine's constitution and foreign relations. What Ukraine might accept: A ceasefire at current borders plus referendums in Dongabe with votes counted by a third party, not by Russia Russian language as an official language in the regions that voted for Yuri Boyko in the last election. Removing the NATO bid in exchange for security guarantees that are not Budapest Memorandum tier. Like UN peacekeeping forces. Anything more pro RU than this and not even besieging Kyiv would grant it to Russia. Russia would need to maintain a costly full occupation for anything involving the "absolute NO"
  5. Greetings Watchers! We've updated the Public Beta branch for the Pillars of Eternity Turn-based Mode! It is now live on all available platforms. Thank you for your continued support and feedback! Combat and Mechanics Initiative has been reworked so that the first turn initiative will now always correctly match the displayed initiative value on the character sheet. The new formula for Initiative is: Base RTwP Recovery * 2 + 1 All modifiers to initiative happen after the above calculation. First turn initiative values will now more closely resemble initiative values seen on subsequent turns. The minimum initiative a character may achieve can never be below 1. Initiative now displays positive and negative values of contributing modifiers in its tooltip. Adragan can no longer take multiple turns with 0 initiative between them. Patients in the Sanitarium should now correctly take actions in TBM combat. Changing active modal within a modal group should now update immediately in TBM instead of on the following turn. Second chance should now work correctly in TBM. Guardian Spirit ability on Ancestor Pendant now works correctly in TBM. Pŵgras now properly move into position when casting Autumn's Decay in TBM. Chanter's Chants now go on cooldown as a group when a chant is switched. Resolved an issue where drakes summoned by chanter invocations could sometimes freeze the client when the drake despawned. Summons created by a chanter will now properly despawn any prior summons in TBM. Fixed an issue where repeatedly re-summoning summons in TBM combat could cause them to become unable to move. Master's Call will now correctly break engagement in TBM. Visage of Concelhaut now works correctly in TBM. Cleansing Flame will now jump to a new target it its current target is killed in TBM. Many spells and abilities that deal unscaling damage indirectly (through status effects and other means) now properly receive increased lethality while in TBM. Fixed an issue with Kalakoth's Minor Blights incorrectly granting immediate subsequent turns after attacking in TBM. Fixed an issue that caused enemies with ranged weapons to sometimes become stuck when needing to move closer to their targets in TBM combat. Characters now properly consider their reach distance when moving into range in TBM. Fixed an issue where patrolling characters could sometimes become stuck instead of properly engaging in TBM combat. Using quick items or disarming traps while spiritshifted in TBM will no longer cause the turn to become stuck. Initiative is now accounted for on attacks made from outside of combat. Overlapping Unconscious and Prone effects no longer allow a character to move freely. The Firebrand spell is now a free action. Push/pull spells outside of TBM combats will no longer prevent characters from being responsive. Fixed a case where teleporting creatures could become invisible and untargetable in TBM. Cancelling a cast action and re-initiating it no longer calculates incorrect initiative values. Cast actions can no longer be cancelled outside of a character's turn. Being interrupted while pending a cast action will now properly remove the target icon from the world. Fixed a case where characters knocked out by DoT damage at the start of their turn could cause combat to be stuck waiting. Grimoire swap cooldowns are now respected in TBM. Fixed a case where ranged attacks in TBM would sometimes fail after execution. Many creatures that were not using spells and abilities in TBM should now make greater use of their arsenal. Potion of Major Recovery no longer adds duration to hostile effects instead of reducing it. Delaying a turn no longer triggers pulsing (and similar) effects when starting the delayed turn. Abilities that require a certain amount of time in combat before being available/unavailable now track TBM turns properly. Heart of Fury will now properly consume action points in TBM. Enemies that trigger second chance mechanics in TBM combat will now properly stand back up. Several ticking or bouncing effects no longer focus the camera when triggering. The Fighter's Charge ability now animates and repositions properly in TBM. Engagement now properly breaks when using the charge ability. Delayed Fireball now resolves properly if combat ends before it detonates. Ray spells should now behave more correctly in TBM. Visual and Audio Ground targeted pulsing FX will now display a persistent effect in-between active pulses in TBM combat. Cipher focus HUD FX are once again visible. User Interface and Interaction Added a keybinding and HUD button to toggle TBM freely while outside of combat. Spacebar is now the default key to end turn while in a TBM combat. Added keybindings for Delay turn, End turn, and the Combat Speed slider. Smart camera may now be optionally disabled. Accuracy tooltips can once again be viewed in the inventory screen. Instant speed spells and abilities now correctly display as Free Actions in TBM. Camera will now properly center on the start of a characters turn when pulsing effects are present on the character. Many remaining bugs where spells and abilities mention durations in seconds instead of rounds (in TBM) have been squashed. End turn and delay turn HUD buttons now have proper tooltips. Select All and Scouting UI buttons should no longer be partially unclickable. Burial Isle cutscenes no longer prevent future actions from being cancelled or other strange behaviors. Initiative value in character sheet will no longer overlap DR values in cases where many unique DR values exist. Several enchantment descriptions now display correctly in TBM. Fixed an issue where the combat log would display erratically on certain resolutions. Duration of summoned creatures is now displayed in rounds. Targeting indicators for bouncing spells should behave better in TBM. Added breakpoint markers to combat speed slider in TBM. Displayed endurance pips will now match across different UI. Localization Resolved translation errors with Wizard's Wall of Draining spell on Polish language.
  6. I'm reading/playing Umineko: When the Seagulls Cry, I'm about a chapter and a half through (out of 8). I made this stupid, awful meme after I finished chapter 1. It will make absolutely no sense to anyone here...I think, but here you go anyways. bad meme

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