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Ineth

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Everything posted by Ineth

  1. When I bind Steadfast to a Paladin or Priest, and unlock the second level, it gives this weird condition for unlocking the third level: What does "Kill 20 enemies with less than 0.4 Endurance" mean? That looks like a description error. And whatever it is supposed to mean, it doesn't seem to be working either, because every kill I make seems to increases that counter, with no restrictions. ---- Note, in case it matters: I didn't find Steadfast normally, but rather gave it to my character for testing purposes using the cheat console: giveitem px2_sword_steadfast 1
  2. It means you have to kill enemies while YOU have under 40% endurance Nope, that's not what's happening either. I had a perfectly healthy priest go around killing Copperlane townspeople, and it counted. I've tried various combinations, and every single kill I made increased that counter. I think it's safe to say that it's bugged - either in its description, or its behavior, or both.
  3. Alright, I tested Steadfast with all classes now. Results are on the wiki page: http://pillarsofeternity.gamepedia.com/Steadfast No idea what "enemies below 0.4 Endurance" actually means, I just copied that phrase from the in-game description for the Paladin and Priest upgrade conditions. It sounds like it could mean enemies who have less than 40% endurance left, but on my testing murder spree on the streets of Defiance Bay, every single kill counted for this condition - and most of those were one-shot kills since I set my Might to 500 to make testing go faster... :D All the other ones were pretty clear.
  4. Seems so. I've tested Fighter, Paladin, Druid, Cipher so far, and while they all had different conditions to unlock rank 3, it was always "Have 30 Might" for rank 4. No, only on the ones that you have currently selected when you issue the command.
  5. What class was the character you bound this to? I'm asking because one of the upgrades - specifically the one for the 3rd rank - seems to be class-specific: "25% chance to cast Champion's Boon on kill." --- in your screenshot "20% chance to cast Restore Major Endurance when hit by a Critical hit." --- posted to the Soulbound item wiki page by an anonymous user "Grants Outmaneuvering (passive)." --- posted to the Steadfast wiki page by UtileDulci Which classes do those correspond to? And is there a different enhancement for every class at that rank?
  6. Pillars of Eternity has a well-structured system for the special properties that items (such as weapons and armor) can have. Each possible property has a name, such as "Exceptional" or "Pierce-Proofed". Ever wonder what they all are? Well, it turns out that the full list of those names is quite easily accessible from the game data files... On a full installation with both White March expansions, the list is: Abydon's Power Acceptance Accurate Accurate 1 Accurate 1 Accurate 2 Accurate 2 Accurate 3 Accurate 4 Accurate 6 Adamant Airtight Amenity Amplified Whip Anger Annihilation Aristocrat Athletic Aura of Stealth Aura of Wreathing Flame Aura of the Hunt Banishing Bargaining Bashing 1 Bashing 2 Bashing 3 Bashing 4 Beast Hunter Binding Blind Immunity Bloodthirst Bonus Crit Damage Bonus Melee Damage from Wounds Bonus Ranged Damage Bravado Break Out Burden Burn DR Bonus Burn-Proofed Burning Lash Carouse Chanter area of effect Bonus Charged Spellbind: Calling the World's Maw Charged Spellbind: Essential Phantom Charged Spellbind: My Son, Do You See your Sister's Across the Moor? Charged Spellbind: Nature's Terror Charged Spellbind: Pillar of Faith Charged Spellbind: Prayer Against Fear Charged Spellbind: Returning Storm Charged Spellbind: Rot Skulls Charged Spellbind: Sear The Soul Charged Spellbind: Slicken Charged Spellbind: So Singt thy Biting Winds o' Eld Nary Charged Spellbind: The Thunder Rolled Like Waves on Black Seas Charged Spellbind: Twin Stones Clarity Constant Recovery Bonus Convert Graze to Hit Coordinating Corrode DR Bonus Corrode-Proofed Corrosion Regen Corrosive Lash Coup de Grace Crush-Proofed Crushing Lash Cumbersome Curse of the Mênpŵgra Cursed DR Reduction Damage-Proofed Damaging 1 