Pillars Of Eternity Types Of Dmg
Pillars of Eternity II: Deadfire | |
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Developer(s) | Obsidian Entertainment |
Publisher(s) | Versus Evil |
Director(s) | Josh Sawyer |
Designer(s) | Bobby Null |
Programmer(s) | Adam Brennecke |
Artist(s) | Kaz Aruga |
Writer(s) | |
Composer(s) | Justin E. Bell |
Engine | Unity |
Platform(s) | |
Release |
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Genre(s) | Role-playing |
Mode(s) | Single-player |
Apr 03, 2015 For Pillars of Eternity on the PC, a GameFAQs message board topic titled 'DPS: how do I figure out which weapon is better?' Apr 17, 2015 For Pillars of Eternity on the PC, a GameFAQs message board topic titled 'best damage type for enchantment'.
Pillars of Eternity II: Deadfire is a role-playing video game developed by Obsidian Entertainment and published by Versus Evil. It is the sequel to the 2015's Pillars of Eternity, and was released for Microsoft Windows, Linux, and macOS in May 2018, and will be released for the Nintendo Switch, PlayStation 4, and Xbox One in 2019. The game was announced with the launch of a crowdfunding campaign on Fig in January 2017, where the game reached its funding goal within a day.
- 4Reception
Pillars of Eternity is a role-playing video game developed by Obsidian Entertainment and published by Paradox Interactive. It was released for Microsoft Windows, OS X, and Linux on March 26, 2015. The game is a spiritual successor to the Baldur's Gate and Icewind Dale series, along with Planescape: Torment. Dec 17, 2018 Each choice highlights two types of behavior that are celebrated and two types of behavior that are condemned by the given order. Acting in accordance to their order's preferred behavior will gradually increase the power of Faith and Conviction, while acting in a disfavored manner will cause the power of Faith and Conviction to diminish. Apr 08, 2015 All dmg modifiers scale better with fast weapons than there slower counter parts Equilibrium for rogues (the class with the largest amount of dmg modifiers) compared to 2 handed is 20dr. In short, 2 handers do more dmg at 20dr and fast dual wield does more when less for rogues assuming no bluffing and debuffing and only standard weapon attacks.
Gameplay[edit]
Jun 15, 2018 This page is dedicated to the Weapons you will come across in Pillars of Eternity II: Deadfire. Although some are found through battle, many are. Pillars of Eternity and Pillars of Eternity II: Deadfire are isometric, party-based RPGs set in a new fantasy world developed by Obsidian Entertainment. Paying homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment. Pillars of Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs. Pillars of Eternity.
Pillars of Eternity II: Deadfire is a role-playing video game that is played from an isometric perspective.[1] Both returning and new companions are available, depending upon the choices made by the player, which play an optional story role within the game. Deadfire focuses on seafaring and island exploration via a ship. Crews can also be hired to look over them, and assist in ship combat. Class based gameplay returns, with each class having at least four optional sub-classes with unique skills. A new feature in Deadfire is the ability to multi-class.
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Plot[edit]
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Deadfire is a direct sequel to Pillars of Eternity, taking place in the world of Eora.[1] As with the first game, the player assumes the role of a 'Watcher', a character with the ability to look into other people's souls and read their memories, as well as the ones of their past lives.
