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Found 54 results

  1. Any chance to add a way to active level scalling and change up difficulty in middle of playthrough??? Both seems to be locked for now, only startting new game is possible to change.
  2. If you put a character in stealth mode and move to the shelf or npc you want to steal from, regardless if spotted, you'll easily pickpocket without much effort. How? Just pick another character and start a dialogue with any character in the map. Upon starting a dialogue, the cone of view / range of alertness is reset for any character, not only for the interlocutor, so you can just wait the alertness to drop, end conversation, pause the game, steal. Make sense if this work only on the interlocutor: you distract him/her so the lose of alertness can be a thing, but distracting someone from the other side of the map and steal between 3+ cone of view without points in stealth (you just need to be fast to pause the game at the end of dialogues) is a bit too much Edit. Sorry, already reported in this topic: https://forums.obsidian.net/topic/100374-bug-npcs-stop-observing-you-during-dialog/
  3. I was one of the folks who waited until patch 3.05 to start playing this game. That being said, I would like to share my thoughts about it now that I finished my first complete playthrough (I skipped White March... will save that for another time). NARRATIVE DESIGN - VERY POSITIVE: I loved the variety of it. There was a wide range of themes (some of them rarely addressed in cRPG's), people with different points of view about the same issues and A LOT of roleplaying options. This variety is very important to keep the player interested, mainly in the second half. Can you imagine if Twin Elms was another urban-type city or village? I would definetly get bored. The developers talked about how they aimed for a "realistic fantasy" style (kinda like Game of Thrones) and for me they simply nailed it. Every quest, even the smaller ones, felt somehow morally ambiguous. ISSUES: Maybe the cities could have felt more organic and alive, with NPC schedules (that's planned for PoE2 already). Also, after reaching Twin Elms, Actually, I felt there was lost potential regarding the impact of background, skill, reputation and disposition on reactivity overall. It was competently done in some places, like I understand why there is less impactful reactivity in the main questline, as branching stories are costly, but regarding sidequests and small tasks I think the developers should go completely nuts with reactivity! Make more class-exclusive tasks, disposition-exclusive quests, background-exclusive rewards, maybe just for some class or disposition the sidequest could give a hint for the main story line, go nuts!... By the end of the game, where the player is usually less patient for solving mere tasks, this is also where he has most dispositions and reputations, so making the quests more reactive to those would be perfect! Again, they did a decent job at this, but for me, they should just go crazy in tasks and small quests' reactivity design... ART AND GAMEPLAY (NON-COMBAT) - VERY POSITIVE: I won't repeat what has being praised to death since the game's launch: how it improved upon the IE style in almost every aspect. I remember being blown away in the first hours of gameplay about how near perfect it was, from the environment and UI art to the freedom I had while building my characters. The one thing though, that I would like to highlight as a big positive for me is the policy of avoiding classic IE games exploits on gameplay, mainly supported by Josh Sawyer. Some of this implementations were very criticized here, but I got nothing but love for them since the beggining. The disencouragement of dumping stats, rest-spam and grinding exp. by killing monster mobs, the lack of an overpowered-weapon-to-rule-them-all... this all favors immersion and roleplaying instead of powergaming, which should be left for hack-'n'-slash and MMO's realm. ISSUES: Definetly leveling up. Again this has been addressed to death, and high-level content scalling seem to have fixed some of it. But all of Act 3 was frustratingly easy for me, playing on hard (and I didn't do any of White March). I think high level content scalling is not the right solution for this, but maybe changing the way leveling up works. The main reason for the game becoming too easy in high levels is the rising of defenses and accuracy, some high level abilities, and the lack of challenging encounter design (addressed in the next session). To solve this, I would propose a non-linear rise of defenses and accuracy (maybe a rising curve with a plateau). This makes more sense realistically, as experience in countless combats won't make you stronger and stronger until you reach god-like levels of killing a xaurip with a single punch. Maybe leveling up could be represented more by the widening of the abilitiy options available. Another obvious solution is simply limit the exp. rewards and slowing down the leveling up (I might think more about this for a new topic). COMBAT - DECENT/MILDLY POSITIVE: Again, I didn't disapprove of Josh's policy against IE's gameplay exploits and his implementation of the engagement system. I think it was a cool addition, and it actually presented a new challenge, as you had to find a way to break engagement if trying to get away from a fight. Also, the amount of abilities available is huge! This made every combat at least entertaining for the beggining of the game. There were some hard counters here-and-there, immunities and monster abilities that I had to think how to avoid and some challenging fights that felt somewhat rewarding when I was able to beat them, however... ISSUES: I feel like the implementation of a combat mode limited the options for encounter design a lot. With this current system, we are not able to do stuff like scout a group of enemies while invisible, throw a potion or explosive at a clueless mob of monsters, charm an enemy and send him in the front line of an encounter etc. Overall, the whole encounter design for PoE1 was very lackluster, and I don't understand why the developers allowed this, since Sawyer worked on IwD2 which has great encounter design. Using the different abilities available was cool at the beggining, some of them were a little different, like swapping the mage with another character, the fire wall and rolling flame, but man, I would love to see encounters where the party started with a disadvantage, with variations on terrain, boulders, obstacles, exploding kegs (or shooting at some oil kegs so they would cast slicken nearby), maybe some interactable objects (hell, why not even scripted interactions mid-combat, the possibilities would be numerous!). This went longer than I expected. Any thoughts on the issues/positives I mentioned are welcomed!