Damaging 2 Damaging 3 Dazzling Dead Man Stands Deceptive Decrease Critical Hit Damage Defiance Defiant Deflector 1 Deflector 2 Denial Depression Desiccating Destroys Spirits Disengagement Defense Bonus Disorienting Draining Draining Draining Durgan-Refined Durgan-Reinforced Durgan-Reinforced Dying Boar Echo of the Maker Eternal Funding Exceptional Exceptional Exceptional Execute False Life Fast Draw Fenwalkers Final Rites Fine Fine Fine Finishing Blow Bonus Flash Shot Freedom Freeze DR Bonus Freeze-Proofed Freezing Lash Frighten Immunity Gaun's Pledge Grief Guardian Spirit Guarding Harbinger Hardy Healing Bonus Heavy Herald Immune Boost Immunity: Confuse Immunity: Stuck Inaccurate Increased Constant Recovery Increased Reach Indomitable Interfering Intimidating Invigorating Irritating Juggernaut Legendary Liberating Lord's Authority Lore-Giving Loyal Lucky Major Max Endurance Bonus Major Reflection Major Spellbind 1 Major Spellbind 2 Major Spellbind 3 Major Spellbind: Arcane Dampener Major Spellbind: Arduous Delay of Motion Major Spellbind: Armor of Faith Major Spellbind: Barring Death's Door Major Spellbind: Beetle Shell Major Spellbind: Binding Web Major Spellbind: Blast of Frost Major Spellbind: Calling the World's Maw Major Spellbind: Cleansing Wind Major Spellbind: Cleansing Wind Major Spellbind: Clear Out Major Spellbind: Concelhaut's Corrosive Siphon Major Spellbind: Confusion Major Spellbind: Coordinated Positioning Major Spellbind: Deleterious Alacrity of Motion Major Spellbind: Dimensional Shift Major Spellbind: Dominate Major Spellbind: Dragon's Breath Major Spellbind: Draining Touch Major Spellbind: Exalted Hands Major Spellbind: Fireball Major Spellbind: Fireball Major Spellbind: Firebug Major Spellbind: Healing Chain Major Spellbind: Mind Lance Major Spellbind: Minoletta's Bounding Missiles Major Spellbind: Minoletta's Concussive Missiles Major Spellbind: Minor Arcane Reflection Major Spellbind: Moonwell Major Spellbind: Overwhelming Wave Major Spellbind: Pillar of Faith Major Spellbind: Pillar of Faith Major Spellbind: Recall Agony Major Spellbind: Restore Critical Endurance Major Spellbind: Restore Major Endurance Major Spellbind: Restore Moderate Endurance Major Spellbind: Revive the Fallen Major Spellbind: Shadowing Beyond Major Spellbind: Slow Spirits Major Spellbind: Stag's Horn Major Spellbind: Torrent of Flame Major Spellbind: Visage of Concelhaut Major Spellbind: Wall of Flame Marking Marksman Martyr Max Endurance Bonus Mechanic Melee Damage Bonus Mending Minor Spellbind 1 Minor Spellbind 2 Minor Spellbind 3 Minor Spellbind: Arkemyrs Dazzling Lights Minor Spellbind: Blessing Minor Spellbind: Blessing of the Forgotten Minor Spellbind: Blizzard Minor Spellbind: Bulwark Against the Elements Minor Spellbind: Combusting Wounds Minor Spellbind: Corrosive Cloud Minor Spellbind: Crackling Bolt Minor Spellbind: Dancing Bolts Minor Spellbind: Dancing Bolts Minor Spellbind: Escape Minor Spellbind: Fetid Caress Minor Spellbind: Fireball Minor Spellbind: Firebrand Minor Spellbind: Healing Strike Minor Spellbind: Holy Meditation Minor Spellbind: Holy Power Minor Spellbind: Infestation of Maggots Minor Spellbind: Jolting Touch Minor Spellbind: Knock Down Minor Spellbind: Minoletta's Minor Missiles Minor Spellbind: Mirrored Image Minor Spellbind: Nature's Vigor Minor Spellbind: Necrotic Lance Minor Spellbind: Prayer Against Treachery Minor Spellbind: Purge of Toxins Minor Spellbind: Restore Light Endurance Minor Spellbind: Restore Minor Endurance Minor Spellbind: Rolling Flame Minor Spellbind: Smoke Cloud Minor Spellbind: Spreading Plague Minor Spellbind: Sunbeam Minor Spellbind: Suppress Affliction Minor Spellbind: Thrust of Tattered Veils Minor Spellbind: Touch of Rot Minor Spellbind: Vile Thorns Minor Spellbind: Vile Thorns Minor Spellbind: Watchful Presence Minor Spellbind: Whisper of Treason Minor Spellbind: Wild Sprint Minor Spellbind: Winter Wind Minor Spellbind: Withdraw Minor Spellbind: Woodskin Movement Rate Bonus Mythic Necklace of Fireballs Noisy Observant Obstructing Of Concentration +10 Of Concentration +20 Of Concentration +25 Of Concentration -5 Of Constitution +1 Of Constitution +2 Of Constitution +3 Of Constitution +4 Of Crit Multiplier Bonus +10% Of Deflection +12 Of