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Everything posted by Primislas

  1. Galawain's way is actually probably the best for Dyrwood judging by slides. I'm going with Wael for Deadfire (that has to have some impact, right? RIGHT?), but all in all an ending that makes me stop and think long and hard on what to actually do is a great ending imo.
  2. They aren't absent, they either just won't talk to you or are in a group. The twins outside tell you straight up the gods aren't always "present" and even if they are don't always respond. I got the implication the altars were not dedicated to specific gods but were just there to commune with the god closest to that alter. That maybe you could come back next week and only berath and skaen might by hanging out and the others may be absent entirely. If that was so, then why have separate altars for each deity at all, instead of altars that you pray at, and pick your deity? And then why would you be punished if you said the "wrong" prayer at the "wrong" altar? And that still wouldn't explain why you can't say a prayer to Eothas, it would just make it even weirder. Even the specific altars to Woedica and Wael are explicitly non-communicative, you cannot even attempt to use them, and they are clearly intended as the altars of Woedica and Wael, respectively. The shrines are just shrines, they aren't dedicated to any particular gods. Recipients of prayers are defined by constellations closest to an altar. Dryads outside say that you should pray [at the altar] closest to those you want to be heard by. I guess designers created only 6 altars because the game had 6 groups of gods at this particular point in time. 5 useless altars (technically 7 with Woedica and Wael) with the extra space required to clearly show the PC that no god is near them was probably too much. Edit: Oh, right. What Karkarov said in that quote above. Edit2: But Woedica and Wael are present as constellations next to free altars, that's why altars are 'dedicated' to them (but not really). Again trying to second-guess designers I figure they wanted to have all the active gods present in the scene and that's all there is to it.
  3. Given the way Woedica intends to strengthen herself and given the final memory of Thaos used to activate the machine, it only seems reasonable to conclude. What else? The vision itself. (Apparently I can't wrap multiple paragraphs into a single spoiler. >.>) With a deep breath, you plunge into Thaos' soul, and where in Brackenbury it had been a maze of narrow corridors and dead ends, now it is expansive and borderless, its walls crumbling into heaps like the ruins of Engwith as you pass through them. You travel for what seems like ages, rushing to a known destination, a memory you glimpsed once before. At last you see it, no more than a pinprick of light at the end of a long tunnel, expanding slowly at first, then quickly as you near. You come out in the room you are standing in now, but it is new and pristine and filled with people - thousands of them, all turned towards the great adra pillar and the machine that encases it. Thaos stands at the machine, and you are one with him now. You look out at the crowd, at faces of shriveled old men and cherub-cheeked little girls, at mothers bouncing infants to quiet them and fathers clasping their children's restless hands and watching you with somber acceptance. A woman with tears in her eyes gives you a small nod. You turn back toward the machine, your breaths constricted beneath the weight of unwanted knowledge, preparing yourself to set out alone on a journey without end. You close your eyes and open them again to find the machine still in front of you, beckoning. You take your place in front of it and place your hands upon a large mechanical disc at the base of the great crystal column and speak a single word. Giant rings creak to life, building speed, setting arrays of carved draconic mouths aglow and sending tremors through the platform beneath you. The entire room shakes now with the force of the accelerating machine, all sound drowned out by its deep, deafening thrum. Brilliant tendrils of light arc outward from the pillar in all directions, and you look over your shoulder to see them engulfing the crowd, burning them brightly like hot iron. One by one, the tendrils disappear, leaving ashen effigies where people once stood, many of them disintegrating into gray heaps under the stress of the tremors. You look above to the adra pillar, and a glowing spherical mass has begun to coalesce atop the column where the arcs converge. It grows and pulses, translucent and bulbous like some immense chrysalis, suspended in slow rotation as though it were being spun from the arcs of light. When the last arc disappears, the spectral mass hangs a moment, no longer rotating, so bright you must shield your eyes with an outstretched hand, and it seems to you as though it is looking at you. You bow your head in acknowledgment, and look back up to see it melt into the pillar like warm candle wax. The pillar flares with a flash of light bright as the sun itself, then fades to darkness. The machine slows down to an abrupt halt, and when the last echo of its grinding cogs has passed, the chamber is still, and you are alone. From all sides, reality begins to bleed in through the memory, and you find yourself in your own skin once more, looking down on Thaos' lifeless body. "He was good at serving his god, I give him that. But he should've picked a better one."