The story begins five years after the events of the first game. Eothas, the god of light and rebirth who was believed dead, awakens under the player's stronghold Caed Nua from the first game.[2] Eothas' awakening is extremely violent, and he destroys Caed Nua, while he drains the souls of the people in the surrounding area. The Watchers themselves similarly has a piece of their soul torn out during the attack, but manage to barely cling on to life.[2] In this near-dead state, they are contacted by Berath, the god of death, who offers to restore their soul if they in exchange agree to become Berath's herald and take on the task of pursuing Eothas and find out what he is planning. The hunt for Eothas takes the Watcher via ship to the Deadfire Archipelago, where they must try to seek out answers—answers which could throw mortals and the gods themselves into chaos.[1][2] The player's actions and decisions in the first game influence certain storyline elements of Deadfire.[3]
Throughout the story, the Watcher meets four different factions all vying for control over the Deadfire area: the imperialistic Royal Deadfire Company, acting on behalf of the expansionist Rauatai empire; the more profit-oriented and mercantile Vailian Trading Company, acting on behalf of the Vailian Republics; the traditionalist Huana, a tribal alliance of natives seeking to uphold their people's independence; and the Príncipi sen Patrena, a federation of pirates seeking to establish a republic of their own. The Watcher can help or hinder these factions along the way. Through their pursuit of Eothas, the Watcher eventually discovers the god's true intentions: he aims to break the Wheel, the cycle of reincarnation that governs the souls of Eora and by extension feeds the gods with the energy they need to sustain themselves, hoping that in doing so he can break the other gods' control over all mortal beings, allowing them to be free to pursue their own destinies. To that end, he seeks the mythical lost city of Ukaizo, where the mechanism controlling the Wheel is housed. Though the other gods intervene several times in an attempt to stop Eothas, he is undeterred and continues towards his goal.
By either swearing fealty to one of the factions and gaining their help or acting independently, the Watcher and their ship braves the stormy sea of Ondra's Mortar, which protects the city of Ukaizo, just as Eothas makes his final approach towards to the Wheel, and confronts him there. Eothas, though sympathetic to the Watcher, refuses to back down from his endeavor, explaining to the Watcher that destroying the Wheel would most likely kill him and the rest of the gods for good, but that his death will also give him the power to enact a great change upon all of Eora. Before destroying the Wheel, he returns the piece of the Watcher's soul he took from them, thereby freeing them from their debt to Berath, and asks for their advice on what that change should be. An epilogue then follows, detailing the effects the Watcher's choices had on their companions, the different factions, the Deadfire, and the world at large. In the end, the Watcher resolves to head home to the Dyrwood, uncertain of what the future now holds for both gods and mortals.
Development[edit]
The game was developed by Obsidian Entertainment, creators of the original Pillars of Eternity, and was published by Versus Evil.[1][4] In May 2016, Obsidian CEO Feargus Urquhart announced that the game had entered production.[5] Like its predecessor, Obsidian chose to launch a crowdfunding campaign to raise money for the development of Deadfire.[1] The campaign launched on January 26, 2017 on the Fig platform with a funding goal of US$1.1 million with US$2.25 million open for equity.[1] The funding goal was achieved in under 23 hours,[6] and surpassed $4.4 million by the end of the campaign.[7]
The game was released for Microsoft Windows, Linux, and macOS on May 8, 2018, and will be released in 2019 for the Nintendo Switch, PlayStation 4, and Xbox One.[1][8] A downloadable content pack, Critical Role Pack was released for free alongside the game's launch, adding additional character voices and portraits from the original campaign of Critical Role.[9]
On January 24, 2019, Pillars of Eternity II: Deadfire received a major update that revises the gameplay mechanics and gives the player an option play the whole game with the turn-based combat mechanics. The player can now choose between real-time or turn-based before the character creation menu when starting the new game.[10]
Pillars of Eternity design director Josh Sawyer explained that if the team were to create a sequel, they would set it in a different location within the game's fictional world to ensure the setting felt new and interesting.[11] Sawyer stated that one focus of Deadfire was to address criticisms raised over the abundance of filler combat encounters in the original game.[12] The game's size is significantly larger than the original.[12][13]
Reception[edit]
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Pillars Of Eternity Types Of Dmg 2
Pillars of Eternity II: DeadfireCombo cleaner anti virus mac. was met with positive reviews. It is currently listed on Metacritic with a score of 88/100, indicating 'Generally favorable reviews' according to the site.[14]
Awards and accolades[edit]
Pillars of Eternity II: Deadfire was nominated for 'Best Storytelling' and 'PC Game of the Year' at the 2018 Golden Joystick Awards,[19][20] for 'Best Role-Playing Game' at The Game Awards 2018,[21] for 'Fan Favorite Role Playing Game' at the Gamers' Choice Awards,[22] for 'Role-Playing Game of the Year' at the D.I.C.E. Awards,[23] for 'Outstanding Achievement in Videogame Writing' at the Writers Guild of America Awards 2018,[24] for 'Game, Franchise Role Playing' at the National Academy of Video Game Trade Reviewers Awards,[25] for 'Outstanding Video Game' at the 30th GLAAD Media Awards,[26] and for 'Adventure Game' and 'Best Writing' at the 2019 Webby Awards.[27]
References[edit]
- ^ abcdefgYin-Poole, Wesley (January 26, 2017). 'Pillars of Eternity 2: Deadfire announced'. Eurogamer. Retrieved January 26, 2017.
