Характеристики (pillars of eternity)

Effects[]

Bonuses
Will Deflection Concentration
2 -16 -8 -24
3 -14 -7 -21
4 -12 -6 -18
5 -10 -5 -15
6 -8 -4 -12
7 -6 -3 -9
8 -4 -2 -6
9 -2 -1 -3
10 no change
11 +2 +1 +3
12 +4 +2 +6
13 +6 +3 +9
14 +8 +4 +12
15 +10 +5 +15
16 +12 +6 +18
17 +14 +7 +21
18 +16 +8 +24
19 +18 +9 +27
20 +20 +10 +30
21 +22 +11 +33
22 +24 +12 +36
23 +26 +13 +39
24 +28 +14 +42

Combat

Per point of Resolve above/below 10, a character gains:

  • ±2 to their Will defense.
  • ±1 to their Deflection defense.
  • ±3 to their Concentration (Pillars of Eternity only).

See for more explanation on how bonuses are calculated and applied.

Dialog and scripted interactions

In conversations, the protagonist’s resolve is frequently checked for persuading people to do what you want, or for delivering a convincing lie or performance.

In scripted interactions, depending on the script, party member Resolve may be checked to determine success or the player can select a party member to tackle the challenge.

See Uses of Resolve in interactions for a detailed list.

References[]

  1. Fig Update # 17 — The Last Few Hours! Our 8th Companion, New Stretch Goal, and Key Announcements!
  2. Ydwin in Harbingers’ Watch: «I left the Land due to exactly this manner of nonsense. Our people have likely been chanting about the coming of the final winter for ten thousand years.»
  3. Ydwin on Vailian Republics: «The Republics take the most progressive attitude towards the subject, and thus they attract its foremost scholars. Among whom I count myself.» and «They were the true treasure of the Republics. The collected histories, dramas, and comedies of Old Vailia. The most advanced arcane theories of Aedyr.»
  4. When asked why she left the Vailian Republics: «Increased tensions between the Republics and the Dyrwood, for one. I had little interest having my experiments disrupted by some grudge-bearing bricklayer from Defiance Bay.» and «Mostly, though, my studies demanded more luminous adra than I could afford to import. So I sought out the source.»
  5. When asked about her area of study: «As an apprentice, I focused on — and then helped discredit — the phrenological approach.» and «Some of my — colleagues — had a vested interest in a model of the world that included an inherent hierarchy of kith. That some kith made more worthy receptacles for souls than others — based on the shape of their brow or the length of their ears — was apparently an idea too tantalizing to abandon.» and «Afterwards my interests turned to the theoretical, before shifting a few decades later to the study of parapsychological inertia.» and «From there I moved on to work in meta-mortality, the scientific study of souls over lifetimes and the cycle of reincarnation.»

Suggestions[]

Rogues excel at laying out mass amounts of damaging punishment to your opposition. They fare well either in ranged combat or on the front line, and their inflicted de-buffs make taking out an enemy progressively easier over time. As a solo class, a Rogue presents all the tools you need to take out a single opponent of equal standing. One of this type does not perform well at all though when presented first among an opposing crowd. You either need some one to take the heat of initial aggression or use a defensive tool of some sort to thin out the crowd. You must focus your Rogue build on applying several de-buffs over the progression of battle. They automatically do this through their Weapon attack abilities, but it’s still necessary to select some ability in your character’s growth that actually does such. A few will allow you to apply some de-buffs with out the need for attacking, but it takes time to acquire that level of proficiency.

Stealth and Mechanics as skills tends to go naturally together, but it’s important to focus on Stealth first. Mechanics can come as a secondary focus. If you favor keeping them nearly balanced, then Stealth should remain slightly higher than Mechanics. This value remains important in both games.

One of the Rogue’s strongest benefits comes in its bewildering ability to Multi Class practically well with any other class. In Deadfire, Rogue (Assassin) / Fighter (Devoted) strings out the highest damage in the game. However, you’ll want to focus upon one weapon only with this combination. A makes the best choice in this case, but you may find it difficult early on to find a decent magical version. Hunting Bows are likely to be the best default ranged weapon for any Rogue, but that might change, depending on your multiclass and subclass choices. Swords and estocs should in theory work out well, but they actually don’t. You will consistently find your self on the receiving end of critical damage much more often.

