Jump to content

Search the Community

Showing results for tags 'equipment'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 22 results

  1. Upon Saving a game, and re-loading that save, if you had any prior equipped weapons and gliders, they stay equipped, however the lower right corner of the screen no longer shows the details of what is equipped. Normally you would see weapon details there (and key uses), as well as the glider you have equipped. See screenshots for details. re-equipping an item corrects it, and brings the equipped item part of the HUD back. Glider icon also returns after you unequip/re-equip the glider. Steam Version & Gamepass versions both
  2. Hello everyone, Some time ago I've created a Google Sheet with the automatic level progression for all the story companions in the game. I this spreadsheet I've noted all the options each companion would automatically take at each level if automatic leveling is enabled (took me quite a lot to do this through console commands), as well its Skill Points allocation and its starting equipment. Now I would like to take this thing up a notch, and insert as well an example of end-game gear each companion should wear. The problem is, I'm not so savvy about equipment in Pillars of Eternity, since I still haven't finished the game once (I'm currently at the beginning of Act III), thus I thought that someone here could help me with this project by pointing out the best equipment for each character. Before you (hopefully) start commenting on the sheet I have just two limitations about the equipment: since this is more intended for role-play than optimization the various companions must keep their "iconic" equipment (those item's with their names on it, or otherwise named after their background, like the Saint's War Armor or Massuk Hunting Bow), and also the type of weapon and/or armor can't be changed (for example, if a character comes with a brigadine and a estoc it can't equip a padded armor and a pike in the end-game). That said I hope to find someone who can help me with this project. If you have questions about it just ask away, I don't bite. Thank you in advance for your help and time.
  3. I find that the Overseeing special quality is very good for casters, are there any items that provide it other than Aloth's armor?
  4. When I went into the Luminos Bathhouse to do this quest, I got distracted and talked to the attendant to use the bathhouse. There was some sort of bug that kept returning me to his dialogue box. When I stopped talking to him my party was in bathing suits. I then went upstairs to initiate the quest, did all the talking and pickpocketing, then exited the bathhouse. The only items that were returned to me were my inactive weapon slots and quick items. Active weapons and worn items were all gone. Lost a lot of gear and my last hard save was over six hours of gameplay ago. Would love to have this fixed if possible. Can't attach saves as they are over 5MB..
  5. Overview:​ For the full list of accesories head over to the Official Wiki. The intention of the list is to make it easier for players to hunt for the accessories they are most likely to need in their playthrough, and to know at which point in the game they can aquire them. The List is ordered by what catagory the accessory belongs to (head, amulet etc) and within the catagories they are ordered after when you can expect to get them (early,mid, lategame). ​ Used ingame stats to get the most correct values (patch 2.0). I haven't added all of the accessories because that would take a long time. There are several more accessories that can be useful in particular instances. The majority of accessories in this game can atleast be conditionally useful, but this is the list of accessories I would look to grab almost every playthrough or use on specific builds. Just because an item is recived later in the game doesn't necessarily make it more powerful. Some might be abit more powerful then their counterparts, but it is very rare they have to compete with other items of that particular slot. Most of these are only strong for a particular role (Tank, Ranged dps, Melee dps, Caster, Healer etc). In the cases where they do compete you can most of the time hand it over to another party member. Most of the items are pretty self explanatory, but I added a small note to all of them explaining what uses they have. List does not include trinkets. ​ Youtube/Twitch/Donation Links: Youtube channel Twitch channel Donate via Streamlabs ​Steam Guide Headgear: ​ Defiant Apparel (Pre-Order Bonus): Not that great but you get it for free if you preordered the game. As of 2.0 it still gives -5 deflection while flanked even though it's not stated in the description. Not sure if its intended. Perception afflictions downgraded