  4. Working my way through a tactical battle in the first game, and I noticed something: The auto-pause options in PoE I don't cover every situation where characters are twiddling their thumbs. For instance, when you're done quaffing a potion. Rather than set lots of options for specific things that tend to leave your character idle, why not auto-pause on the idle state itself? As soon as your character has the [...] over their heads, auto-pause. Then I can rest assured Aloth isn't lollygagging after nipping from his purple flask. It also covers "xaurip gibbed" and "finished moving out of the way of a flaming dragon belch".
  5. Hey guys, Would anyone else like the ability to make discovered traps incorporate into the path finding, so that your characters can't accidentally set off traps they've already been discovered? (Or make this a setting we could turn on at least?) This seems like it shouldn't be too hard to implement, and it would be quite helpful imo.
  6. Hi Guys, Wasn't this feature already in the original Pillars of Eternity ? If not, it was in Tyranny right ? Where you could tell any of your 3 companions (Verse, Lantry, KIS, for ex.), how to react in combat in certain circumstances. (Like : Protect, Full Aggro, etc) If not... what is this Player AI Scripting for Companions ? What does it bring to Obsidian for Pillars II ? Thank you
  7. Tested this a few time and always reproducible . I use a 2 member party seelah and ezren. Haven't yet tested in 3 or more member party. 1) seelah encounter a barrier that spawn skeleton for both members simultaneously or a scenario power that trigger the same situation. 2) in the option on whom to face off the skeleton first , seelah must be selected first. 3) when it's ezren turn to do the check roll using a spell , upon conclusion of the roll, the screen swaps back to seelah without option to activate his expanded spellbook power. Tapping back to ezren screen will not have the power button clickable . Note if ezren was selected first in 2) , he will be able to activate his power . Similarly in 1) if ezren encounter and starts off the whole chain of event , the screen that swap back to him will enable him to activate the power too.
  8. Thinking ahead to the role cards specialization, I have these questions for ezren's force expertise power 1) if he has the power "Electricity and fire expertise" activated, will it give the bonus to check on recharging and acquiring spell cards with the 2 traits. There is no mention of it specifically applying to combat check. 2) if he has the same power activated, when throwing a lightning bolt and then using a flask of fire to apply fire trait, will he get 2 or 4 bonus to his arcane check?
  9. Got a second deathbane crossbow in a proper quest mode play through . And I'm of the understanding this is gravity vault defying stuff. So what gives ?
  10. I'd seen this happen many times with the scenario power of summoned ancient skeleton after a henchman encounter in quest mode. May or may not be reproduced with a normal horde barrier. Haven't tested or remembered to observe it in such instances.
  11. Came across something curious , please refer to attached pic. The vanquished undead henchman in a quest mode scenario seems to add to a difficulty modifier for for the scenario's combat check against undead if I'm not wrong. Is there some hidden rule governing this ? I don't find any description on this.
  12. As reported in this beta thread, the weapon War Razor +1 will cause the encounter check to get a +4 difficulty if the character is not proficient with weapons. This does not seem right as the text of the card does not indicate such a penalty.