- ^ abcNunneley, Stephany (January 26, 2017). 'Pillars of Eternity 2: Deadfire in development, crowdfunding campaign kicks off on Fig'. VG247. Retrieved January 26, 2017.
- ^Fig, Pillars of Eternity II: Deadfire - by Obsidian Entertainment, retrieved on March 8, 2017. 'Enhanced Reactivity - Continue the story you began as the Watcher of Caed Nua in Pillars of Eternity, and see how your decisions and actions in the Dyrwood persist in Deadfire.'
- ^Purchese, Robert (September 21, 2017). 'Pillars of Eternity 2: Deadfire signs publisher Versus Evil'. Eurogamer. Retrieved October 11, 2017.
- ^Smith, Graham (May 17, 2017). 'Obsidian Working On Pillars Of Eternity 2 & New IP'. Rock, Paper, Shotgun. Retrieved January 26, 2017.
- ^Yin-Pereira, Chris (January 27, 2017). 'Pillars Of Eternity 2 Funded In Less Than A Day'. GameSpot. Retrieved January 27, 2017.
- ^Makuch, Eddie (February 25, 2017). 'Pillars Of Eternity 2 Fig Funding Ends With $4.4 Million [UPDATE]'. GameSpot. Retrieved February 26, 2017.
- ^Purchese, Robert. 'Pillars of Eternity 2 will still come to consoles, including Switch, in 2019'. Eurogamer. Retrieved December 18, 2018.
- ^'Pillars of Eternity II: Deadfire: Build Vox Machina In-Game!'. April 18, 2018.
- ^Pillars of Eternity 2 is going turn-based, eight months after launch in PCgamesn
- ^Webber, Jordan Erica (September 8, 2015). 'Pillars of Eternity 2 would be set in a whole new (part of the) world'. PC Gamer. Retrieved January 26, 2017.
- ^ abChalk, Andy (January 26, 2017). 'Obsidian announces Pillars of Eternity 2: Deadfire'. PC Gamer. Retrieved January 26, 2017.
- ^Chalk, Andy (March 13, 2018). 'Pillars of Eternity 2: Deadfire is delayed'. PC Gamer. Retrieved March 13, 2018.
- ^ ab'Pillars of Eternity II: Deadfire for PC Reviews'. Metacritic. CBS Interactive. Retrieved July 27, 2019.
- ^DM, Schmeyer (May 8, 2018). 'Pillars of Eternity 2: Deadfire Review'. ign.com. Retrieved October 19, 2019.
- ^Kelly, Andy (May 8, 2018). 'PILLARS OF ETERNITY 2: DEADFIRE REVIEW'. pcgamer.com. Retrieved October 19, 2019.
- ^Purchese, Robert (May 21, 2019). 'Pillars of Eternity 2: Deadfire review - a golden doubloon of an RPG'. eurogamer.net. Retrieved October 19, 2019.
- ^Starkey, Daniel (May 10, 2018). 'Roiling with the waves'. gamespot.com. Retrieved October 19, 2019.
- ^Hoggins, Tom (September 24, 2018). 'Golden Joysticks 2018 nominees announced, voting open now'. The Daily Telegraph. Retrieved October 6, 2018.
