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Found 145 results

  1. I have been playing Deadfire since launch on the "Veteran" difficulty setting and have loved it so far, I'm hundreds of hours into the game and have collected tons of unique items and loot. Yesterday I decided to increase the difficulty setting to "Path of the Damned", and I'm enjoying the increased difficulty now that my characters are level 20. But a few hours of playtime after I increased the difficulty to Path of the Damned, I noticed that ALL ITEMS in my inventory had their monetary value decrease approximately 98% or more. An item worth 3,000 CP yesterday is now worth around 50 cp today. Also, I've completed new battles against Naga and other enemies, and I used to be able to sell fine, extraordinary, superb loot/gear/weapons etc... and make a couple thousand CP after a large battle, but now I can only sell loot for 2% of its former value. Is this part of the Path of the Damned difficulty setting? If not, then there must be some sort of bug. I have NO MODS enabled that alter the price/value of loot, weapons, or gear in any way. Any help would be appreciated, thanks!
  2. The Bonus from the item Wise Teeth Necklace, Old Wisdom (+1 Intellect, +1 History, +1 Insight) does not show up on the Character Sheet under Current Effects. The bonuses are applied to the stats and skills, but the modifiers are not documented under Current Effects, making it more difficult to manage equipment in order to avoid Suppression.
  3. So I quicksave outside Neretaka, land at Neretaka and select Supply to gain access to the merchant. I open the Stash and dump a bunch of armor into the trade window. I then reload the game (F8) and land again at Neretaka and open the supply merchant - At this point all of the items that I had in the trade window are duplicated into my avatars inventory and I can sell them again. I do not enter the town, I do all of this from the map screen. This does not happen if I open the inventory before landing at Neretaka, I have to land and open the supply to see the duplicated items. If I then leave the supply and go back to the world map, I can move all of the items from the character inventory into the stash, quicksave again, and then land at Neretaka, put the items from stash into the trade window and reload again for even more items... I cannot attach the save file as it is larger than the allowed size even zipped.
  4. Good afternoon! I've been thinking about getting back into Pillars of Eternity, but I had a question about two items. 1. Does the Lavender Wreath and the Binding Rope still cancel each other out? 2. Does the Eyestrike on Elryn's Jacket still trigger against party members as well as enemies? Thanks in advance!
  5. In this thread, I'm going to list all the graphics glitches I find. I tried doing individual threads, but there are too many, so perhaps one thread would be better. Feel free to post your own. In this one, as you can see, the Mercenary Priest is casting Consecrated Ground, while the Mercenary Fighter is preparing Into the Fray. However, the little icon showing the current action shows that the fighter is also casting Consecrated Ground
  6. 1. Character creation, level up and character screen attribute descriptions. Some words are autotagged wrong: 2. Character creation. Pale elf face is absent: 3. User interface and options. When selecting Solid HUD in options the UI is made of different parts. When deselecting Solid HUD in options the UI is one block: 4. Level up screen. It is possible to get wrong numbers (UI only, real numbers are not changed) when using Previous button. Example: - selecting Athletics and Diplomacy skills (screen 1a) - clicking Next till summary screen (screen 1b), Athletics and Diplomacy are 1 - clicking Previous and rearranging skills, selecting Alchemy and History (screen 2a) - clicking Next till Summary screen (screen 2b), Alchemy is 1, History is 2, but Athletics and Diplomacy are still 1 - clicking Previous and rearranging skills, selecting Arcana and Survival (screen 3a) - clicking Next till Summary, then Previous till skills and not changing them, then Next again, then Previous again, etc. Summary screen (screen 3b) has Arcana 5, Survival 4, Athletics 1, Diplomacy 1, Alchemy 1, History 2. 5. Skill descriptions. Survival is +0% or +20% (see previous screen). What percent? 6. Grimoire. Apprentice Enchanter's Grimoire has Transmutation spell (other school grimoires have only relevant spells): 7. Dual-wielding Dual-wielding decreases Recovery time:
  7. I have run across several issues while playing the Beta on my 27” IMac, one of which makes it impossible to continue: —During the fight with the Titan, at some point a Scarab pops up. As soon as the scarab fires a projectile, the game crashes to the desktop. —Whenever I quit the game, it goes to a black screen and freezes, instead of taking me back to the main menu. —I have gotten random freezes and issues at the end of deck to deck fights at the end of ship battles. In a few instances the end summary shows no items gained and lists no information, on one instance the game froze on the summary page. —On two occasions, dialogues indicated that a character was going to give me an item but I could not find the item anywhere in my inventory. One is the dwarf I rescue from the cannibal pirates in the temple ruins. It sounds like he rewards me with a cloak but I can’t find it anywhere. I can’t recall the other occasion (it’s not the broodmother, I know to find her item on the ground) but I’m 100% sure there is a 2nd occasion.