  13. Is there any combination of location power, scenario power , monster , bane power etc that could cause involuntary banishment of cards from deck with a check failure ? I ask because I'd notice from time to time certain cards that just vanished without my knowledge after a scenario ended. obviously there's deliberate banishment of card we choose for location closure but I'm talking about cards that, without my knowledge, just poofed. Edit: can the mods move this to bug section. I'd clearly like your technical team to look into if it's not too much trouble. A debug log of events would likely throw up the point where cards just disappear
  14. The item frozen will extend its extra combat die to all combat roll so long as the character that place it next to deck doesn't take it off, regardless of locations. I think it's description imply only the character that use the card This becomes overpowering especially when in large party and facing a horde barrier of some sort. Pic shows wizard placed the item, Character elsewhere benefits from extra die Ps: not meaning this to be rude , but this game is a bug galore . this technical support section plainly outstrip other forum segment. I wonder if you guys could really fill report for each and every bug user submit. Just saying
  15. Seems like seelah's inspired grace bug leading to seeing the next location card is a known issue . I'll just add a bit on what I'd observed. This happens on most checks except barrier check and villain henchman combat. The dice roll type gets changed to the next location card. If the next is a trap dex roll, the wisdom roll seelah is attempting will be changed to a dex roll. If the villain has 2 checks , like black fang fortitude and then combat, inspired grace usage on fortitude will be changed to the combat roll . You don't see the next location card. When having seelah use a spell to aid a companion check such as improved aid, after resolution of companion check there is a recharge check for spell card used by seelah. NOT using inspired grace at this check will see the skill button lighted and clickable after the dice roll is completing/completed. Clicking this skill button now will see inspired grace activated ON COMPANION screen . In my first screen shot it shows the wizard having the option to discard from his deck a card . note that in this case the wizard initial check was failed . Seeing through inspired grace ON wizard will see dice rolling against no check and nothing happens except wasting a card from wizard's deck ( sorry, no screen shot of this ) What happens get interesting when the wizard succeeded at a treasure check using seelah's spell aid and this bug/exploit is executed on seelah's spell recharge check. Wizard gets another roll against the same treasure using inspired grace on his screen. Succeeding at this check again will see an exploding cascade of reward from the treasure chest. Refer to second screen shot. I rolled a 4 for count of weapon but I got something like thrice that number.
  16. Hi there! My name is Dainank and I have started publishing several Pillars of Eternity videos! Be sure to check them out and give a thumbs up if you enjoyed them! Playlist: https://www.youtube.com/playlist?list=PLMADF6oHdMjd07Demzh3UANbeLXHdc-yI Video Episode 1: https://www.youtube.com/watch?v=2_HluexIFg8 Thank You!
  17. Hi there Pillars of Eternity fans, backers, hamsters and rangers! The issue I'm experiencing crashes after the game has launched, about 1 minute into gameplay. My computer completely freezes, and forces me to hard boot to restart my Mac. Here's the diagnose: The screen freezes completely after 1 minutes gameplay This forces me to reboot, since I can't exit the game in any way Does anybody have this issue and/or know how to fix it? What I've tried This has happened on a daily basis for the past couple of weeks. Here's what I've tried: Installed the latest Mac Updates Clean up my entire Mac, Uninstalling unnessesary apps Allocating 385 gigs of storage Specs: Model: MacBook Pro (13-inch, Mid 2012) Processor: 2,9 GHz Intel Core i7 Memory: 16 GB 1600 MHz DDR3 Graphics: Intel HD Graphics 4000 1024 MB OSX Yosemite Version: 10.10.3 (14D136) ...Any help will do guys ! Kind regards Nicklas
  18. Hello Obsidian Entertainment. Thank you for the incredible game and congratulations on the well-deserved accolades it has garnered. If I had to assign a number on a scale of 1-10 to PoE, I'd give it at a solid 8.8; an incredible game, albeit one with some room for improvement. I kept a document open while playing to jot down ideas/observations/bugs... it's a very long game so there ended up being quite a few of them! I can't wait for the sequel since I'm certain it will prove to be the BG2 to PoE's BG1... perhaps—hopefully—even surpassing that venerable legend. Gameplay Improvements: -In my opinion the Stash is the worst part of this game (excluding the inevitable initial bugs and I can hardly believe that disabling the stash not actually disabling the stash isn't one of them). In-game mechanics, especially fundamental ones, must have some attempt, no matter how feeble, at in-game explanations: bags of holding; pocket-planes; storage demons; some sort of spell; a donkey (pets are already in game and who wouldn't jump at the opportunity to have a 'dirty ass' follow them around); you're a priest in the service of Storly, god of storage and miscellaneous items; etc. The more powerful the in-game mechanic is, the greater the importance of explaining it becomes, at least if your intention is an immersive and believable world. A completely realistic system would be terrible too, however, making