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Found 5 results

  1. Is there any way of extracting the gorgeous concept art from the bestiary (ideally in a transparent format!), other than laboriously going through, screenshotting it and then Photoshopping out the background? Or does anybody know if this has already been done elsewhere?
  2. Would it be possible to display tooltips for the abilities of enemies in the bestiary? Currently its only showing the abilities name, which is useless most of the time. For example, the boar has two abilities, "Wounded Boar" and "Gore". How am I supposed to know what these abilities do? You made the effort to write a lore text for every single enemy in the game, yet the bestiary doesn't provide any information thats actually useful in the game. Being able to read what the enemies abilities actually do would be the only reason for me to ever open the bestiary.
  3. Not sure of anyone has noticed, but just fought a couple of phantoms in the early game. I noticed that the mob has a "veil-touched" buff that affected what I think is my hit chance and damage done. So I went to the Bestiary to check on it, the HP and stats of the phantom is listed and the void-touched ability icon is shown. But hovering over the icon or right/left clicking does not tell me what this ability does - at all. It's kind of useless. Can we get this updated so mob abilities show what they do? i.e. -10 accuracy, -25% damage....along those lines. EDIT: Ability name is veil-
  4. Pillars of Eternity has a Cyclopedia. it will have only bestiary in this section or will have more things like story of characters, locations, etc...?
  5. Update by Bobby Null, Designer and Beast Master Greetings, everyone! I'm on update duty this week, and while this will be relatively brief, I'll give you a little insider info I hope you find interesting. Today we will be talking about the bestiary. Yeah, that's right... it's time to talk about monsters. One of my responsibilities has been creating the bestiary for Project Eternity. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process
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