omgFIREBALLS
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It doesn't seem like I got any sort of buff from it. It was a very satisfying thing to do nonetheless... still, I'm curious. For those that want to know how to cure it: Edit: It seems the blessing will make the druids in Bentbranch Bog north of Sayuka recognize you as an ally of nature, however you still need to pass a 13 Diplomacy check before they notice it. If you do their bidding you will more or less declare war on the Royal Deadfire Company. More here.
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https://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_II:_Deadfire_crew_members Obviously the captain effect is not listed.
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I'm at 61 or 63 blessings without having "platinumed" the game. I imagine with all the achievements you can get all the blessings. Oh, by the way, the sails upgrade seems to come with a hull upgrade too: Improved Warship Reinforcements, +15 hull health.
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To be detailed, I was told it's sort of like subtraction. If you have a T3 int affliction and you get a T1 int buff, you now have a T2 int affliction. But don't take my (or my informant's) word for it, I'm sure someone knows for sure how it works. Aaaanyway. Brilliant inspiration. List all its sources. Nownownownownownow. Now.
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FWIW it's extremely easy to level it right now, as after any kind of combat the game thinks you have met the requirements. Only the last requirement needs to be actually met, even if the game thinks it has been. As Hybridsalmon mentioned, there are multiple zones (Old City, Old City Ruins, Old City Overlook, if memory serves). This isn't a matter of pimping your perception and squinting at the screen.
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The one saving grace is that the members of their lowest caste are guaranteed to be reborn into a higher caste in the next life. If you think about it long-term (in which souls are cycling from caste to caste and every soul gets to inhabit all statuses multiple times), it actually makes a weird kind of sense. Every culture in POE has its downtrodden, but only the Huana guarantee that theirs is reborn into a better station. How (or if) they're able to actually manipulate the wheel in that way, I have no idea. Yeah uh, I don't think it matters if it's true or not. The Rotaru are ****ed by the system and are rather powerless to change it, and those that aren't ****ed have no reason to change it. Excepting ethical ones of course, but I'm not sure that's enough for a revolution. Does it make a weird kind of sense? It's not weird at all. Controls the poor and numbs the consciences of the rich, whether it's true or not. The Huana are probably the most "good guys" faction but it seems they've done some bad things to keep up with the other factions. They were nice. Couldn't win playing nice. Now they play dirty too. Although the caste system seems far older than this conflict.
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Day one: I'm sailing under the colors of the famous Watcher of Caed Nua. This will be something to tell the grandkids! Day three: We boarded a Vailian vessel. I guess that's who we're picking on. Day eleven: Never mind, we're apparently just boarding every vessel. Dead men tell no tales, eh? Day thirty: We seem to be out of vessels to board. The captain seems to be muttering something about wanting to get a bigger ship, but has no way of training sailors. Day forty: I and my trusted mates been transferred to a junk! While we all thought a galleon might be better, the captain reasoned that the junk had to be superior because it cost more. Day forty-one: We've taken on some more crew to help man the larger ship. Day forty-eight: Just got out of our first storm. That wasn't fun. Day fifty: Our mast broke in the latest storm, but apparently that didn't require repairing afterward. Day sixty-five: I think the storm count is at eight now. Day eighty-one: I've lost count of how many storms we've been through. I haven't had shore leave since I got on this junk, and it doesn't seem like I'm getting it anytime soon, as the captain seems intent on sailing through storms and then changing course completely. Morale is peaking, of course, and the new blood have acquired the saltiest sea legs I've ever seen. Day ninety: We caught some sickly fish and argued whether we should eat it or not. Our resident druid determined the fish was diseased, but cast a spell to cure it, and the captain judged it edible. We all fell sick, but the same druid cast the same spell on us and it worked this time. Apparently this made us very happy and when all was said and done, crew morale was soaring. Day ninety-five: We ran across a plague ship. Against our wishes, the captain offered the crew aid and we of course contacted their sickness. However, our resident cleric cured us and this made us very happy. We forgot entirely that it was the captain's fault we got sick to begin with. Day one-hundred-and-forty-three: My life now consists of constantly sailing into storms that the captain finds with unerring accuracy. We are only ever served water and hardtack. This is disappointing, but the captain will occasionally raise morale by getting us sick or poisoned and then curing it. We love our captain, as always.
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After defeating this guy and his goons I couldn't get out of combat. He had left his Burning Veins poison effect on one of my party members and it kept refreshing itself. (I suppose I could have let her die, but I have so many passive healing effects going on) I had no antidote handy, but after using Withdraw it stopped refreshing and I got out. Still, I take it this shouldn't be necessary. Or are you meant to either cure it or have a knockout?
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Sharing some insights of my own. I bought the most expensive ship, outfitted it and everything. Went for a fight, noticed it was slow. Perhaps fast for its size, but I always play to board. I noticed while browsing the cannons that their weight was mentioned. Not as a direct value or anything, but still. So I reloaded to before I bought the junk and instead went to my starter ship and stashed all the cannons and bought some speed upgrades for it. I'm not sure stashing the cannons helped, but I'm now closing on enemy ships at a rate of 85m per round. I took on a galleon and it never got a chance to fire at me, and now I'm fighting some smaller vessel with the same outcome. I think with luck they might get one volley off but that's it. Edit: Cannons don't affect your speed. ^^ I also think as long as you can win the deck combat this is the best tactic (nice hubris man, game is barely a day old), because enemy ships will either turn to broadside you, which they don't seem to have time for, or I guess they might try to flee from you, but you're fasssst. To answer my question about what one can do with multiple ships: You can only have one active ship, so it's just for versatility. Right now for my boarding business I see no reason to use a slow ship with lots of firepower, though perhaps if you're really good at the naval combat minigame you could do a lot of crew damage before boarding. But if I am to bombard a coastal city or something, it'll need to be a ship that can deliver and take more beating than the starter ship.
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I'm pretty loaded and can just about afford the most expensive kind of ship. Called junk, for some reason. It doesn't seem better than the galleon. Tell me what I'm missing. And tell me what I can do with multiple ships. It's an expensive business, managing ships. I have so many questions. In fact, feel free to post anything related to ships here, any piece of advice you might have, even if it's not one I just asked for. I can't be wordier. I have a main plot to avoid by devouring every side quest in my way. Wind be at your backs!
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Yeah, I'm having some of these problems myself. Was going to tidy up some poor picks, but think I'll reload and wait. I'm definitely seeing the multiclass chanter problem where my level 1 Herald only knows an Invocation. Furthermore, I would like retraining to be even more complete, as you currently can't change your character creation ability picks, just what you got from level ups.