no attempt whatsoever to address so fundamental a mechanic as item storage, both on the character or in the world, is horrendous, more so when considering the fantastic lore and world-building achieved via the supplementary material: the myriad books, cyclopedia and bestiary. The stash, in its current iteration, totally negates all the considerable effort put into the creation of alternatives to combat. This is exemplified by Raedric's Keep. Why avoid killing all the enemies and forego 15000+ copper from selling all their equipment? Wasn't the point of quest only experience to disincentivize indiscriminately killing absolutely everything? The current inventory system also renders money a total non-issue less than 1/3 through the game. At the very least, if total replacement (optimally with Josh's original, involved—not dumbed down to the point of mindlessness—inventory system) for an enhanced expert mode is not an option, the disable stash toggle should disable both withdrawal and deposit when not in a tavern/resting and bags for crafting materials should be added into the game. -I was very surprised by the absence of a tutorial option when I started the game for the first time. Some sort of primer would be incredibly useful for people new to this type of RPG, as there is a ton of information and systems that would be better learned if shown first-hand than read about in the manual. Also, there are many shortcuts and UI tricks not even mentioned in the manual that could be taught in a tutorial. -An overarching narrator (ideally a pitch-perfect Morgan Freeman imitator) who spoke the gray 'flavor' text for the voiced sections would be wildly entertaining as there usually is insufficient time to actually read that text before the VO resumes. If that's not feasible, perhaps a slight delay to allow the player to actually read that text could be implemented? -It would be great if instead of automatically succeeding, adventures forced the player to take control of the assigned character and fight solo to determine the outcome of the adventure. The difficulty of the fight(s) would be determined by the quality of the adventure. -Enemies should not just line up behind each other at a blocked doorway if there are other available paths to the blocked room. -Music volume should be reduced 50% when voiced dialogue begins. -NPC banter has too long a delay between quips. Furthermore, it'd be nice if the portraits had some indication showing which NPC was speaking. -It's very hard to see NPCs or loot if they're behind things. Increasing the transparency of foreground structures when something is behind them would help a lot. -When sending someone to your dungeon you should get their equipment. -Your party should never automatically attack charmed members, nor should enemies immediately attack their charmed allies for that matter. -Important outdoor quest NPCs/merchants should adhere to a rudimentary day/night cycle, e.g., why is a fisherman on the docks 24/7... is the fishing really that good? -It'd be very cool if reading books opened choices in dialogue or gave quests, but only if the book was actually read, which would be determined by a combination of the player scrolling to the bottom of the text and keeping the book open a minimum length of time, which would vary depending on the length of the book. -A high reputation with a city should grant a discount on items bought at stores and a very high reputation should result in a premium being offered for items sold by the player. -Items sold at the stronghold should be priced similarly to those sold by stores in a city at maximum reputation, or even cheaper. -Getting caught lock picking a chest, or even opening it to see what's inside, should cause loss of reputation or hostility depending on the situation. -There should be armor proficiency talents. As it stands, characters are either in plate, if they're front-line, or, if they're back-line, in enchanted clothing... medium armor is garbage. With armor talents the recovery speed penalty could be reduced (or DR increased or a combination of both) and make medium armor a more viable option, increasing build diversity. -Stronghold resting bonuses must stack to be even remotely competitive with mid-game or later inns. -It would be interesting if the stronghold's library offered experience for depositing books not currently found within. Perhaps the steward could offer an item that started a quest if every possible book was collected? This also opens up an interesting, alternate resolution to a quest where you have to procure a certain book. -There should be a way to deposit pets in the stronghold, so that they can wander around. Some sort of pet fighting mini-game would be rather interesting. Hell, an NPC that allowed you to sacrifice all the available pets and choose one to turn into a figurine that would summon a giant version of that pet would be incredible. -Supplicants should stay at the stronghold longer. It's frustrating to be incapable of travelling large distances on the map in one go without risking having a supplicant come and go whilst in transit. The current solution is to split that long trip into multiple medium ones... which is an annoying circumvention. -The hide merchant in Twin Elms should pay more for hides. *Mild Act 3 Spoilers* -It'd be nice if the slides in the epilogue could be navigated both forwards and backwards, currently you can only skip forwards. UI Improvements: -Hovering over the name of a combatant in the combat log should highlight that combatant on the screen so that the player can see which of the identically named enemies was responsible