  8. I bought huge amount of supplies like water, rum, rice, fish (500 in every stack) but I'm getting constant information about dehydrated and starving crew because of no food/water supplies. All items are in stash, can't be split into lesser stacks. I didn't have this issue with other Watcher during exploration even with 500 items of all types.
  9. Just want to ask if irregular scaling is intended or not? img bb code seems to be disabled here, so here's the link to comparison: image
  10. As it turns out, summoned weapons will take a -10 Accuracy penalty from the Devoted subclass unless the correspondent proficiency is taken even though their description clearly states that they are universal: Similarly, the Devoted's bonuses don't apply to summoned weapons unless the correct proficiency is chosen. Two issues with this approach: There are weapons like Kalakoth's Minor Blight that don't correspond to any proficiency, so it's impossible for the Devoted to be proficient with them. If you want to play a Devoted/Conjurer who focuses on summoned weapons, you must select a specific type of summoned weapons beforehand. Staff is the only summoned weapon type available from the get-go; if you want a pike, you must wait until past 10th level to get a summoned one (Citzal's Spirit Lance, unobtainable by a multiclass in the beta.) If you want a bow, assuming the black bow is still a thing in Deadfire, you must wait even longer. So basically you're strong-armed into choosing the staff and ignoring other summoned weapons if you're a Devoted. Also it doesn't make a great deal of sense to state that these weapons are universal if they actually aren't I believe the assumption here is that if you've conjured up the weapon yourself with your magic, you're proficient in its use? Shouldn't this apply to the Devoted as well?
  11. My character turned invisible (with only an outline of her feet) after equipping a fine breastplate. Computer Specs.txt
  12. Is it intended for Devotions for the Faithful to suppress both Warrior Stance and Potion of Deftness? I reckon its wording was changed from adding to "melee Accuracy" and "ranged Accuracy" separately to just adding to Accuracy, but I wanted to double check to make sure it's not a bug. In the first game it would have stacked at least with the stance; probably with both.
  13. 1. Start a new game. 2. Equip the same character with both a Potion of Relentless Striking and a Potion of Deftness. 3. Make lewd comments on a Tikawara warrior's sister's chosen profession to start a fight. 4. Drink both potions. 5. Observe that the attack speed bonus from both potions stacks. 6. Let the record show that I dearly hope this is intended.
  14. Based on their description and lore (from the first game as well), Soulbound weapons should be universal and any character whose soul is bound to them should be considered proficient in their use. Hence, I would expect a Devoted not to take the -10 Accuracy penalty when wielding a Soulbound weapon, regardless of whether it is of the kind they are devoted to. Currently, that is not the case: Is this intended (i.e. the Devoted's restriction is meant to apply to Soulbound weapons too) or are Soulbound weapons mistakenly not flagged as universal in the current beta build?
  15. The consumable item Lager, which may be used when resting, lists "-1 Perception, +2 Might | Accuracy vs. Deflection". Does the item provide a bonus to accuracy attacks vs deflection and if so how much ? Or is it simply an erroneous description ? Edit: list of items : - Lager - Mead - Grog I see an alcohol-based theme developing here...
  16. I have discovered that when in stealth and equipping armour my character portrait will disappear. So far this only happens when I equip fine level equipment and while in stealth. To recreate I just go into stealth and equip armour of fine quality or higher. As soon as I leave stealth and equip a different piece of armour the issue goes away and then I just need to re-equip the armour from before to see it on my character. The second screen shot here shows an issue I have discovered with equipment. When I right click Cruelty and Curious to show more information it closes the window. The only way to see what the ability does is to left click on it. This can be reproduced with any item in the game which has right clickable text in its description. My apologies if these have already been brought up I went through the forum and didn't see anything talking about this but I may have missed a thread.
  17. I was looking for consumables in my stash and move some of them to quick slot of my party members. Suddenly I cound't pick anything else from stash besides weapons. All (crafting?) materials and consumables in stash don't react on click. I can put consumables and weapons from inventory to stash and back to the inventory but all other items (besides weapons like I mentioned) that were already in the stash can't be move. log file and save: https://www.dropbox.com/sh/ud0yxmha1h4k3oz/AAAJV07DjNTJDE7w1Tm4laDJa?dl=0 Btw - in this save file you can check grimoire of my wizard. It has only two class abilities but no spell at all while merc wizard has entire set of spells in her grimoire. Scepter Proficiency skill (+2 penetration, +20% damage) - it affects damage of spells. It's a bug, a feature? Edit: It looks like these items are used during rest so probably they can't be picked from stash and placed in the inventory.