by 1 tier Thaos' Headdress (Worn by Aloth if Leaden key Grandmaster): Great for any dps as long as you have away of setting up flanked status. Authority: +1 Intellect Grants Mantle of Authority (+5 Will vs Mind attacks aura). Conspirator: +5 Accuracy and +5% Damage to Flanked targets. Acina's Tricorn (Sold at Tikawara): Great for Ranged Physical dps Shootist: +5 Ranged Accuracy, -10% Reload Time Rekvu's Fractured Casque (Sold in Delver's Row): Makes it so you don't get interrupted when injured. Great in combination with Grimoire of Vaporous Wizardry for non godlike Wizards. Whitewitch Mask (Sold by The Spindle Man, Can also kill him in a quest): 2 Strong Illusion actives and +1 Illusion PL makes this great for Illusion Wizard/Trickster/Priest of Wael. Gaze and Despair: Ability activated when wearer becomes Bloodied Grants Ryngrim's Repulsive Visage Look Not Upon: Grants Ryngrim's Enervating Terror Fearful Geometries: +1 All Illusion Power Levels. Heaven's Cacophony (Queen's Berth: Sold by Wanika): 2 Powerful 1/rest actives makes this very strong for any physical dps. Divine Knowledge: +2 Intellect, +1 Religion Shout of Hosts: Grants Shout of Hosts Heaven's Wrath: Grants Avenging Storm. Helm of the Falcon (Sold in Crookspur): Great for Two handed wielders. Falcon's Wings: 15% of incoming Hits converted to Grazes from Ranged weapons.Raptor's Grip: -10% Recovery Time with two-handed Melee weapons. Cap of the Laughingstock (Deck of Many Things): This is a very interesting item since it gives immunity to Resolve afflictions and -10 deflection in a 2.5m aura to both FRIEND AND FOE! Can probably make a build involving it. Village Fool: Immune to Resolve afflictions, -10 Deflection Belled: -1 to Stealth Blackblade's Hood (Midgame quest reward): Great for phyiscal dps that uses the listed weapons. Hawk-eye: +1 Perception, 5% of Hits converted to Crits with Ranged weapons Duelist: +10% Action Speed with Daggers, Rapiers, and Stilettos. Fair Favor (Serafen lvl 2 loyalty): Great for phyiscal dps that uses listed weapons. Swashbuckling: 10% Hit to Crit chance and 10% Crit Damage with Daggers, Rapiers, Sabres, Stilettos, and Swords. Blackened Plate Helm (Splintered Reef, Mid-lategame): Great for tanks. Pallid Countenance: +1 enemies Engaged, +1 Intellect, +1 Perception. Horns of the Aurochs (Harbingers' Watch) Very good for frontline dps. When hit or crit, wearer's next successful attack does additional freeze damage (10%). Immune to Push and Pull effects. Serpent Crown (Lategame faction questline reward): Pretty decent on a dps frontline. Not bad on a tank but + accuracy is more important for dps. Royal Plumage: +1 Intellect, +1 Perception Serpent's Strike: +10 Accuracy, -10% Recovery Time for 15s when critically hit. ​ ​ ​ ​ Amulets: ​ Protective Eothasian Charm (bucket in Gorecci Street, Port Maje) Great for tank/dps frontline. Darkest Before Dawn(1/rest): +1 Perception. At <25% Health, restores +5 Health per 3 sec over 12 sec and reduces damage taken by -25% for 12 sec. Cipher's Shackle (Serafen loyalty lvl 1): Useful for dps until you get better an easily obtained. Of Constitution: +1 Constitution Shattered Chains: Dexterity afflictions downgraded one level Dragon Pendant (Randomly found on world map ship wrecks.) Very powerful summon 1/rest and an ok active. Breath of Flames: Grants Breath of Flames Call the Clutch: Grants Call the Clutch: Spawns a desert wurm, young drake, and a regular wurm Dragon Scales: +1 Burn Armour Rating, +1 Slash Armour Rating Claim and Refusal (Sayuka: Obtained from Marofeto Liano, requires Intimidate 6 or Bluff/Diplomacy 6.) Great for a dps frontline or tank depending which modal you use. Faces of the Pendant: Grants Claim , Refusal Claim: Modal Ability; +10% Damage taken from Melee attacks, +10% Damage with Melee attacks Refusal: Modal Ability; -10% Damage from Melee attacks, -10% Damage with Melee attacks Sisyfo's Stone (Delvers' Row: Sold by The Spindle Man) Decent for tanks. Futility: -2% action speed to attacker for 35 sec when wearer hit in melee Neriscrylas’ Hope (Drops off of Neriscrylas): The awesomeness is: it also works when summons go down. Hence it's the perfect necklace if you have a summoner in the party. Unlimited Stacking. +1 RES and +1 MIG for every party member that goes down. ​ Cloaks: ​ Cloak of greater protection (Beraths Blessing vendor or in Arkemyrs Vault): Decent defensive option for both frontline and backline +10 to all non-deflection defenses. Cloak of greater deflection (Beraths Blessing vendor): Great early game tank cloak. +7 deflection. Badrwn's Cover (Queen's Berth: Sold by Rebero.) Combined +5 resolve/10 stealth makes this a super stat efficient cloak. Steeled in Darkness: +2 Stealth, +1 Resolve to allies in 5m radius (excluding wearer). The Magnificent Escape Cape (The Sacred Stair: Sold by the temple vendor). Extremly useful for a squishy backliner. Fairly cheap and almost always my highest priority to buy early game. Escape Artist: The Magnificent Escape: When Bloodied or Near Death, receive immunity to engagement and +50 Deflection (1 per encounter) Neither Here Nor There: +10 Deflection against disengagement attacks Three Trolls Stitched (Iolfr's Raiments in Periki's Overlook): Decent tank cloak. Trollskin: +5 Health restored per 12 sec, -2 Burn and Corrode Armor Rating Cape of the Falling Star (Deck of Many Things): Great on sole frontline tank. Lone Traveler: +7 to All Defenses when not near allies. Fiery Descent: Deals Crush and Burn damage to nearby enemies on knock-out Ragged Cloak (killing Lueva Alvari in the vailian trading co headquarters). Good for frontliners. Vestment of Skaen: +1 Resolve, Raw Damage retaliation Attack when Critically Hit in Melee. Rekvu's Scorched Cloak ( Kohopa's Fang at 7'30" 47'3") If you are injured it turns burn damage into 10% healing. Isn't mentioned in the item description but it also makes you immune to fire damage. Possible to make high fire dmg builds around it for sustain. Nemnok's Cloak (Drowned Barrows) With the +15% dmg taken this Cloak is best used for survivability on a non-tank, probably a squishy backliner. Life of Suffering: 15% Damage taken. Blessed in Spirit: Ability triggers when wearer falls to 75% Health. Grants Spirit Shield Built for Pain: Ability triggers when wearer falls to 50% Health. Grants Ironskin Cursed to Endure: Ability triggers when wearer falls to 25% Health. Grants Barring Death's Door Ajamuut's Stalking Cloak (looted from a coin pile next to Jadaferlas the Ancient): Great for Rogues especially Assassins/builds with a lot of invisibility resets. +1 Perception, +2 Stealth Bushwack: +5% Damage to weapon attacks made from stealth, +5 Accuracy to weapon attacks made from stealth, Attacks made from stealth Stun the target. The Giftbearer's Cloth (Cave of Threshing) One of the best accessories in the game, lots of tank stats scaling with History. Very hard to get since you have to kill a bunch of Fampyrs to get it. Hidden Depths: +1 Quick Item slots, +1 Weapon Sets. Steward of Memories: +5 All Defenses except Deflection (Increases with the History skill). The Giftbearer's Cloth is very easy to get. It is in an unlocked container and a sneaking character can get to it without having to fight with the ancient fampyrs just by hugging the right wall. Violet Redemption (Ukaizo, kill Director Castol's or Governor Alvari's if you sided against them. Possible to get sooner?). Great for a dps frontline but you get it past the point of no return making it unobtainable for most of the game. When Critically Hit in melee, 15% chance to negate wearer's next Recovery Pernicious Retribution: While stationary, receiving melee weapon Hits grants 2% melee Damage (Stacks 5 times), While stationary, melee weapon Hits grant a stacking 2% melee Action Speed bonus (Stacks 5 times). ​ ​ ​ ​ Gloves: ​ Gauntlets of Ogre Might (Beraths Blessing vendor) Great for anyone relying on Might. +2 Might. Healing Hands (Beraths Blessing vendor) Helps out with healing in early game. Grants Lesser Lay on Hands (1/encounter). Firethrower's Gloves (Beraths Blessing vendor or in the Jagged Keep) Must have for Evoker Wizards. Artificer's Precision: +2 Dexterity, +2 Explosives Spellbending: +1 Arcana, +1 All Evocation Power Levels Gauntlets of Greater Reliability (Dropped by Master Kua in the Crookspur fort.) 25% miss to graze makes it decent for dps. Burglar's Gloves (Iolfr's Raiments in Periki's Overlook) Grabbing these early helps a ton with opening different chests in Nekataka/Dunnage for more loot. Lithe Hands: +1 Dexterity, +2 Mechanics Second-story Work: +2 Athletics Gatecrashers (Queen's Berth: Sold by Wanika.) Very strong for melee. Slugger: +1 Might, 15% chance to perform knock down attacks against target with Critical Hits in melee Reeling Blow: Cone attack that pushes and stuns target (2 per rest) Rekvu's Stained Grasps (Sold by Dimesa in The Treasure Trove in the Radiant Court district of Dunnage.) Good if you are already wearing Rekvu's Fractured Casque or Scorched Cloak, but not that strong on its own. Immunity to Constitution afflictions when having at least 1 injury. Rokowa's Fingers (Get them of Bertenno (either buy after or keep yourself, Dark Cupboard quest) Sparkcrackers have many uses for instance luring guards away from chests or luring enemies to a Gunpowder barrel for then to explode it dealing strong aoe dmg. Grants Sparkcrackers. Skillful Dodger: +1 Dexterity, +1 Sleight of Hand Woedica's Strangling Grasp (Found on an old Battleground) Basically a Better Gauntlets of Ogre Might. Strength of the Oathbound: +2 Might Choking Vengeance: Grants Garrote (1/rest Paralyze) Twice Burned: +2 Burn Armor Rating Boltcatchers ( Bounty - The Steel Preacher): Very good on melee dps and decent active. Lightning Wrangler: Grants Crackling Bolt Shock Repulsion: 33% chance to reflect Electricity attacks. Storm Blows: Shock Damage attack on target on scoring Crit in Melee Aegor's Swift Touch ( top of the map, to the left of Kohopa's Fang, on a Plagued Ship) Great mix between dps/survival. Bullet Catch: While above 50% Health, 5% chance incoming Ranged weapon attacks inflict 0% Damage. Rapidity: +1 Dexterity, +5% Action Speed with weapons. Onepahua's Strength (Killing Prince Prince Aruihi). Basically a Better Gauntlets of Ogre Might. Iron Fist: +2 Might Royal Blood: +2 Intimidate Bracers of Greater Deflection (Unsure). Great tank gloves. +7 Deflection. ​ ​ ​ ​ Rings: ​ Gaun's Pledge (For people who own PoE 1) Basically Grants the Priest Spell Restore. Very useful. Gaun's Pledge: Grants Gaun's Pledge (2 per rest) Chameleon's Touch (Looted from Bounty - Nomu the Marauder.) Easy to get. Multi class gets +1 attribute from each class making it extra good for them. List of stats per class in the link. Versatile: Gives +1 to an Attribute and a Skill determined by the User's class. Drunkard's Regret (Drops of/Given by Oswald, Oathbinder's Sanctum) Really Great in combination with Pukestabber Lush: Immune to hangovers from alcohol, if worn while drinking. Entonia Signet Ring (Fort Deadlight: In the shrine to Skaen.) Great tank ring. Inviolate: +2 Defenses per engagement (stacks 5 times), +2 Diplomacy Halgot's Warmth (Quest reward for finishing Harsh Medicine). Very easy to get early game. Makes your Priest heals stronger. +1 Priest Restoration Power Level. +2 Burn Armor Rating. Ring of Overseeing (Sold by Tiabo Sacred Stairs and in hidden stash in Crookspur Fort): Decent on high INT characters with lots of AoE. Overseeing: +10% Area of Effect Kuaru's Prize (Ori o Koiki: Sold by Kipeha.) Great for caster dps. Sonorous: +5% Damage with Spells. Jewel of Clarity: +1 Intellect, +1 Perception Ring of Focused Flame (The Dark Cupboard, Can be stolen): Very strong for Evoker Wizards or Paladins (Flames of Devotion). Focused Flame: +10 Accuracy with fire attacks. Ring of Prosperity's Fortune (Deck of Many Things) 15% hit to crit at 200k gold makes this super good for dps when you are rich but very bad when you are poor (3% at 10k). This thread to see breakpoints. The Power of Money: wearer's Hit to Crit chance increased proportional to the party's current wealth. Ring of Reset (Deck of Many Things) Very useful on Magran's Fires Challenge. Saving Fate: Allows for instant revival without any injuries. Three charges. Ring of Greater Regeneration (The Brass Citadel: Sold by the Orlan peddler or Boot-suck Bog: Dropped by the Bog Warden.) Great sustain for frontliners. Greater Regeneration: +3 Health restored per 6 sec Ring of the Marksman (Queens Berth, Dropped by sailors during A Bigger Fish) Great for physical ranged dps. Marksmanship: +4 Ranged Accuracy with Ranged weapons, +1 Penetration with Ranged weapons Ring of the Solitary Wanderer (Looted from Bounty - Purakau) Great for solitary frontline tank/solo play. Lone Wolf: When there are no allies nearby, gain Self: -35% Hostile effect duration. ​ ​ ​ ​Boots: ​ Bounding Boots (Fort Deadlight, room on the left side of the Command Quarters) Useful for frontliners to gap close/mobility. Grants Leap. Boots of the Stone (Beraths Blessing vendor, Eamund the Fox in Dunnage) Great on all dps but resolve is slightly more useful on a frontliner. 1 Dex, 1 Resolve, Resistance to Might affliction. Slippers of the Assassin (Deck of Many Things): Very strong on Ranged and Melee Assassins (especially Two handed). Melee Rogues have Persistant Distraction so for them the drawback is negated. Untrustworthy: Enemies attacked by the wearer require one additional ally to flank Shadow Form: Grants Shadow Form,1 per encounter (kills turn character invisible briefly) Footprints of Ahu Taka (Scripted event in Whenura Cleft) Divine Inspiration: Good for any healer, especially Priest. +1 Casts with Level 2 Priest Spells Graceful Motion: +2 Dexterity Path of Mercy: +15% Healing done Pathfinder's Boots (Unsure) Good for both frontline and backliners. +5 Reflex, +1 Dex, +1 Athletics. Rakhan Field Boots (Mercenary Paladin on the Spire of the Soul-Seers rooftop during the quest Skipping Ahead): 5m-Charge with Full Attack on anybody in between (1/encounter) Good on frontliners. On Sodden Peat: +3 Corrode Armor Rating. No Quarter: Grants No Quarter Boots of the White (Harbingers' Watch) The Freeze Armor rating comes in really handy in Beast of Winter Content. +2 Freeze armor rating. +1 Resolve; resistance to Dexterity afflictions. ​ ​ ​ ​ ​Belts: ​ Upright Captain's Belt (Early