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jtbehnke
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I think the Adra-Infused Duelist Inquisitor build isn't correct. It links to the other Inquisitor build in the list, the Redeemer.
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I've been wondering how to build Aloth in Deadfire. From what I understand, wizards are a class that DOES have strong benefits for staying single-class, namely some VERY powerful spells in the top tiers. On the other hand, multiclassing is pretty darn fun, and some companions can become quite powerful when they multiclass, as Pallegina and Tekehu demonstrate in the excellently written Tuono e Fulmine and Tāwhirimātea, The God of Storms builds (P.S. You're awesome Ascaloth!). So...what about Aloth? Is it better to keep Aloth as a single-class wizard? Or would it be better to convert him to a Battlemage (multiclassing him with Fighter) or Spellblade (multiclassing him with Rogue), and if so which of the two multiclasses is better?
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Lately I've gotten the itch to play Star Wars: DroidWorks again, a game I greatly enjoyed when I was younger. Unfortunately, this game is at least 20 years old by now! :smalleek: I know with the power of emulators and stuff old games may be played on a computer, but I've also heard that DroidWorks has problems that even using an emulator can't fix if the computer runs over 100 Mhz (i.e. any modern computer like mine), but also there seems to be folks on the web who say they can get it to work, so I'm left confused in the middle. Could I somehow find and get this game to work via emulators and enjoy it again, or is it simply too old to work without buying a used copy, rebuilding an old computer and finding an old copy of Windows 95?
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Let's also not forget that the very idea of fighting Rymrgand to get out of his realm is something most kith wouldn't comprehend as an option. I mean, you're in the physical presence of the divine, in the heart of his own realm. If it were any other mortal in that position, they'd immediately bow down and beg for his mercy, no matter how cruel, and that's what Rymrgand expects you to do as well. But the Watcher is no ordinary mortal. Whether because returning from death has dispelled the fear of the end for them, their being on first name basis with the pantheon has made them realize they're not as impressive as they boast, or because the Watcher is JUST. THAT. CRACKED. They're the only one who's seen outside Eora's current paradigm and thus can create a solution Rymrgand doesn't expect. It's almost like the Gordian Knot story, in a way. Dozens of kings fail the challenge because they think the knot HAS to be taken apart by hand, and Alexander the Great wins when he realizes "that isn't the only option" and just cuts it in half with his sword. So too in Beast of Winter: Rymrgand says "Serve me and you can leave, or stay here forever," and the Watcher simply asks "Why don't we just fight for it?"
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From what I've heard, basically you have can't have Vatnir come with you AT ALL for him to lead Harbinger's Watch as a peaceful port. Whether in the DLC or afterwards. If you let Vatnir join your party at any time, you're locked into the privateer ending, and the best outcome is to persuade the other Harbingers to abandon the temple and go home.
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Here's the important question, then. What does Voidwheel LOOK like? If there's one thing I've learned from these forums, it's that the icons don't really capture what the weapon looks like in person.
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World State for Whispers?
jtbehnke replied to jtbehnke's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Thanks for the clarification everyone! This is a big relief. -
Thanks again, this is super helpful! If I want to hold another weapon beside Firebrand (like, say the Whispers of the Endless Paths or the Twin Eels), could I get away with it, or should I be ALL FIREBRAND ALL THE TIME?
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World State for Whispers?
jtbehnke replied to jtbehnke's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
So the Fextralife is wrong? Thank you for the clarification! -
Nah Consulars are common even outside of EU. They are officially more of the Old Republic thing, though. But current canon goes way beyond the mainstream movies. Okay. I was just kiddin' around!
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Quick question regarding the Blade of the Endless Paths and Whisper of the Endless Paths in both Deadfire and PoE1. I've heard conflicting reports that not finding the pieces of the Blade of the Endless Paths aboard your ship in Deadfire is a bug or not. I was under the impression that the pieces of the Blade, along with those of the Whispers of Yenwood, were in your cupboard if you recovered both weapons in Pillars of Eternity at some point. The Fextralife article here, however, seems to indicate that you have to deliberately fail the Blade of the Endless Paths task and not reforge the sword so you get the pieces in Deadfire, and if you DO reforge the sword in the first game, it's lost forever. So...which is it? Is this a bug or a feature? I want to know before completing the first game, so I know whether I have to fail the quest or not. I'm a bit of an obsessive completionist, so the idea that I can't get the Whispers of the Endless Paths if I'm too thorough with doing quests in the first game bugs me, to say the least!
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A solid suggestion, though at this point we're getting into Star Wars Expanded Universe semantics. Most people just know Jedi as Knights and haven't heard of Consulars! Beguiler DOES look interesting, especially for mind tricking. I was thinking about replacing one of these Cipher powers with Mental Binding, as it's been the Cipher power I've used the most in the first game. I may also want to look into Valorous Echoes and Ancestor's Memory to buff my allies. What say you?
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Yes, according to the Fextralife, for Lifegiver that's Nature's Vigor, The Moon's Light, Nature's Balm, Moonwell, Cleansing Wind, Garden of Life, and Nature's Bounty (Regenerate and Pollen Patch are inaccessible to me due to multiclassing). And I want all those spells anyway!
