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JerekKruger

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Everything posted by JerekKruger

  1. You start combat with a bunch of phrases now. A high level Chanter will either be able to cast it straight away it do so after on or two chants. Once the invocation is cast it builds up phrases in addition to your normal chants so keeping it up is easy (is got a big duration anyway). So I didn't say this is much of a downside to it. Honestly I think it's a most powerful ability in the game right now. Watching VictorCreed using it to spam Charge is just insane (Charge is also kinda broken as it full attacks everyone on the path which, when combined with cleaving stance, leads to rapid death).
  2. When the equivalent of the Ultimate achievement is added I can see an argument being made to not allow them for that but otherwise I agree completely.
  3. Yeah I saw your used cargo in the Pillars page which I assume auto retrieved all appropriate data, but I have no idea how to write one myself. Perhaps I'll focus on inputting details for armour, shields and various accessories for now.
  4. I'm afraid I don't know the locations of (most) weapons. The entries I updated were done using the console. By the way I was mistaken about the Soulbound Club, is actually a mace. There is only one Club in the game (buyable in Port Maje I believe).
  5. There are two Pikes, two clubs (one Soulbound), one Arbalest and one Hunting Bow. You can find details for all of them on the official Wiki. I haven't gotten round to adding the details for shields and armour yet so I don't know how many there are or what they are.
  6. And I've just finished the two-handed weapons and, hence, all weapons. It would be good if we could add equivalent pages to https://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_unique_melee_weapons and https://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_unique_ranged_weapons for Deadfire. I don't understand the source for those pages so I can't use it as a template for creating equivalent ones for Deadfire. Also should we use "/Pillars_of_Eternity_II_Deadfire_unique_melee_weapons" or simply "/Deadfire_unique_melee_weapons" for the url?
  7. Yep. Having Xoti and St. Drogga's Skull was really handy in some of the darker areas.
  8. Honestly I'd be surprised if they add a companion per DLC. Three new companions, each of which have to either have relationship interactions with the other companions (meaning bringing the VAs back in to record a bunch more lines) or not (making them seem unconnected compared to the main companions. Sidekicks? Sure, I'd imagine one per game is quite likely. Perhaps even with unique subclasses suited to the adventure of the DLC. But I doubt we'll see three new companions. I hope I'm wrong of course
  9. All single handed weapons done. For some reason the spear Kahua Hozi was on the Cadhu Scalth page (Cadhu Scalth is a large shield) so I created a new page for Kahua Hozi and deleted the contents of Cadhu Scalth so that it'll no longer appear in "Category:Pillars of Eternity II: Deadfire spears". Also the symbols for Crush/Pierce and Slash/Pierce aren't working at the moment. EDIT: by the way the War Hammer Resounding Call gives its damage as 25-35 in game. This includes the +100% bonus vs. destructibles but most the time, when it matters, you won't be fighting destructibles. As such I listed its damage as 14-20 in the Wiki (same as any other Exceptional War Hammer) and made a note that it is listed as 25-35 in game. The note hasn't formatted properly, though it is readable, so feel free to edit it to make it look nicer.
  10. It should do as it's part of the Inspiration and not a separate, melee specific buff.
  11. Added details for Wands, Scepters and Rods as well as Daggers, Battle Axes and Clubs (actually I just edited the club entry a little). Two things I noticed: the image for Pierce/Slash damage isn't there and the image for Raw damage is currently that of a Wand. Not sure how to change them so I'll leave it to someone more knowledgeable than me.
  12. Well item stats are what I've been adding (pretty slowly) but I'm afraid that, unless "the console" counts as a location I can't add locations until I actually find the item in game.
  13. Rock Paper Shotgun had it listed as 9th and and 4th in their Steam charts post on the 14th (here). Apparently the double listing is due to preorders being counted separately to sales or something, but either way it was at least 4th overall.
  14. Yep, I'm thinking that's probably the more useful way of doing it. I'll modify my entries when I get time. That's what I've been doing. Same with Inaccurate (there's one for Blunderbusses and one for Arquebuses). I'll take a look at it. The thought of doing all of them by hand is quite intimidating
  15. Raven has played this combo solo from level 1 on his Twitch stream (victorcreed_twitch) although he's made regular use of respeccing so its not really the same build all the way through. That said, its definitely possible to do.
  16. This pretty much. I quite like Deadfire's stealth but I wouldn't say its remarkable, however the stealth in most CRPGs is terrible so its definitely in the running for the best.
  17. All gunpowder weapons (with the exception of Blighheart) have had their basic details added as well. I want to wait till we have a good template for Soulbounds before doing Blightheart. For now I'm done. Surprisingly tiring work adding things manually to the Wiki. No doubt there's a clever way to extract the game data directly but I don't know how.
  18. I've started adding in the details for unique weapons (actually I've added precisely one so far: Aamiina's Legacy. There doesn't seem to be a standard template for Abilities/Passives in Deadfire yet so I haven't added pages for the Precision Impact and Precision Impact (Dwarf) yet. I don't want to start my own template in case it sucks and/or there is actually an existing one already. Also there seems to be a problem with the way the weapon template works in that it doesn't have Attack Time, Recovery Time or Penetration as default options (I added them manually and they seem to work, but I'm not sure if that's how I should have done it). Finally I think it would be good if the pages for each enchantment had an Upgrades subsection listing the ways in which each enchantment can be upgraded (e.g. for Massuk Arrows you'd have Ongitok Angunisag listed). This will probably take longer to be filled in as its not clear in game which enchantment options upgrade which existing enchantments and which are mutually exclusive. EDIT: as a side note the damage given for Gladiator Sword is its base damage (it doesn't include the bonus from the Fine enchantment). I've continued this trend with all the weapons I've added so far but I'm not sure its the best way of doing things. Thoughts? All unique Bows and Crossbows have had their basic details added now by the way. EDIT2: I noticed that the Gladiator Sword's Fine enchantment links to the page "Fine_(Deadfire)" but, since there are Fine enchantments for weapons, armour and shields this leads to ambiguity so I created a "Fine_weapon_(Deadfire)" page along with equivalent ones for Exceptional, Superb and Legendary (well actually Exceptional and Superb already existed, but I made the capitalisation the same as in game on them). I'd suggest people use these and, at some point, create similar pages for armour and shields.
  19. Might's certainly good for healing, but I doubt you'll have any real problems with average Might. Xoti has 12 Might and heals my party fine on PotD.
  20. There's a second one in the gamedata files, though I don't know how (or even if) he gets it.
  21. I believe the higher level one (Substantial Phantom?) is bugged too. It's supposed to have a selection of spells but doesn't.
  22. It's only a multiplier if you have no other damage bonuses, because its additive with those. For example if you have 18 Might (+24% damage) and are wielding a Fine Weapon (+15% damage) your hits will do +39% (24+15) damage whilst your crits will do +64% damage (24+15+25) which is a relative increase of ~18% (1.64/1.39 x 100), not 25%. The more damage bonuses you have, the smaller the relative increase to damage a crit brings, so with enough damage bonuses crits become pretty unimportant. That said, making crits multiplicative with other damage bonuses would likely result in massively inflated damage numbers from certain classes so I'd prefer to see them remain as they are.
  23. Yeah I wish they'd made the interface clearer, like having each enchantment listed and when you click on them a submenu opens with the possible upgrades.

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