game Quest Reward) Very good for any caster because of concentration and beeing immune to beeing pulled into the fight. Buttressed: Immune to Push and Pull effects Hold Fast (Concentration at start of combat). +1 Constitution. Physicker's Belt (Port Maje: Sold by Henric): Good for healers. +10% Healing done, +1 Alchemy. Girdle of Eoten Constitution (Bounty - Beina, also random drop?) Great fir tanks +3 Constitution https://pillarsofeternity.gamepedia.com/Girdle_of_Eoten_Constitution_(Deadfire) Ngati's Girdle (Can be looted/bought in Iolfr's Raiments in Periki's Overlook) Not the best belt but Hey! Its free! Against the Tide: +1 Athletics Fathoms' Redress: 10% chance to cast interrupting Crush damage AoE when critically hit in melee Wavebreaker: +1 Crush Armor Rating The Undying Burden (Delvers' Row: Sold by Imuani.) Having a Second Charge of Second Wind makes this super strong on anyone skilling up athletics. Grants Second Wind. Dig Deep: +1 Athletics Grit: Incoming weapon damage reduced by 10% (stacks three times as health is lost, for a max of-10% to damage) Of Constitution: +2 Constitution <a data-ipb="nomediaparse" data-cke-saved-href="https://pillarsofeternity2.wiki.fextralife.com/Belt+of+Magran"href="https://pillarsofeternity2.wiki.fextralife.com/Belt+of+Magran" s+chosen"=""> Belt of Magran's Chosen (Deck of Many Things): The Flame Blight is hostile TOWARDS YOU. Not sure if it's worth it because of this, especially on Iron Man. Linked in Flames: +3% damage dealt as Burn (all allies in 2.5m radius) Ire of Magran: small chance to summon a hostile Fire Blight on hit. Sash of Judgment (Deck of Many Things): Taking 10% more dmg isn't a big deal for a backline dps. Probably not worth it for a frontliner. Also good on Streetfighters/Humans because they want to get bloodied (below 50% hp). Balance in All Things: Enemies take +10% damage while above 50% health, while the wearer takes +10% damage while above 50% health. Girdle of Mortal Protection (Midgame quest) Of Constitution: Great for tanks, +2 Constitution Mortal Protection: 15% of incoming Crits converted to Hits The Maker's Own Power (Dropped during Bounty - Torkar) The King of Belts. Really good to prevent the wearer from dying. Absolutely insane with Paladins Sacred Immolation. Grants Reforge the Flesh upon becoming Near Death (1/rest) Reforge the Flesh: Paralyzed, +10 Health Restored per 1.0 sec, -85% Damage taken for 12.0 sec Wrought : +1 Might. Shaped by the Hammer: +1 Crush Armor Rating. Edit: Made some changes based on feedback. WIll do more when I have time.
  6. Description: Saved games load in with no gear and weapon replaced by animal weapon on the Watcher. Steps to Reproduce the Issue: Go to Outcast's Respite Go to the Alchemic Pool (my personal name for the pool of glowing purple liquid, no idea what it is called in the game files) Drink from the pool several times, and while you are transformed, quicksave. Reload your save that you made while you are transformed Cry at the loss of any equipped legendary gear items and weapon that was equipped. If all goes according to how my game got jacked up, your weapon should be replaced with some animal based weapon, similar to Druids that are transformed. (sorry, I was an idiot and didnt read the bug reporting rules before submitting this post so I didnt think it would be accepted, sorry for the repeat submissions.)
  7. This is happening randomly, and I usually only notice when I go into my inventory to juggle things about, but often i find the 3rd weapon slot has emptied itself and the equipped weapon is back in the characters backpack (personal inventory). I haven't yet been able to pinpoint when it happens, but it has happened often enough to be annoying and noticeable. Anyone else seen this? I'm SURE i'm not imagining things.
  8. Is Pillars of Eternity II: Deadfire going to be like the first game, where if you wore a armour but no boots, your character model would still have boots on? Or will boots have independent visuals in this game? In most RPGs, I really want to play as barefoot mystical characters. It's a big deal to me, so I really hope it will be possible for my character to be barefoot while still wearing clothes/armour.
  9. 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.
  10. Hi, I've never noticed my bow dealing burning damage, despite the enchant--all damage shows up as piercing. Is that normal behaviour (and the burning damage is being added silently), or is it failing to do anything? Thanks!
  11. I'm not sure if the description (-attack speed) applies to spellcasting as well, and I vaguely recall reading something about shields affecting spellcasting (for some reason, I recall it had to do with Speed, though I'm thinking it's more likely the Accuracy penalty of big shields)? Thanks!