- ^Sheridan, Connor (November 16, 2018). 'Golden Joystick Awards 2018 winners: God of War wins big but Fortnite gets Victory Royale'. GamesRadar+. Retrieved November 17, 2018.
- ^Grant, Christopher (December 6, 2018). 'The Game Awards 2018: Here are all the winners'. Polygon. Retrieved December 8, 2018.
- ^Glyer, Mike (November 19, 2018). '2018 Gamers' Choice Awards Nominees'. File 770. Retrieved January 11, 2019.
- ^Makuch, Eddie (January 10, 2019). 'God Of War, Spider-Man Lead DICE Awards; Here's All The Nominees'. GameSpot. Retrieved January 11, 2019.
- ^'2019 Writers Guild Awards Screenplay and Videogame Writing Nominations Announced'. Writers Guild of America West. January 7, 2019. Retrieved January 11, 2019.
- ^'Nominee List for 2018'. National Academy of Video Game Trade Reviewers. February 11, 2019. Retrieved February 13, 2019.
- ^Milligan, Mercedes (January 25, 2019). 'GLAAD Media Awards: 'Adventure Time,' 'She-Ra,' 'Steven Universe' Nominated'. Animation Magazine. Retrieved February 13, 2019.
- ^'2019 Winners'. The Webby Awards. April 22, 2019. Retrieved April 24, 2019.
External links[edit]
Deliverator
Belongs to an elite order
Now, although I love the game's mechanics as well, there are quite a few things that are essentially artifacts of it being a video game, and not particularly integral to the game's story or the world's themes, so I'd throw those out. The main things that I would want to keep, that are *not* purely fluff but actually have mechanical implications, are as follows, in descending order of importance:
-Races and Classes
With the caveat that most of the classes I'd leave as-is in terms of mapping to their 5E equivalents. I don't care if the power sets don't match all that well; the concept is what matters. There are only two classes I'd need to design: Chanters and Ciphers.
Chanters I might make a Bard variant, since that's the obvious analogue. The issue with trying to do them 'as-is' in the video game is that combat in 5E tends not to last long enough to make their whole 'build up Phrases over time in order to cast spells' thing viable. I could see allowing them to chant two Phrases per round, though.
Ciphers I'd be inclined to keep pretty close to the video game: regular attacks build up your Focus, then you unleash it to use your class abilities (which are a mix of Psychic damage and Save-or-Sucks); those abilities get cooler at higher levels but blow more Focus to power. What I imagine would happen in practice in a TTRPG is that a Cipher character would alternate between building up Focus in one battle and then spending it in the next. A Cipher would almost certainly be Dex/Int MAD, but that's hardly a combination that would be a tough sell to players. (And if someone wanted to wade into melee instead, they could go Str/Int with Con tertiary.)
The tricky bit is that both of those new classes are completely non-Vancian, and thus can just go-go-go like the energizer bunny all day long. I might be tempted to make some of their stuff short-rest rechargeable, putting them more in line with Warlocks. But maybe not. Given that everyone needs to rest simply to avoid Exhaustion levels, it might not be a problem to have some classes whose interesting stuff simply doesn't need to be recharged, as long as it's not overpowered.
Designing new races in 5E is quick and easy, so making Orlans, Aumua, and Godlike shouldn't be a problem. The subraces of the latter ought to be fun!
-National origin, as well as Race/Class/Background, gives you some skills and/or stats.
Again, this is mostly a matter of drawing up a list--not too tough. One easy-peasy way to handle this would be to make national origin a mini-background, granting one Skill or Toolkit prof.
-PCs can mod their own magic items; relatedly, 'masterwork' items are a thing.
-Reputation as a real, trackable, key resource.
The faction stuff in the DMG seems like it would help with this. And creating good, interesting organizations is key to making any location in the PoE world really hum. Dunryd Row, the Dozens, the Crucible Knights, and the animancers are what make Defiance Bay such a cool city, after all.
-No XP for killing members of PC races. Ever.
I do XP weirdly in 5E anyway, but yeah.