  18. Since I've managed to dupe the Marux Amanth, I've chosen to outfit my whole party with it. Y'know, the rogue, the fighter, the priest obviously... Now, while my rogue and monk can damage each other with the dagger outside of combat, they just can't hit monsters with it. Abilities such as Force of Anguish show that they're being cast, they consume a Wound, but they just never roll (no log entry, no hit). Switching to a saber/mace weapon set does get logs + rolls + hits. Now I understand these other classes aren't allowed to bind the weapon. Something must be done to prevent them from equipping it in the first place, if it just won't roll for attacks.
  19. The Saber Beza's Toothed Blade doesn't even seem to register as an actual weapon, when equipped. When equipped in the off-hand, only my character's main hand attack stats show. When equipped in the main hand and with a legitimate off-hand, the main hand shows unarmed damage and accuracy, the off-hand shows normal stats. When equipped in the main hand with nothing else, unarmed stats show. Additionally, the corpse where the blade is found shows a detection cone, during stealth, with the TAB key held down.
  20. Well now, that one's funny. 1/ Put the dagger in Mercernary Priest's inventory, take note of what *inventory* slot you put it in 2/ Equip "Marux Amanth" in Mercenary Priest's weapon slot (1 or 2, main/offhand, doesn't matter) 3/ Make sure the inventory slot the dagger used to be in, is free. 4/ Bind it 5/ Sever binding 6/ Free dupe in said inventory slot \o/ 7/ Give the dupe to another character (you can't keep it in your inventory or the dupe chain doesn't continue) 8/ loop
  21. 1. After completing one of the scripted "choose your own adventure" interactions on the map (the one to the left of the starting village with large lagufaeth) there was a constant sound effect of using a skill from that scripted interaction. Could only fix it by quitting the game completely. 2. Stormturner cloak's visuals are bugged. EDIT: Tried another enchanted cloak and it's bugged as well, only normal cloaks seem fine. 3. Some popup textboxes are not formatted properly and go beyond the screen area:
  22. The biggest issue I´ve always had with pillars 1 was the ammount of "obligatory" items required to pass at least most statchecks, wether they were in scripted actions or dialogs. You were punished by the game, if you chose different than an item with +3 or +4 attributebonus. Whats even worse, those items were rarely worth the effort, since they both exhibited useless or even downgrading second enchantments (speedpenality or spellbound) and occupy itemslots better used on other items/effects (bonus spells for example). However what makes these items so terrible is the fact that they have little to no alternatives. The player cannot enchant items with a +4 boost to any stat. They cannot anything except armor, weapons and shields to begin with (so no headgear, rings, etc.). I wish Obsidian would remove this issue in upcoming games (probably to late for POE2 now) or at least not make matters worse as with the white march dlcs (I HATE those rings +4) As I can see it they could: 1 Add a wider variety of items with the higest available attribute-bonus 2 Making all attribute-enchantments usable (as an option for crafting) to the players 3 Implementing bonus attributepoints as a part of characterdevelopement The last option could be done either by granting points upon level-up (easy way, but unpersonal) or by rewarding points for progressing the characters reputation. As for the last mentioned option, let me explain. Pillars 1 had 10 reputations/allignments, always in opposing pairs (benevolent/cruel, diplomatic/aggressiv, clever/stoic, passionate/rational and honest/deceptive) Each of them maxed out (to my knowledge) at 4. If each reputation grants boni to an attribute that seems logical for it (aggressive->might, benevolent->perception, clever->intelligence) based on its own progress and countered by its oposite, the players would be both rewarded and supported for their chosen playstyle. Example1: 4 Benevolent/ 0 Cruel -> +4 Perception/ 0 Might Example2: 4 Ben/ 1 Cr -> +3P/+1M Example3/4:2 Ben/ 2 Cr OR 3 Ben/ 3Cr OR 4 Ben/ 3Cr -> +2P/+2M for ambivalente personality etc. What is your opinion on the subject?
  23. So I have just finished the tutorial on my first save. I picked my characters, changed their cards, using all the special cards I had received from chests and completing the tutorial. Clicked finished and then it returned me to pick a party screen, no sign of my characters, and I could not do anything. Force close the game. Open up, return to save, go to character cards, and all the special cards I equipped are gone, no longer in my stash or anywhere. So Far I have lost all my special cards except one. Would appreciate some kind of in game compensation, and in the mean time I am going to wait on continuing. Thanks for any help edit: in game id: sectbrn #6938
  24. When equipped, Kana's Turban's +1 Intellect suppresses Drinking Horn of Moderation's +2 Intellect. As I understand things, this is the opposite of how it should work. If you have the drinking horn equipped, unequipping Kana's Turban increases your intellect by 1.
  25. The Lavender Wreath's "Irritating" effect comes up in the console as "*Effect error*". Its duration is adjusted for the character's intellect bonus, but the adjusted value is not shown in the effect's description, only the base value is. Also, shouldn't it have an icon too? Screenshot:
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