Deflection +5 Of Deflection +9 Of Dexterity +1 Of Dexterity +2 Of Dexterity +3 Of Dexterity +4 Of Fortitude +12 Of Fortitude +18 Of Fortitude +5 Of Fortitude +9 Of Intellect +1 Of Intellect +2 Of Intellect +3 Of Intellect +4 Of Intellect -1 Of Might +1 Of Might +2 Of Might +3 Of Might +4 Of Perception +1 Of Perception +2 Of Perception +3 Of Perception +4 Of Reflex +12 Of Reflex +5 Of Reflex +9 Of Resolve +1 Of Resolve +2 Of Resolve +3 Of Resolve +4 Of Will +12 Of Will +5 Of Will +9 Of Will -3 Outmaneuvering Overbearing Overbearing Overseeing Persecuting Pierce DR Bonus Pierce-Proofed Piercing Lash Precision Predatory Preservation Prone Reduction Purging Quickness Rage Bonus Ranged Deflection Bonus Raw Lash Reduced Crit Damage Reflecting Reflection Reflex Bonus 1 Reflex Bonus 2 Regeneration Reliable Rending Restore Freeze Damage Retaliation Ring of Wizardry Safeguarding Seal of Faith Second Chance Shining Shock DR Bonus Shock DR Reduction Shock-Proofed Shocking Lash Shrouded Sickening Simpleton Slash DR Bonus Slash-Proofed Slashing Lash Slaying (Beast) Slaying (Eyeless) Slaying (Kith) Slaying (Mythic) Slaying (Primordial) Slaying (Spirit) Slaying (Vessel) Slaying (Wilder) Slaying (Wyrd) Sly Sneak Attack Bonus Solitary Soothing Soul Whip Bonus Speed Spell Damage Multiplier Spell Defense Bonus Spell Holding: Blessing Spell Holding: Circle of Protection Spell Holding: Consecrated Ground Spell Holding: Frenzy Spell Holding: Infuse with Vital Essence Spell Holding: Invisibility Spell Holding: Llengrath's Displaced Image Spell Holding: Llengrath's Displacement Spell Holding: Merciless Gaze Spell Holding: Mirrored Images Spell Holding: Nature's Balm Spell Holding: Nature's Trek Spell Holding: Overwhelming Wave Spell Holding: Ray of Pain Spell Holding: Restore Minor Endurance Spell Holding: Spirit Shield Spell Holding: Swap Endurance Spell Holding: Warding Seal Spell Holding: Woodskin Spell Striking: Concelhaut's Draining Touch Spell Striking: Divine Mark Spell Striking: Halt Spell Striking: Infestation of Maggots Spell Striking: Jolting Touch Spell Striking: Kalakoth's Sunless Grasp Spell Striking: Minoletta's Minor Missiles Spell Striking: Nature's Mark Spell Striking: Pillar of Faith Spell Striking: Ray of Fire Spell Striking: Spreading Plague Spell Striking: Taste of the Hunt Spell Striking: Thrust of Tattered Veils Spell Striking: Touch of Rot Spellbind: Abydon's Labor Spellbind: Ethereal Cloak Spellbind: Ironskin Spellbind: Ring of the Ancient Forge Spellchance: Barbs of Condemnation Spellchance: Blind Spellchance: Calling the World's Maw Spellchance: Combusting Wounds Spellchance: Combusting Wounds Spellchance: Conjure Earth Blight Spellchance: Dazing Spellchance: Despondent Blows Spellchance: Divine Mark Spellchance: Dominate Spellchance: Expose Vulnerabilities Spellchance: Finishing Blow Spellchance: Firebug Spellchance: Flames of Devotion Spellchance: Healing Chain Spellchance: Invoke Vessels Spellchance: Nature's Mark Spellchance: Paralyze Spellchance: Petrify Spellchance: Pillar of Faith Spellchance: Plague of Insects Spellchance: Returning Storm Bolt Spellchance: Soul Ignition Spellchance: Soul Shock Spellchance: Spell Steal Spellchance: Sunlance Spellchance: Taste of the Hunt Spellchance: The Thunder Rolled Spellchance: Twin Stones Spelldefense: Disciplined Barrage Spelldefense: Eyestrike Spelldefense: Holy Meditation Spelldefense: Restore Major Stamina Spelldefense: Vigorous Defense Spellslaying: Champion's Boon Spellslaying: Frighten Spellslaying: Merciless Gaze Spellstamina: Dire Blessing Spellstamina: Fear Aura Spellstamina: Instill Doubt Spellstamina: Savage Defiance Spellstamina: Triumph of the Crusaders Spellstamina: Unbending Spellstamina: Wicked Briars Spellstriking: Confuse Spellstriking: Eyeless Destruction Spiderfingers Spirit Bane Stalker Stalker's Link Bonus Stealthy Stunning Stunning Sturdy Summon Noble Creature Superb Superb Superb Survivor Tenacity Terrible Terrify Immunity Time Siphon Toughness 1 Toughness 2 Unarmed Strike Unconquerable Valiant Valiant Venom Vessel Bane Vicious Vicious Vigilance Wary Wildstrike Bonus Wounding Zealous Command Bonus Zephyr That's 468 in total... PS: It's actually only 447 unique names; some are listed multiple times for some reason.
