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About Enkeli

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  1. You have yet to define proof outside of, "if it is written then it is true." I am not saying that proof must be conclusive, but it must fall in to a category of either observable or persuasive. Your standards of proof justify the existence of Santa, Aliens, and Goblins. And when challenged to differentiate between the validity of any writings, all you do is reference the very writings that you are supposed to be validating. You quote the Bible to prove the validity of the Bible; yet the Bible is composed of writings from various authors that make no reference of a Bible. Again, yo
  2. Not sure what happened to my quote box... "And you also show you know nothing about the bible. It never, not even once, contradicts itself. You have not read it and understood it at all." Here's 492 to get you started This site is fun too This talk about real world religion seems a bit off topic, I came to this thread looking for discussion of Pillars and religion. But if you link to such pages, why not also link to some page with typical answers to such criticisms? Surely you as a fair minded skeptic have read from both sides of the issue, and also wish for your readers to do
  3. I think this is well stated! Also, even Thaos says that Iovara is virtuous. So there is good reason for the party to accept Iovara´s testimony that the Engwithans did not believe in the existence of gods, and that the gods known to Eora are created. However, it does leave a lot of open questions though. Like how did the Engwithans manage to prove that no gods exist using their soul science? All of their technology seems to be adapted to manipulating human souls. But in traditional theology God is very much unlike a human soul, being the ground of being for all of reality. It seems hard to capt
  4. Theology student / Christian believer here. I thought that POE´s way of handling religions was pretty interesting, and was not offended by the game. Actually I mostly liked the twist where the gods were created by the Engwithans. This made the game feel different from usual fantasy tropes. The game evoked questions like "what really makes something a god worthy of worship?" The game also had nice discussion of how the themes of "how to handle uncertainty in making decisions" and "how to live with your mistakes". These to me felt like big themes in addition to religion, since they were present
  5. What I did was to bypass most of the mobs by circling around the fort from the top side. Then over the ladder using a character with 6 stealth to open the gates. Then I basically just walked to the right carefully.
  6. It seems that you just have to be really sneaky if you want to get to the command tent without combat. There is another entrance in the back of the fort that you can use for this purpose. I fought only one group of Iron flail guys on the top right of the map but I believe it should be possible to avoid all combat with them.
  7. There is enough content in Act 2 plus white march to level to 16. However, the level scaling for Act 3 seems to be tailored for maybe level 11-12 characters. Going into Act 3 even at lvl 13 will redult in a stomp. So I guess the only way to keep the end game difficult is to skip a LOT of good content in Act 2/white march. This is based on just two playthroughs of the game though, one on hard and one on potd. One problem is also that the upscaled Act 3 is not the only area meant for lvl 12 characters, for example the Cragholdt bluffs challenge area is also good to do at lvl 12-13. So no mat
  8. You can also get the Iron Flail from WM pt II to help you. I am wondering if actually having these helpers has any gameplay effect though. Can you actually lose the battle of yenwood? Does not having helpers simply make the battle against the lord harder?
  9. Thanks! I had all of his conversation options greyed out, but on rechecking I managed to find some new options .
  10. IMO there is no need to start from the beginning for the stronghold content. The biggest addition is a quest related to the stronghold. In case it doesn´t begin for you automatically you can trigger it to begin manually using these instructions: https://forums.obsidian.net/topic/84094-update-30-beta-has-been-updated/ The quest is quite short and the battles are not hard, but it´s fun. In addition, stronghold quests have now been changed to give you unique artifacts; prestigious visitors also have some dialogue which require choices from you. There appears to be quite a lot of these quests, s
  11. How do I trigger the questline? Even a small hint would be appreciated.
  12. Downloaded 1.3. gigs on Steam, going inside the game it tells me that WM pt II is now available. However, it actually is not yet available, and the icon for it is still greyed out. We must be getting close now . edit: aand its working now.
  13. Andrea, maybe I shouldn´t have quoted you because that tends to give the impression of disagreement. Actually I knew that you understand and meant to simply explain the relation of my two requests further in case people found it confusing. I´ve really liked your posts on this issue and am in complete agreement.
  14. It comes in as one way to help ensure that we get a challenge. For example, if we find out that TWM pt II upscaled content is meant to be started at lvl 12, then I will know that my lvl 13 party should skip the early side quests (or maybe do them but not claim the rewards). On the other hand, if we find out that it is upscaled to lvl 14, then I will know that I can do all the side quests without worrying that the rest of TWM pt II will become easier. For me the best option would be to have the optional level scaling happen according to the player´s level - then I know I could experience al
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