  12. [591] Transitioning is causing equipped items to disappear 1) Load attached savegame 2) Select Maya and check her equipment (character #1) 3) Click on the area exit, wait for new area to load 4) Notice that Maya's eqipment is missing Expected: The eqiupped items should not disappear! [comment:] I have not noticed this problem in earlier builds, and I am on win 7 [Files] save2.zip
  13. The Arbalest Hold-Wall has the property of 1.2x Attack Speed. When using it, however, I've noted no change in speed compared to a Fine Arbalest. I don't currently have the means to measure this with great accuracy (I'm using a stopwatch) but the time between one attack and the next, and one attack and the two that follow (starting stopwatch after un-pausing game that was auto-paused by attacking with the Arbalest from stealth, and stopping when the next [or next-next] attack occurred) were indistinguishable between the two weapons. Has anyone else observed this, or gathered more accurate data?
  14. After placing the gem in the eye socket, in the first cave/dungeon zone. There's a cape hidden behind the wall. I've tried both manually placing the cape in my inventory and simply clicking the take all button. but, when i look in my inventory to equip the cape it is missing. Keep up the good work, can't wait to play some more of the game.
  15. In my current game,it seems like there's a whole mess regarding equipment bonuses. For example the Night-runner armor "+2 stealth" bonus don't fully apply on my main character (just+1), or the bonus stays even when the armor is taken off with Eder. So far, i noticed that a lot of hats, bracers, amulets... share the same problems. Most of the time, the buff isn't considered. I tried with several types of objects on all characters, and results may vary from one to another. In addition, there's an issue concerning hats specifically. The way it looks is always irrelevant (e.g. a mail coif that looks like a hood). Once again, it only appears with magic/special helmets, the regular ones look properly. Note: I'm writing this after the release of patch 1.04. I don't know if the problem existed before. (thanks for reading, i'm sorry for my english) https://www.dropbox.com/s/7jvfs52zff8t2sf/pillars%20files.zip?dl=0
  16. Am I missing something or is this item really not very good? The only time I can see it paying off is versus something like the Adra Dragon, provided you're spam-healing the monk. Even then, it would take 10 wounds (!) to get a measly 4 or 5 extra damage per hit. And that's assuming you aren't going to use your wounds on anything else.
  17. I haven't included a saved game with this as there isn't any one point in the game where this issue occurs, it happens constantly. The issue is that whenever I try to equip a weapon while in the inventory screen, or switch characters while in the inventory screen I have to sit through about a 15 second wait. This issue was happening to me even before the 1.03 patch, so I doubt it's something that was caused recently. When trying to level up my characters (by clicking on the + button at the top left corner of the character's portrait) the game goes through the same pause for about 30 seconds for each character I try. I'm not sure if this is something that is a problem on my end, but I know that this particular freeze (when leveling up) did NOT occur before the 1.03 patch. I looked through the forum and through the current bugs list and it wasn't on there, so hopefully it's something easy for me to fix. I'm using the Steam Version: 1.03 My system specs are: -------------------------------------------- OS: Windows 7 Professional x64 RAM: 32 GB Processor: Intel® Core i7-3930K CPU @ 3.20GHz (12 CPUs), ~3.2GHz DirectX Version: DirectX 11 Graphics Card:[SLI x 2] Nvidia Geforce GTX 780 Ti | Mem: 2680MB (x2) ---------------------------------------------------- Graphics Card 1: ---------------------------------------------------- Card name: NVIDIA GeForce GTX 780 Ti Manufacturer: NVIDIA Chip type: GeForce GTX 780 Ti DAC type: Integrated RAMDAC Display Memory: 2680 MB Dedicated Memory: 2966 MB Shared Memory: 3809 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: ASUS VK278 Monitor Id: ACI27F7 Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: DVI ---------------------------------------------------- Graphics Card 2: ---------------------------------------------------- Card name: NVIDIA GeForce GTX 780 Ti Manufacturer: NVIDIA Chip type: GeForce GTX 780 Ti DAC type: Integrated RAMDAC Display Memory: 2680 MB Dedicated Memory: 2966 MB Shared Memory: 3809 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: ASUS VK278 Monitor Id: ACI27F7 Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: DVI Here is some info from the log file. It seems to be some kind of issue with it not being able to find the bone transform for the primary weapon/secondary weapon: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) UnloadTime: 133.102478 ms Checking to instantiate global... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Checking to instantiate in game global... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unloading 15 Unused Serialized files (Serialized files now loaded: 7 / Dirty serialized files: 0) Unloading 4604 unused Assets to reduce memory usage. Loaded Objects now: 85011. Total: 153.006622 ms (FindLiveObjects: 4.347139 ms CreateObjectMapping: 5.205181 ms MarkObjects: 87.988556 ms DeleteObjects: 54.447174 ms) Asset not found at path: Art/Character/Male/Textures/Body/CL/CL03/m_M_Skin_V02 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unloading 1 Unused Serialized files (Serialized files now loaded: 8 / Dirty serialized files: 0) Unloading 3143 unused Assets to reduce memory usage. Loaded Objects now: 89655. Total: 177.098984 ms (FindLiveObjects: 5.397386 ms CreateObjectMapping: 6.066102 ms MarkObjects: 161.263428 ms DeleteObjects: 3.574804 ms) Tier1Backer cannot be loaded because the asset bundle type is not supported! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tier2Backer cannot be loaded because the asset bundle type is not supported! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tier1Preorder cannot be loaded because the asset bundle type is not supported! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Client Size: L 0, R 1920, T 0, B 1080 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Window Size: L 0, R 1920, T 0, B 1080 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Client Screen Origin: X 0, Y 0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Clip On. Range: L 0, R 1920, T 0, B 1080 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) GildedVale reputation changed on the Positive axis (Major). (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Paperdoll Character doesn't have the specified bone (primaryWeapon) for Weapon Attachment. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unloading 1 Unused Serialized files (Serialized files now loaded: 8 / Dirty serialized files: 0) Unloading 26653 unused Assets to reduce memory usage. Loaded Objects now: 89643. Total: 216.801132 ms (FindLiveObjects: 6.228884 ms CreateObjectMapping: 8.004454 ms MarkObjects: 166.026306 ms DeleteObjects: 35.715427 ms) Paperdoll Character doesn't have the specified bone (secondaryWeapon) for Weapon Attachment. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Paperdoll Character doesn't have the specified bone (primaryWeapon) for Weapon Attachment. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unloading 1 Unused Serialized files (Serialized files now loaded: 8 / Dirty serialized files: 0) Unloading 32899 unused Assets to reduce memory usage. Loaded Objects now: 89688. Total: 240.280090 ms (FindLiveObjects: 6.530782 ms CreateObjectMapping: 12.164825 ms MarkObjects: 161.240067 ms DeleteObjects: 59.555775 ms)
  18. I've been meaning to write this one down for quite some time now : CULTURAL EQUIPMENT I've touched upon this topic before, but I think it warrants a more in-depth look. To start off - I think that many cRPGs make the mistake of rendering magical items utterly mundane; after all, if you practically trip over them since the very beginning of your journey, they do lose their charm a bit, don't they? On the other hand, using nothing but ordinary trappings doesn't sound too exciting either. What if PE offered players cultural equipment, while making magical items truly rare? Instead of finding just another +1 longsword we'd, for an instance find : 1. Aedyran sabre : 2. Glanfathan sword : Both would fit into the same basic category, but there'd be a sense of progression both in their effectiveness (as if you just had replaced a +1 sword with a +2 equivalent) and appearance (as the items could look wildly different). But what of magical items? I think that they should truly extraordinary and rare. Finding them should really feel very rewarding - and their level of power should absolutely reflect that. But there's more that you could do with cultural equipment. Let's use two different PE cultures as examples : Free Palatinate of Dyrwood Due to a long history of conflict, all denizens of Dyrwood are accustomed to constant warfare and to hardships - as a result, they are practical people. They value discipline and uphold strict laws. This could be reflected not only in the equipment they use, but also in the way they fight : 1. They fight as a group, supporting each other, often using reach weapons and trying to keep enemies at bay. 2. They favour heavy armour over mobility. 3. Instead of firearms, they prefer longbows. You'd not only be able to who you're fighting (due to their specific cultural armour & weapon designs you'd be able to spot right away) but also how to fight them. Let's make a second example : Vailian Republics Being merchant people, the citizens of the Vailian city states value style over substance and like to let everyone know that they're wealthy. Their armies consist mainly of well-paid mercenaries, who tend to uphold the same values when it comes to fashion. Vailians are known to be strong ndividualists. 1. Vailians are individualists and this is reflected in their fighting style - they often fight as duellists, seeking personal glory. 2. They eschew heavy armour in favour of mobility. 3. Avid users of firearms. To recapitulate : I'm hoping that Obsidian will go an extra mile with the work that goes towards fleshing out various cultures. Each region should be unique, whether it's in clothing, weaponry or even battlefield tactics. That'd not only make the world of PE a truly immersive environment, but would also allow for very varied combat encounters.
  19. So one thing I think would be a cool addition to the visual look of P:E would be for cloaks to be visually represented on your character figure. I know it they were'nt represented in the original IE games, but the video from InXile for their game Torment got me "pinning for the fjords." https://www.youtube.com/watch?v=5Is2T5ue5d8 Big fan of the very public development process, and I'm sure cloaks or no, this will be one heck of a game.
  20. This thread is to discuss the inventory mechanics described briefly in update #36: Equipment and "Top of Pack" resemble the inventory system used in the IE games. The unlimited "stash" however is new. According to Josh Sawyer this unlimited inventory mechanic has been proposed in order to remove the "degenerative action" of "players making five trips in and out of a dungeon after clearing it to haul all of the loot out". I am personally on the fence about this mechanic and agree with the opinion of other fans that this mechanic might be watering down the inventory mechanics by removing the ability to build the inventory of your party/character, e.g. improving your carry weight or inventory size, and removing decision making. As we know, building your character and making (wise) decisions are pivotal elements of an RPG. There have also already been recommendations on how to improve or build upon this mechanic, e.g. Beasts of Burden. While I like this mechanic, my personal favorite is the system used in Baldur's Gate 2 where you could find/buy "Bags of Holding", gem bags, scroll cases, and other goodies in order to improve your inventory. Aside from stat improvements that increase your carry weight of course. Discuss!