  4. Can't disobey an authoritatively cute avatar. - The Grieving Mother draws back in horror. "What evil is this? To murder a child over a matter of politics?" Her face twists into a mask of fury. "We cannot allow this corruption... this madness... to thrive." - Her face is carved with stern, rigid lines. "We must not do this, Watcher... We have come to save the children... the future of the Dyrwood. I will not stand by you if you do this evil." - "Such evil this crisis has wrought... to force a child on the daughter of one's own blood... unthinkable." - The Grieving Mother's hands fly to her ears, and her mouth frames a silent scream. Only her mind speaks. "Evils that magnify tragedies... this is what we must stop..." - The Grieving Mother closes her eyes and gives you a single deep nod. "It has been an honor to journey with you... to help you purge Thaos' evil from the Dyrwood." - "The rîow of my circle believe the Autumn Stelgaer to be a heinous abomination - it is said that if it eats you, your soul is invariably lost. As this was my first and most intuitive form, they deemed me a carrier of its evil." - "And what even defines 'help' in this situation? Even if they tell me what I think to be true - that it's just fur color, not some mark of evil - then I can't exactly take that news back to my circle and expect them to believe it." - "I [Watcher] need to fix the evil he's [Thaos] perpetrated on the Dyrwood." - Aloth shakes his head. "Men and women turn to this evil to cure Hollowborn? Madness." - "And now... he has joined Kolsc against our lord, and lingers in the dungeons. I fear he may already have fallen victim to Osrya's evil designs." - "I used to spend a lot of time reasoning about good and evil, right and wrong." (Watcher's background dialogue option with Calisca.) - "The children they keep down here... pure evil in their eyes." - "That evil woman will pay for her crimes over a dozen lifetimes." - He pauses. When he speaks again, his voice sounds dry and cracked. "It's a sickness. Some evil polluting my soul. I've tried everything, but watching Lumdala's performances soothes me in ways those treatments at the sanitarium never can." - "If what I've told you about that evil, deceitful man hasn't swayed you, I don't know what else to say." He turns back to his papers. "Trust him at your own peril." This is pretty much it for evil. Now if you'll excuse me, I feel I'm in a dire urgent need to find something better to do with my spare time. ><
  5. Pillars of adra - that green semiorganic material you encounter all around that has a particular property of being able to serve as a conduit and an accumulator of soul essence. So I figure the gods are actually adra pillars (as seen during dreams and conversations with deities) infused with souls by Engwithians.
  6. Before the final fight, Aloth asked my pc if the Leaden Key should remain without a leader once Thaos was dead. Ugh, by Rymrgand's hide, so now I have to bring him along for the final fight on my perfect playthrough? Oh well, maybe it's time to master all those "OP CC" spells everyone's swearing by.
  7. "Don't experience the world"? What about eye-witnessing and dealing with consequences of hollowbirths left and right, taking part in political upheaval of Defiance Bay, seeing Glanfathans first-hand with all their quirks, studying Engwithian language and exploring Engwithian ruins, observing all sorts of cults in action and finally communing with gods themselves? What constitutes experiencing the world?
  8. There's one additional annoying feature - hirelings don't recover their health between manual resolves. Not sure if intended.