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Okay, here's a revised list. Sticking with Lifegiver for now: Level 1: Nature's Vigor, Sunbeam/Whispers of Treason Level 2: Soul Shock Level 3: Iron Will Level 4: The Moon's Light, Firebrand/Draining Whip Level 5: Two-Handed Style Level 6: Recall Agony Level 7: Nature's Balm, Burst of Summer Flame/Hammering Thoughts Level 8: Purge of Toxins Level 9: Secret Horrors Level 10: Puppet Master Level 11: Moonwell, Scion of Flame/Silent Scream Level 12: Form of the Delemgan Level 13: Cleansing Wind, Rapid Casting/Body Attunement Level 14: Borrowed Instinct Level 15: Uncanny Luck Level 16: Garden of Life, Sunlance/Amplified Wave Level 17: Disintegration Level 18: The Empty Soul Level 19: Nature's Bounty, Weather the Storm/Echoing Horror Level 20: Rusted Armor I'm setting this up right, right? My understanding is that you get two pools of points at level-up: one for active abilities and one for passive ones, so I may have the wrong abilities in the wrong spots.
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Is there a way to determine which is which? Some of those Beast spells look pretty tempting, though I'm not really interested in summoning myself.
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Why didn't I think of that sooner?! That's a GREAT idea! I already like using Firebrand thanks to the Belt of the Royal Deadfire Cannonner in the first game, so why WOULDN'T I continue to use it after multiclassing with the class that has it as a spell?! Plus, a jack-of-all-trades is EXACTLY the kind of character I enjoy playing in games like these! Thank you! Hmm...I should probably shuffle some stuff around to include more fire-based stuff like Sunbeam and Scion of Flame. Having taken a closer look at the Druid subclasses, I think bigwillystyle's suggestion of going with Animist instead of Lifegiver is worth taking. No real penalties to worry about, I can just pick the healing spells on my own (and Animist has Moon's Light anyway), and it thematically fits more with the idea I had starting out. "Animists are the most common druids in Eora. See life in all facets of the world, animists draw power from the complex web of connections between plants, animals, the weather, and even humble rocks and soil." "For my ally is the Force, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the Force around you; here, between you, me, the tree, the rock, everywhere, yes. Even between the land and the ship." Sounds pretty similar, no?
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That's a fair point. Though I do like the idea of the character having some stronger ties with the organization itself - maybe even being born into it (Deadfire culture). I could still make Goldpact work pretty well with that - there was a pretty rigorously upheld code of ethics aboard pirate ships regarding fair shares for fair work. A good way to look at it! It fits very well with the Goldpact Knights' stance on payment being a binding contract. If the Prinicipi are paying them more than the RDC or VTC, then the Principi is who they will side with. Precisely. As I said, the conviction that grants Goldpact Knights their paladin powers is that payment is a binding contract, that personal sympathies and stuff shouldn't cloud the basic issue of who is paying you for what. For the Bleak Walkers, they gain their powers from their belief in total war. Even if they aren't being paid (but they often are), nothing less than completely crushing whoever their pointed at is acceptable, so even if the Bleak Walker Watcher doesn't necessarily give two hoots about the Principi's internal and external conflicts, if the Principi have hired them, the piracy is merely an opportunity to display the notorious brutality their order is known for. That said, Bleak Walkers also work because they're kinda ****, so robbing and murdering on the high seas probably would sound appealing to them, Principi or no Principi.
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Eoran Wine
jtbehnke replied to jtbehnke's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Yes, and there seems to be more varieties of mead in Eora than you normally see in these games. Fine Aedyran Mead, Midnight Mead, and Wyrthoneg too! -
Thank you, thundercleese! Knowing that, here's another attempt at picking stuff: Level 1: Nature's Bounty, Sunbeam (may swap this with Winter Wind to fit the White that Wends origin)/Whispers of Treason Level 2: Soul Shock Level 3: Iron Will Level 4: The Moon's Light, Woodskin/Draining Whip Level 5: Two-Handed Style Level 6: Recall Agony Level 7: Nature's Balm, Infestation of Maggots/Hammering Thoughts Level 8: Secret Horrors Level 9: Puppet Master Level 10: Purge of Toxins Level 11: Moonwell, Form of the Delemgan/ Silent Scream Level 12: Body Attunement Level 13: Cleansing Wind, Plague of Insects/Borrowed Instinct Level 14: Rapid Casting Level 15: Uncanny Luck Level 16: Garden of Life, Rot Skulls/Amplified Wave Level 17: Disintegrate Level 18: The Empty Soul Level 19: Nature's Bounty, Weather the Storm/Echoing Horror Level 20: Rusted Armor I sort of combined bigwillystyle's suggestions with 1TTFFSSE's Banshee build, one of the more complete cipher multiclass builds I've found. It's a starting point so it can be revised to be at least "workable." I know I want to use a greatsword as my primary weapon of choice, and I'm not sure if the picks for the cipher side of the build are the most appropriate, since the Banshee appears to based more on ranged fighting, rather than getting into the think of melee with a sword.
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Quick question: How many points do I have to work around with anyway?
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