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Found 5 results

  1. Read the description for The Pink Slip rifle - "No need to go to HR." Does this weapon prevent reputation loss by killing enemies of that faction with this gun? I tried looking for info to the best of my ability, but everyone just talks about the stats. I even found a nugget of information that compared to the Dead Eye AR II, the Pink Slip has a 100% armor damage multiplier or something like that, whereas the DEARII has 15%. This also confuses me, because I'm assuming they're getting the 15% bit from the mod that's automatically on these guns that - on the DEARII - you can remove, but on the PS you can't remove it. Also, on the PS, the scope mod still says 15%. Is this something else?
  2. Merry Meet! Grateful for you sharing your time and Gravity. May you ask the Goddess to eternally alight your self-determined path. In [The White Marsh] in the [LongWatch Falls] in front of the shrine with [The Grey Sleeper] legendary weapon stuck into a cold rock, is where am I. Eder is who will be getting the Legendary Estoc, though the weapon will be permanently bound to him. In the Pillars of Eternity II info that has been released, it mentions that Eder is one of the companions that will be returning. However, when continuing from this P.o.E. save file, will he still be wielding the Legendary sword? Will it still be permanently bound to him? The interest in making all the new equipment 'newer, better, bigger' is known to me. Therefore, whether Eder or not could 'remove' a 'now' lack luster [Legendary Estoc] is a concern of mine. Sincerely, Witkh13
  3. For Story: Harsk, Seoni, Sheela, Amiri For Quest: Valeros, Lem Note: I haven't seen any difference in xp for Legendary vs Normal... it's only gold right?
  4. Legendary Quest 2d4 modifier bug iPad A1566 iOS 9.3.3 PFID-2BD14393E980E175 Pass & play off Permadeath off Quest Mode (Legendary) Valeros and Lem (always located together in that order) Bug occurs on boss in multiple scenarios and multiple bosses whenever I'm at the last location with game modifiers "2d4 to increase difficulty"...example: modifiers UI updates to show Gogmurt's card restriction and difficulty modifier, then nothing happens. No die are on screen and no cards can be played. Going to and from the vault or main menu reset back to rolling the 2d4, but gets stuck in the same place with Gogmurt (or other bosses) face up on the draw pile.
  5. When in quest mode, encountering goblins (in my current case, I encountered Goblin Cutpurse) may cause the game to get stuck immediately after the dice roll. The modifier in question says "When encountering a goblin, roll 2d4 and add the total to the difficulty of the combat check". After the game rolls the 2d4, the encounter never advances to combat (or the wisdom roll in the case of goblin cutpurse). Closing and reopening the game causes a new roll. Opening the vault and closing it causes a new dice roll. Returning to menu and going back to quest/continue causes a new dice roll. None of these options make the combat check begin.
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