  9. Well, the stash just needs a sort button for all the tabs. Group herbs together, potions together, scrolls together, sort each according to their levels (required lore). Group swords together, daggers together, pikes together, light armors together, necks separately from rings. Meats go with meats, herbs with herbs. And, naturally, books hug each other and are sorted alphabetically. Not sure how the ocd target audience didn't push for it during beta. On a side note, maybe merchants can stack otherwise unstackable items purely as a UI feature? Having sold gazillion xaurip shields and Doemenel daggers it's becoming tedious to scroll through merchant inventories.
  10. I believe there's a special auto-save generated for each separate character when you complete the game. So I'm willing to speculate it should carry over. Personally I'm waiting for bug fixes though anyways.
  11. Yeah, well, there're seven gods telling you that the souls, being severed from their bodies in such a brutal traumatic fashion, are damaged and unfit to make a return. So much so that six gods speculate the souls aren't even fit for the cycle. Whereas the Watcher can't rely on hindsight like we do here.
  12. That's correct. And I have a strong suspicion that Gilded Vale folks give the Watcher heads up should he choose to revisit. (E.g. to rest at an inn while after some bounties.) I have played Act 1 and 2 two times for that reason, but it seems like animancy can't really be saved. Does one have to pass a certain amount of checks during the hearing to achieve this ending? Or are there other requisites for it? I wish I knew. The images are taken from the wiki, wiki itself having no definitive answer yet. Vehemently defending animancy during the hearing didn't help in my case. Being sent as a Dozens representative I lied that they supported my investigation. End result: animancy survives as an underground endeavor.
  13. That's correct. And I have a strong suspicion that Gilded Vale folks give the Watcher heads up should he choose to revisit. (E.g. to rest at an inn while after some bounties.) I have played Act 1 and 2 two times for that reason, but it seems like animancy can't really be saved.
  14. Well, I killed her because I wanted to get as many achievements as possible on the first playthrough (including slaying all dragons, which didn't trigger :| ). ...and I would do it again. Too much Shadowrun. Never, ever cut a deal with a dragon. Besides, unleashing a beast, accustomed to feasting on souls, upon unsuspecting world perturbed me the wrong way.
  15. I rather have a paladin with a godawful statspread that still functions well as a awesome tank than a mediocre damage dealer with a crappy pet to manage. For me Itumaak alone was making up for everything Sagani might've been lacking as a party member. Great for offtanking, bodyblocking, sacrificial pulling, trap triggering, biting Eder. An all-round polar fox awesomeness.
  16. Horrible nightmares in a more visual way. Not only during rest but also getting overwhelmed with visions and whispers every now again for a few short moments while not in combat. That would've gotten the point across.
  17. So, now that we have a poll for the favorite ones, showing a rather even distribution (3 favorites, the rest seem to entertain people in equal measure), let's see how they fare in shunned/irritating/boring/otherwise repellent contest.
  18. The weak point of this kind of game is that consequences of your actions are usually seen only in ending slides, not in gameplay. For what it's worth, the town criers in Defiance Bay comment on virtually everything you do. And Glanfathans gossip about almost everything you do in Twin Elms area. That boy with the dagger though. I thought his parent took the dagger away. Ouch. Parental edumacation from PoE is extremely effective and graphic! ^^
  19. Problem is, I remained Hero with both the Knights and the Dozens. Yet the Knights don't "trust" me because reasons. Losing a lot of rep upon turning in the quest would've made me scratch my head, otherwise I remained completely oblivious till the hearing time. Besides, the weapons I retrieved turned out to be useless anyways. "What just happened?" all around.