  7. I... don't think you know what "conserve" means. No, just to the degree that the loss of health becomes slower than what can be restored using the camping supplies found along the way. This is not some kind of puzzle where all that matters is "reaching the end" by any means necessary. If it were, then the optimal way to "play" would be to use cheat codes. This is, instead, a single-player role-playing game. Both the fun and the difficulty of it, are tied to the process of progressing through the game. Playing in such a way that you need to rest after every battle = comparatively easy. Playing in such a way that you can go many battles before needing rest = more challenging, and more fun! Try it sometime.
  8. There's a list here: http://pillarsofeternity.gamepedia.com/Dungeons (May be incomplete though.)
  9. I meant specifically the player soundsets which we can choose during character generation for the Watcher and hired companions.
  10. I disagree. It offers an incentive to conserve your resources, precisely because you don't want to backtrack just to get new supplies. If you find yourself going back to town just to get more camping supplies, you're doing it wrong. Most wilderness areas or dungeon levels have at least one camping supply that you can find as loot, and if that is not enough then that's a sign that the area is currently too difficult for you, and that you might be better off exploring another part of the game world first and come back later, or play at a lower difficulty level.
  11. On the topic of voicing, I found the player soundsets in PoE rather disappointing. Especially the female ones - they just don't have... character, for lack of a better word. They feel bland. And there's no variety either - almost all of them sound like the same person to me. I've come across much, much better player soundset collections in other games... PoE's music score is great though.
  12. "Using Abydon's Hammer will now properly unequip offhand items." There goes this exploit...
  13. My Wizard prefers to cast Arcane Veil and/or one of the DR-increasing spells on herself, and sometimes Alacrity too, and run straight into immediate danger so that she can crush the skulls of said danger with her staff... :D
  14. How is that different from how a Fighter's Knockdown or a Barbarian's Frenzy gets used in every encounter? Seems fair to me that it should be similar for Wizards.
  15. Very cool. What about the whole "start combat with a shot from an Arquebus" thing that you mention in the opening post, though? Is that no longer worth it in 3.0?
  16. Because the power spike was too extreme. Why six? Even a single point in Survival allows you to get a camping bonus. Six points just allows you to choose different ones.
  17. Gain even more levels before coming back. Last time I was around level 12 when I got there, and I wiped out the whole warriors guild easily. It's the Sacrificial Bloodlines quest.
  18. Why doesn't it cater to people who like random loot? No one is forcing them to look up the tables that list which day corresponds to which loot. And if you don't know, it'll be random as far as you're concerned.
  19. Icewind Dale has a "Heart of Fury" mode, which is meant for going through the game a second time with a party that has already finished it. In this mode, the game engine significantly scales up the monster stats (kinda like PotD in Pillars, but much more extreme). The devs also made some manual changes to encounters in this mode (some monsters are added I think, and some loot is replaced with better alternatives), but most of the difference is caused by the automatic scaling, so it didn't cost the developers much to implement it. It's not for role-players of course, because the fact that every little goblin is as tough and hard-hitting as an ogre normally would be, could be perceived as slightly immersion breaking... :D But some players love it. I suppose a mod could implement something similar for Pillars.
  20. Endless Paths levels 1-2 can be done quite well before going to Defiance Bay, but I'd say levels 3-5 are still too difficult at this stage. Maybe if you rest a lot you can do it, but it'll be tedious.
  21. And a few reused maps. And Oswald with his airship. And Nym, that scoundrel.
  22. In 3.0, save times have gotten pretty fast for me. Loading is still painfully slow though.
  23. From what I've read, it seems that at least half of the IE mod users only really want the "walking mode" from it, and possibly the "blue NPC selection circles". Why doesn't Obsidian just implement those two features in a patch, as people have repeatedly requested? They should be trivial to implement. Walking mode is technically already implemented in the game (and is used during cut-scenes), so all they'd need to do is to provide a key-binding that allows players to toggle it on demand.
  24. If level 16 isn't high level, then how come you can defeat every single inhabitant of the Dyrwood, including dragons and legendary arch mages whom spells are named after? How come even a level 12 tank can walk right into a flock of a dozen hungry lions, be jumped by all of them at once, and not have a scratch on him? Let's face it, when you compare how you can actually affect the world around you, Pillars levels 12-16 are more comparable to BG2:ToB than BG1.
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