for the respective entry. -It'd be nice if the combat log could be toggled to show only specific types of entries: individual characters' entries, rep gain/loss, exp, crits/grazes/types of damage, item gain/loss, etc. -List identical items numerically in shops, e.g., 13 daggers collectively instead of showing 13 individual daggers. Food/scrolls/potions/crafting materials already stack so I can't imagine this would be overly difficult to implement for other items. -Items sold by the player should go to the bottom of a shop's inventory. -When moving/selling large quantities of items the number should be able to be set using the number keys instead of just clicking the arrow to make the total lower or higher 1 by 1. For example, if I have 100 vessel bones and want to move 50, currently it requires clicking the arrow to make the total smaller 50 times... which is absurd. -Numerous properties on magic items are not listed in the cyclopedia and have no explanation, or, at best, an insufficiently detailed explanation, e.g., does an amulet that grants a 1.15 healing bonus apply to healing given or received, or does it apply to both? How far is a 'distant' enemy? Is 'low endurance' considered 'near death' or 'badly injured'? How often is 'every few seconds'? How often does 'overbearing' proc and what determines if it does? What's the difference between major and minor spellbinds? These are just some examples of missing or insufficient information pertaining to items. In addition, Spell Striking and Spell Holding have no in-game explanation whatsoever. -When an item grants/modifies a spell it should show a tool-tip on mouse-over for that spell, in addition to indicating how many times it can be used and whether it is per encounter or per rest. It's very annoying to have to close the level-up screen to check a spell that's modified by a potential talent. -It'd be nice if the transparency of the combat log could be adjusted. -NPC text bubbles shouldn't overlap, instead, a new text bubble should be forced to the top or bottom edge of the existing one. -Switching weapons should be capable of being bound to a hot-key. -Displaying stealth mode on portraits when the central UI is minimized needs a rework, the small green square highlighting the stealth icon is still visible through the 4'th PC's portrait. -There should be a toggleable icon on the portraits showing the current activity of the character, also, if a character is currently attacking there should be a small icon above that character (like there is when they're using a skill) that resembles the attack cursor. -The total number of enemies that a character is capable of engaging should be shown on that character's information screen. -Stop movement on trap spotted would be an excellent addition to the auto-pause menu. Also, it's quite odd that the party doesn't avoid traps once they have been spotted, I have a hard time believing my mechanic wouldn't say, “Hey, watch out, there's a trap right there, how about not killing everyone... stupid Aloth.” -The inability to add markers to the map is a particularly glaring omission. Being unable to click on the map to move is kind of disappointing as well. -The cursor should be capable of being positioned mid-note with the mouse when taking notes in the journal. Or, if that isn't possible, the cursor should be capable of being moved with the arrow keys instead of forcing the player to delete what is written. -It would be nice if, when in the journal, quests & tasks were capable of being selected with the arrow keys instead of just the mouse. This capability would also be nice when perusing possible talents during level up. Really, every UI screen featuring a multitude of vertically listed entries, be they quests/talents/spells/monsters in the bestiary/etc., should be navigable using the arrow keys. -Holding ctrl+click-and-drag selecting other characters should add them to the currently selected group, similar to how you can add characters to the currently selected group by holding ctrl+clicking on their portraits. -An option to disable switching to fists while clicking to switch weapons would be nice. -It should be possible to zoom out when viewing the Od Nua staircase interface. -The icon for stairs should show whether those stairs go up or down, after a few days without playing it can be hard to remember which set of stairs heads down upon exiting the master staircase in Od Nua. It would be an excellent addition if the map showed 'Stairs Down' or 'Stairs Up' instead of just 'Stairs'. -It would be nice if it was possible to zoom in on the map. -It would be useful if it was possible to click on a region when looking at the world map and see that region's map. There are quests that describe geological features that could be seen through the fog of war, making this a practical addition. -Completed quests/tasks should be arranged so that the most recently finished is at the top of the list. Also, when a quest is completed and the tool-tip pops up, clicking on it doesn't actually select that quest when the journal is opened... it should. -Stronghold status updates should list the most recent at the top and continue in descending order. Currently the oldest is at the top and the most recent is at the bottom.
  19. It would be great if you could have a Dungeon Delve Mode. It would work one of these ways, either: - You can't leave the dungeon until you've beaten the core quest/boss at the bottom of the dungeon. (Special auto-save before you enter.) OR - Leaving the dungeon resets the dungeon, but you still get to keep any experience/loot you got. Respawned mobs don't drop loot a second time.
