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About Ieldra

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  • Location
    Düsseldorf, Germany
  • Interests
    Books, games, fantastic worlds, tabletop roleplaying


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  1. I checked this. They're not supposed to be in the beginning locker, but in the captain's cabin locker when you take possession of the repaired ship, so you can't have them until you finished the main quest in Port Maje. This is the same behaviour as in earlier game versions - I checked this with an old savegame file.
  2. Hmm... I don't miss the fight because at this point I'm usually quite fed up with combat, but I did think Ukaizo was strangely empty when I got there, and the ending underwhelming because you can't do anything but watch events unfold. Another meaningful encounter, preferably only optionally violent, would probably have helped.
  3. Perhaps it doesn't technically start a romance, but the description is indicative of one. At the very least, if I tell her she's addle-brained the scene shouldn't end with holding hands like, at the least, very close friends.
  4. Now this is *really* annoying. I'm forced into a romance track with Xoti. Description: There is a conversation with Xoti that starts with the description: "Xoti sways on her feet....". It's about her having nightmares again, part of her questline. The problem is: there is no way out of this conversation that doesn't include a romantic exchange. In particular, regardless of what you say in earlier conversation nodes - even if you're really rude and call her addle-brained, you try to hook her up with Edér, or your reputation is less than maximized - you eventually end up at her line "And
  5. For the record, I'm also having this problem. This is unpleasant because it's game-crashing bug, You can only get out of it by using the task manager to abort the game process.
  6. My game just updated from to and now I can find it easily in a location I had searched very carefullyy before. So this might've been a bug, or my PE 22 character wasn't close enough to detect it before, purely by accident. It's dead centre near the northern wall of the central chamber.
  7. i think someone posted a guide to the reddit (/projecteternity) I read these two guides: https://gameplay.tips/guides/3095-pillars-of-eternity-2.html This one says Temple of Berath go right and up, which makes no sense so I assumed it refers to the Hanging Sepulchres like the other guide and the journal text. Regardless of the map, I am, in fact, missing it on either map, so either there's a bug or it's not as obvious as the guide assumes. http://www.neoseeker.com/pillars-of-eternity-ii-deadfire-seeker-slayer-survivor/tasks/Hunts This one says Hanging Sepulchres, north en
  8. I'm playing SSS right now and I'm hunting artifacts. I got the other two of the first set of three easily, but this thing eludes me. The description points me toward the Hanging Sepulchres, and by now I must've gone over this map as well as Berath's and Gaun's Temple pixel by pixel without finding anything interactable. NPCs also don't have any new lines. So where is the !&%$ Matron's Skull?? Am I overlooking something super-obvious? BTW, I did fight a gul rush there, but that was before SSS was out.
  9. I don't know whether there was any new patch since June, but I just ran into this bug as well. It clearly hasn't been fixed.
  10. I recommend starting on Easy until you have learned the systems. My first game was on Easy and I didn't consider it easy at all at the time. Then I did another playthrough on Normal, and found it actually easy. The amount of useful stuff you don't know about when you start the game for the first time is rather astonishing. The learning curve isn't necessarily steep, but it is very long.
  11. HI everyone, I'd like a solution to the follolwing problem: I have Durance's quest with the following stages (reversed journal sequence): (1) Spend time travelling with Durance (done) (2) Discuss your vision with Durance (done) (3) Continue to get to know Durance (done) (4) Find out from Durance what the fading symbols mean (done) (5) Talk to Durance about Woedica (active) (6) Continue to journey with Durance (done) The thing is, I can't speak with Durance about Woedica. Speaking with Durance, both the options to talk about Magran and the region remain white, but there aren't
  12. About the names, here's how I see it: (1) Names and titles have cultural baggage, and using the same names and titles as, for instance, at a certain time and place in real-world history transfers that cultural baggage to the fictional world. Which is fine if that's what you want, otherwise it's detrimental to the setting's identity. So using invented names for things that don't work like similar things in real-world cultures is often a necessity. (2) Descriptive names are intrinsically problematic. Many real-world locations have them but they work only because we've grown up with them.
  13. In my experience, somewhere between 4 and 7 party members, an RPG tends to lose its focus on the individual characters and becomes more of a squad-level game. My personal favorite, in tabletop and video rpgs alike, is a party size of 5. Having said that, in BG etc.. I minimized party size in the early game in order to gain the early levels faster. I haven't paid attention to the way xp are distributed in PoE but I've just started and had no opportunity to go beyond 4 so far. If total xp is distributed between the party members, that's a very, very strong incentive to go with 4.
  14. Well....if class only determines how you fight, not who you are, then every non-combat aspect of character customization should be completely independent from class. Is it? I see how this approach gives you more freedom to roleplay different kinds of cahracters, so I agree it might be a good way to do things, but it will make some instances of class-specific restrictions even less tolerable than before. For instance, mage robes... the damned things have been in almost every game, and nowhere do they make the least bit of sense for an adventuring mage. If PoE will let my mage wear a sensibl
  15. I hope this is correct. I haven't memorized all the information but the impression I had before the class updates was that plot-related events could often be handled without combat. Then came the class updates, which said that the rogue is the undisputed dps master and failed to mention any stealth aspects, then the wizard who is listed with only combat spells. It is off-putting... I think it is high time to reveal some non-combat skills. If they're all class-independent, it makes sense not to mention them in class updates, but it skews the picture unfavorably for people with my preferenc
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