  21. Personally I am afraid PE would to repeat a Dragon age 2 situation, where two-handed weapons were the fastest in the game. Even faster than dual daggers. I don't want to see another DA2 and Devil May Cry-like 2-handed weapons that weight like feather and able to slash 8367 times per second. I know 2-H swords were not a massive things and were actually rather lightweight and flexible weapons, but if we have MASSIVE weapons, like clubs, sledgehammers, mauls or such, then I think it'll be reasonable for them to act like one. Especially with that fantasy addiction for weapons with the blades the size of the character! One example of fictional overly-massive cleaver I am not annoyed with: In this animation - I can feel the inertion and weight of this cleaver even when handled by insanely strong Pyramid Head. I suppose PE may have a race that is stronger than humans and thus can handle massive weapons easier, but still, please, take weight in consideration! Reason for my fear is this: http://youtu.be/M0chqZWxTQ4
  22. Alright, if you could change the title to Inventory Management Proposal *Edited*, this is the contents (and thanks): The following is my proposal for how I believe the inventory management system in PE should work. My goal was to provide interesting depth while avoiding as much tedium as possible. I'm going to go over everything from the backpack, to equipment, to currency, and anything in between. Most of the system is automatic to stop 15 minute inventory rearrangements, while alot of detail, this is simply describing why and how it works. I'm a D&D pen and paper DM, naturally you'll see some references to that here - not that it's out of place since baldur's gate and other games are D&D based, but don't feel special for calling me on it. If you aren't interested in the details, I’ve put spoiler tags around the bulk of things and left the examples and TL;DR visible. First and foremost I propose a system that combines volume and mass. Mass being your typical carrying capacity that's limited by your player's strength. Mass, Treasure, and Currency: Volume, Tetris without the shuffle games: Types of Packs: Time or Room saving items: Equipment: How this system works: When not in combat, your backpack will always be opened automatically on going to the inventory screen, when in combat, your other containers like quiver, potion clip, and scroll case will be open since items in the pack take time to get to. You can also then drag any containers to the ground, effectively dropping all that gear if you need to lighten your load before combat. This should save time compared to dragging and dropping individual items, only to pick them up moments later. Example of how it looks outside combat with an empty adventurer's pack (forgive me, I only have MSpaint to work with right now... >_>): Now here's the same inventory, but where a sword has been placed in the bulky slot, freeing up more volume. And now the same inventory where there are 3 of that sword. Clicking once on the swords would take one, but double clicking would take all of them. Shift clicking would bring up the take X menu. If autosorting was turned off, instead the inventory area would show enough small slots to represent the space in the bag, but where the shape only allowed one bulky (4x8) item to fit. If there were a weapon or item too long to fit in the bag, it would be forced into a strap slot. TL;DR Advantages of this system: - Depth and tactics that combat has rarely been afforded in other games. ---- Dropping a pack or belt with gear on it can allow you to lighten your load before a fight without dropping tons of junk. 1 drop and 1 pickup. ---- Equipping whole quivers of 60 arrows instead of bundles of 20 allows one to quickly refit an archer. ---- Taking gear from an enemy's dropped pack, or a rogue pick-pocketing a strapped on item. ---- Leaving cursed or poisoned items out on dropped packs for enemies to take as a new kind of trap. ---- Enemies taking gear and using it for themselves from dropped packs. ---- Containers serve more purpose but aren't necessary to keep a pack from filling full of tiny items. - Less playing the shuffle game, but still keeping things more interesting than an infinite adventurer's backpack of storage. Tetris is optional for those who want it. - Gems and scrolls don't take the same space as a full plate armor - Currency and bartering are more interesting as there's less incentive to just instantly sell everything you pick up. - Interesting variations of containers lead to new roleplaying experience (like the pouches that create counterfeit money) Neutral points: - Slightly more realistic since volume is accounted for - Automatic transference of items is a little unrealistic. Disadvantages of this system: - Some items may be automatically transferred to another character's storage item without you wanting it there. (I'm assuming 95% of gems and the like are going to just need to be sold) - No carrying 10 full plate armors in one backpack (items needing bulky slots like full/half plate should be rarer anyways) - No carrying 100,000 coins on one character. - Extra containers needed to optimize inventory space and time to acquire found items (however, these containers should be easily found on others and not need to be bought - most mages or clerics would have a scroll box, many rogues would have coin purses or gem boxes, etc. We shouldn't have to find what random shop is carrying a gem bag for example) - An enemy trapping you in your own portable hole and your party being unable to free you in time or dying would kind of suck.
×
×
  • Create New...