  20. I've really been enjoying Pillars of Eternity. But one thing that's a little strange is the various ways the game insensitivizes you to run back to the inn/stronghold to rest. As far as I can tell, there's no downside, and it allows upgrades at the stronghold to be built. In addition, camping supplies cost a suprisingly high amount at the beginning, further insentivizing you to run back to town for the free rest instead of wasting 80 copper. Insentivizing players to waste real-life time to avoid in-game expenditures doesn't really make sense. I would suggest that camping supplies just be made free and automatically refill whenever at town. I've only played on hard where you only get 2 supplies at a time, so I don't know how well this would work on other difficulties.
  21. I would prefer 360 camera rotation the entire time as I have had so many issues trying to explore areas,; however, in relation to combat it is far too 'busy' atm, we definitely need the ability to rotate the camera around our party otherwise battle is far too cluttered.
  22. It's really annoying when I unpause an auto-pause because I'm trying to pause at the same time. It would be great if you were unable to manually unpause the game for 1/3 to 1/2 a second after an auto-pause. Thank you!
  23. POE has a Gameplay option named similarly to an old Infinity Engine one: Auto-pause on Weapon Ineffective. The purpose of this gameplay feature has historically been to let you know when the weapon you're using to attack your target is ineffective, whether due to innate damage reduction, protection spells, or your weapon broke among others. In POE, I enabled this option because it's useful information to be alerted to, and I was confused because it was going off all the time from my very first combat encounter - nearly every round in combat with: Auto-pause: Weapon ineffective (your character name). My character's a fighter and came with a sword and I was thinking, "Are they really throwing enemies that are highly resistant to swords this early in the game?! They're just bandits!". A little later on when I was fighting a single young wolf, I paid special attention to what was going on. I finally noticed that it was only auto-pausing with the weapon ineffective message every time *I* was hit by the enemy. It's pausing to alert me that the enemy's weapon is ineffective on me. If it's intentional, this seems completely backwards and broken compared to previous implementations of the feature and for it to have any use in this game. (I posted this in general and it was suggested that I post it here in the tech support forums.)
  24. Hello All, I am making this post because the other post were kinda ended up as a spam, becuase the edit time is low and i was forced to repost them. Therefor i am starting a new POST where I will have EVERYTHING in Each Post OF its OWN...ACT 1, ACT 2, ACT 3. Everything will be orginized and easy to find. If this Guide Helped Please BUMP it =) T Thank you all again for Enjoying this Wonderful Game. ACT 1 A Moment's Respite ► Pillars of Eternity ► Act 1 ► Saving Heodan ► Quest Guidehttps://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis ► Pillars of Eternity ► Act 1 ► Dungeon Guide ► Quest Guidehttps://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave ► Pillars of Eternity ► Act 1 ►Different Outcomes ► Quest Guidehttps://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner ► Pillars of Eternity ► Act 1 ► Quest Guide ► Saving the Dwaft ► Inn Discounthttps://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain ► Pillars of Eternity ► Gilded Vale ► Act 1 ► Quest Guide ► Walkthroughhttps://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets ► Pillars of Eternity ► Gilded Vale ► Act1 ► Quest Guide ► Walkthroughhttps://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Mother's Plea ► Pillars of Eternity ► Gilded Vale ► Anslog's Compass ► ACT 1 ► Quest Guidehttps://youtu.be/QPGRUVnJIHI?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Smith's Shipment ► Pillars of Eternity ► Gilded Vale ► Black Meadow ► Act 1 ► Quest Guidehttps://youtu.be/YF7jo8_3vN0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Whispers and Visions ► Gilded Vale ► Valewood ► Act 1 ► Quest Guidehttps://youtu.be/YIn7XHYwzsQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Old Watcher ► Maerwald ► Pillars of Eternity ► Endless Path of Od Nua 1 ► Caed Nua ► Quest Guidehttps://youtu.be/GyWweTopND4?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Lord of a Barren Land ► Pillars of Eternity ► Raedric's Hold ► Esternwood ► Act 1 ► The Dungeonhttps://youtu.be/oO2gOyoeyGA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Complete Quest Guides - Tutorials/Walkthrough - Pillars of Eternity - Act1 - Full Game Review (BETA and Release) - Playlist
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