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Showing results for tags 'companions'.
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Gear on benched companions
RevBlue posted a topic in Pillars of Eternity: Stories (Spoiler Warning!)
So I recently got Pallegina(sp?) and sent Kana to the stronghold (the chanter looks to be increadibly bland and uninteresintg, was using only his starting chants, bacuase he basically didn't get any new ones untill lvl 7, and even then the selection is tinyyyyy and boring) Anyway, i took off all his gear and transfered it to her, does it matter when I send him to do quests and stuff? Is his gear taken into account? Also can somebody explain to me how the whole turns thing works in the stronghold? I didn't find any explenation on that- 1 reply
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Please post here where companions can be recruited ( with history - not custom one) If you can include screenshots. Thx in advance.
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I excluded Priest from the poll due to the 10 choice limit per question. I figure that as the only true healing class most party's will include one regardless of usefulness. That said, please feel free to tell everyone if the Priest is awesome or terrible in the comments!
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I'm thinking: 1: Priest (party healer) - Fire Godlike (for the DT bonus to keep the squishy priest around) 2: Fighter (obvious tank is obvious) - Coastal Aumaua (Resistance to stun) 3: Rouge (DPH and all dat stealth skillz) - Hearth Orlan (dat crit bonus + sneak attack) 4: Wizard (Crowd control and AoE) - Pale Elf (nothing really "screamed" wizard soooo... burn and freeze resist i guess) 5: Paladin (second-liner and
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Hello everyone! New player here, willing to buy the game as soon as possible from GOG. I've been following the development of the game during the last few years, but without putting too much attention on it, because I really hate to wait and I already knew that the anticipation would have killed me. So, now that we are really close to release, I'm just starting to catch up with the game, and I've got some questions for the backers/beta/knowledgeable players; I'd really appreciate your help! 1) How difficult is "normal"? I'm not an RPG expert by any means. I'm fascinated by this world, but so
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We've always taken your pledges seriously and we remain committed to giving our backers every stretch goal you reached during the Kickstarter campaign. Budgeting a game of this size can be daunting, but we always remember the cornerstones of our pitch and the features you funded. Even so, there are two things we know a lot of you have asked for: more wilderness areas and more companions. Both of these are very time-consuming, but we understand why so many people want them. Because we've seen these requests more than a few times, we would like to ask the community if you would be interested in
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There are currently 11 classes and, if I am not mistaken, there are expected to be 8 companions, meaning there will be three classes without companions. I understand that we can "hire" adventurers by creating our own companions, but I think it would be interesting if, when you went to hire companions, you would have the option of hiring from a pool of pre-made adventurers with thematically appropriate names, starting equipment, attributes, and unique (though not too involving) backgrounds. While Obsidian could make any number of these pseudo-companions, I think at minimum there should be three
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Companions are, and have been integral parts of party based ©RPGs for as long as I can remember. It's already been discussed to great length that, for any companion to stand out, they need an enticing back story and have some sort of meaningful relation to the story yet to unfold. The above problem is usually handled fairly well, with specific honors going to Mass Effect 2 (Garrus, Tali), Planescape: Torment (Morte, Dak'Kon) and Baldur's gate II (Several characters) However, more often than not, and not to knock those examples specifically, characters in RPG's are only really interesting fr
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Reading about the confirmed attributes and one thing struck me about spell AOE, what if the Wizard who manipulates the damage can mitigate its effects on his companions? One assumes that the Caster is in control of his creation, or else how can he shape and direct it, so why not have him proof his companions against these effects? Obviously there should be a price for this, as a matter of strategy and balance, perhaps a daily or per encounter ability is burned up in the casting of these wards. Would this totally unbalance the game, and destroy the usefulness of various protection spells, o
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So, since it's pretty likely that we're getting some more stretch-goals that will involve two more companions being added to the roster I thought I'd throw out my hopes for what one of them might be. Everybody loved these guys: These companions are not the sort of creatures or people you would normally find it in your party. They are downright strange. Every single announced companion has either been an elf, human or one of the usual suspects. There might be an unusual companion already planned and not announced, but I'll just put the idea and hope out there for one o
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Hi Im curius about wat type of characters you hate in games (we have alredy love ones) And here goes one that i simply hated Elanee (she was simply the worst character in this game) She was damp boring and over moralised And here goes another well done character Cassavir He is also boring like rotting wood nut he at least has excuse his fanatic paladin
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Update by Chris Avellone This week? Companions. I have been designing companions. I lucked out, because I got to do companion design work for BOTH Eternity and Torment, so two birds, one stone. Or three companions, one lodestone? I don’t know. Eternal Companion Facts Some facts from our Eternity design documents that I wanted to say up front before going any further: thanks to backer support, Eternity supports 8, yes 8, pre-made companions and 8 hired adventurers (16 total). You can have up to 5 in the party at any point in time (the 6th/1st role is your player character, who,
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I have thought about this idea for rpg's for a few years and I think you may be able to pull this off. In real life we meet and loose companions and sometimes run into them again and again, A companion role has been for the most part stagnant they level up but never really grow. Loves and enemies crop up from time to time, they may go off and have families. They should age and evolve based on the relationship with the Player Charachter. for example: in the Fallout universe we acquire companions based on our karma etc. they travel with us and exchange weapons etc. but the charac
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I want a dog.