  20. You keep bringing this up, I've just went through her dialogue again very carefully looking specifically to confirm this. Yet the only reference to the Wheel she made was which can be interpreted both ways. Glancing over the actual dialogue files I can't find the support for Iovara claiming the wheel predated the gods either. The path to the files is Pillars of Eternity\PillarsOfEternity_Data\data\localized\en\text\conversations\14_burial_isle, 3 files starting with 14_iovara. Any chance you could extract the lines that convinced you? (:
  21. That's what I would expect... but then again apparently there's a high-level Chanter chant that grants AoE +25 fire damage to everyone, which would be ridiculously more powerful since you A) don't have to put yourself in a risky situation to make it happen and B) it affects everyone, not just one character... so who knows? I was pretty sure it was 25% before 1.0.3 (according to my reading of the log). Was I wrong? D:
  22. Atheists generally believe that all religions are man-made and manufactured in a very obvious fashion. The allegory here is not subtle. The religious establishment that Thaos represents is 1) a system of lies created for the purpose of control and domination, 2) relies on the premise that people are too weak-minded to bear the truth, 3) obscurantist to the extreme and hostile to "science", 4) entirely willing to commit atrocities in order to preserve the status quo, and 5) not only unnessecary for the world's peace and prosperity, but an active impediment thereto. These are the same arguments and criticisms pitted against real world religion by atheist polemists. Add the fact that Thaos' organisation has many similarities to the Spanish Inquisition, and that Thaos himself is the ultimate religious boogeyman, and the ending feels like a preachy progressive morality play wherein an atheist protagonist is beating the stuffing out of a strawman that wears a papal mitre. The big revelation was a surprising twist, sure, in that I certainly didn't predict it, but it wasn't an effective one. The motivation behind the engwithan manufacture of their counterfeit gods falls flat for me; a civilization that was (with the exception of its skill at animancy) less advanced than modern Eoran civilization proved the nonexistance of god(s) with such certainty that it altered the course of their civilization and the world... so we're dealing with a civilization that learned how to prove a negative (a logical impossibility) Sure the arguments are similar. I've heard my fair share of Hitch debates. For one, you're dealing with a zealous fanatic who goes against the flow of the tide (if we consider Woedica's dethronement canon). The other deities are not obscurantist, their world doesn't invite universal empires of control and domination, their impact on peace and prosperity isn't clear. Thaos wants to achieve the 5 points, not the deities Engwithians created (aligned with human traits they suddenly brought the initial system into balance). Furthermore, these gods are already here, and whether fake or not they actually answer prayers, grant favors to their followers, hunt down those who abuse the rules, and are quite capable of inflicting large scale plagues (as shown in consequences of breaking promises). So the revelation of their nature isn't something that immediately makes them obscure and obsolete. For these reasons alone they won't lose following and won't become pointless to the setting. Nevermind the fact that a semisane Watcher probably won't be the most convincing preacher capable of immediately convincing everyone that what he heard somewhere at the bottom of the endless pit makes sense. And I imagine it was much easier for Engwithians to put aside "benevolent god(s) who cares and watches over you, can't disprove it" arguments because they had no impenetrable divine revelations, prophets and miracles, adopted by a major share of the population and entrenched in form of an organized church and generations of traditions, to contend with. Their prayers weren't ever answered, they made a reasonable conclusion and chose to ascend to godhood themselves.
  23. Defiance Bay will be unlocked soon enough. Not sure if you can complete the quest though. As long as the archivist is alive, everything should be fine I guess.
  24. Also consider that Thaos knows that all the people he inflicted suffering upon will simply return to the cycle. And justice will be served once Woedica is back. Utopia is just behind the corner. And again, she doesn't say gods do not exist. She says these 11 are fake, manmade. The difference is that these gods are patently real with a number of divine attributes, capable and willing to manifest themselves among mortals. Hence the room for doubt - so what are you to do about it under the circumstances. A proper analogy with a Christian god would've been something like: "Hey, your God is actually a mind-controlling spirit residing in a cave somewhere under Sinai. Being a first-hand witness and a victim of the barbarous ancient Mediterranean society he decided enough was enough and brainwashed a number of people to deliver his message of a new gentler deity, and tricked a bunch of villagers into seeing miracles where there were none. You can actually go, see and even vanquish this spirit for yourself - just wear Magneto's helmet."
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