JosephMalenkov posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I really liked the dog in Dragon Age, it was the only companion I'd always take with me. The other companions were between the annoying and the creepy, and I'd take them along only as cannon fodder or for a specific ability/ies lacking in the main character (or if I had to). Besides, the dog in DA reminded me a lot of my own dog, whom I miss dearly. Same size, same face, a thinner neck tho. So, I'd like a dog as companion. Possibly a pitbull/moloss-like dog, but I'm not too picky (if one could have a choice of how the dog would look like, it would be best), as long as the dog has a per- 101 replies
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In vast majority of RPGs the only way you could change or affect your companions is by making them better, turning them from the "dark side" or persuading them to abandon their evil ways. Could we do the opposite as well? Let us corrupt our companions. Make paladins fall, priests abandon their gods, vigilant betray their comrades. We already had it to some extent in KOTOR2 and DA:O. In Dragon Age it was called "hardening" - making companion more cynical, harsh and selfish. In KOTOR2 via your influence and certain dialogues you could turn companions to the dark side, like "helping" Atton
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In the real world, we all know both likeable and annoying people. It's an inevitable part of life. And so on paper, it would make perfect sense to bring that rationale into the game world. We don't always like who we get to work with, or who we have as a companion by our side while adventuring. However, I would now suggest that we turn that rationale on its head and punch it in the spleen. Hard. If you consider all the playable companions in past IE games, the NWN series, and any other franchise for that matter, you will know which characters stand out from the rest, either for being l
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Not sure if anyone has mentioned this before, so apologize in advance but, will your companions / adventurer's hall characters get to level up with you even when they're aren't in your company? Let's say you've been adventuring with Aloth for the last 10 levels and suddenly you decide to use Forton instead. Will he have gained extra levels or still the same ol' when you first met him? Since different companions have different skills, if you decide to change companions after playing into the middle of the game it'd make switching NPCs for certain quests/skills kinda tough.. it'd be
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I'm interested in hearing what others are looking for in strongholds, so I'm copying my post from another thread: "What I'm hoping for in the stronghold is customization and the ability to upgrade how you want, possibly through side quests. For example, maybe you start off with a wooden wall for your stronghold and have to clear a quarry of a monster infestation so the miners can get in to mine the stone, allowing you to create stone walls and buildings. Or maybe before you even start your stronghold, you have to help a group of loggers establish a camp in a forest, possibly by clearing ou
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Given that the NPC companions will be of an engrossing nature with their own personas and agendas, how severe can we expect conflict and consequences arising from derision to be? There was a moment in BG: ToSC when my party was deep within Durlag's Tower near death and out of resources, I attempted to rest before gracefully exiting that death-trap when an argument broke out. Khalid and Jaheria had decided that Montoron and Xzar weren't desirable company anymore, which resulted in my party hacking itself to bits in a squabble I had no ability to stop. It was an absolutely exquisite moment.
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I've always thought it strange that, in party-based RPGs, while lots of time is spent recording dialogues and conversations, there's always only a tiny pool of audio cues that are used when selecting them / giving them orders. Why is this? A large percentage of the player's time is spent clicking on their portraits and giving orders, so why is it that we're stuck with hearing the same 'I stand ready' phrases over and over again? Given that OE don't need to worry about full voiceover for companion dialogue in PE, what I'd like to see (or rather, hear), instead, is greater variety and nuance
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Hello Forumites and Members of the Obsidian Order. Given what has been revealed about the world thus far and the overall theme of the playable races revealed, it is to my understanding that we will be given a pallete of tolkien-esque playable races that may or may not be flavored in ways to make them interesting and not generic. Obviously if all the playable races were something odd like bug men, alien like slugs with psedopods for vocal speech with multiple eyes, ghosts and ghouls, or anthropomorphic/magical Animals like Gnolls, Dires Tigers, and Werebears [oh my!], then the more hard cor
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I took the time to sum up all of the classes, companions, etc. that will be included in the game BESIDES the amount of content (quests, areas, NPCs, etc.) that is also included. I thought some people might be interested in seeing what we are getting without the need to search for the info. At $2,5 million we will have (summed up): 6 races (human, elves, dwarves, godlike, ??? and ???) 9 classes (fighters, wizards, priests, rougues, rangers, monks, druids, barbarians, ciphers) 8 companions (edair, cadegund, aloth, monk dude, dwarven ranger chick and 3x ???) Tell me if you find a mi
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