2nd level spells[]

Spell Speed Range Area Duration Effects Description
Bewildering Spectacle Average 1.25m Radius 5.0 seconds Creates a bizarre and perplexing visual distraction, Confusing enemies in the area of effect.
Binding Web Average 2.5m Radius 10.0 seconds Spins a resilient, viscous web throughout the area of effect, leaving unfortunate victims Stuck inside.
Bulwark Against The Elements Fast 60.0 seconds Creates a mystical shield around the caster, suffusing them with bonuses to Burn, Freeze, Corrode, and Shock Damage Reductions.
Combusting Wounds Average 1.25m Radius 20.0 seconds Causes enemy wounds in the area of effect to ignite, inflicting additional Burn damage over time each time they are wounded.
Concelhaut’s Corrosive Siphon Average 1.25m Radius 10.0 seconds Eats away at the target’s spirit, inflicting Corrosive damage and converting that essence into Endurance for the caster.
Concelhaut’s Draining Missiles (Unique) Fast Concelhaut’s variant of Minoletta’s Minor Missiles does Raw damage, attacks the target’s Fortitude, and grants drained Endurance to the caster.
Curse of Blackened Sight Average 1.25m Radius 20.0 seconds Shrouds the targets’ vision in total darkness, Blinding them.
Fetid Caress Average Target + 1.25m Radius 8.0 seconds
  • Target: Paralyzed for 8.0 sec
  • AoE: Sickened for 6.0 sec
The target becomes Paralyzed, afflicted with boiling pustules of foul-smelling liquid that erupt from their skin, Sickening those nearby.
Infuse With Vital Essence Fast 45.0 seconds Infuses the caster with vitality, giving them a temporary increase to maximum Endurance and Health.
Merciless Gaze Fast 45.0 seconds The caster becomes able to see an enemy’s weaknesses and vulnerabilities as though they were physically tangible, increasing the chance of landing a Critical Hit.
Miasma of Dull-Mindedness Average 1.25m Radius 12.0 seconds A cloud of heavy fog settles in the minds of those in the area of effect, dulling senses and wits. Inflicts penalties to Perception, Intellect, and Resolve.
Mirrored Image Fast 60.0 seconds Creates duplicates of the caster to distract enemies, granting a high Deflection bonus which is reduced with each hit taken.
Necrotic Lance Average 5.0 seconds Creates a lance of pure necrotic energy, causing Corrode damage instantly and over time.
Ray of Fire Average 10.0 seconds
  • Target: 9-16 Burn Damage per 1.0 sec
  • Beam: Applies the same effect as Target
Creates a scorching ray of flame between the caster and the target, inflicting continual Burn damage to the target and anyone caught in the ray.
Rolling Flame Average Length: 30m, bounces up to 3 times
  • Target: 20-30 Burn Damage
  • On bounce: -50% damage
Creates a rebounding ball of fire, inflicting Burn damage upon anyone in its path.

6th level spells[]

Spell Speed Range Area Duration Effects Description
Arcane Reflection Fast 45.0 seconds Creates a field of arcane energy around the caster, reflecting hostile targeted spells up to 5th level back at their casters (for a total of 15 spell levels).
Arkemyr’s Capricious Hex Average 5.0m Radius 12.0 seconds
  • Foe AoE: Dazed for 10 seconds
  • Foe AoE: Sickened for 12 seconds
  • Foe AoE: Paralyzed for 6 seconds
Unleashes a volatile hex upon enemies in the area of effect, causing them to become either Dazed, Sickened, or Paralyzed, depending on its own mysterious whims.
Chain Lightning Average Target + 6 Foe Jump Targets
  • Target: 30-50 damage
  • Foe Jump Targets (x6): 30-50 damage
The caster calls forth a tremendous bolt of electricity that arcs directly to a single target and then jumps between up to six nearby enemies. Others in the area of effect are not harmed by the arcane lightning.
Citzal’s Martial Power Fast 30.0 seconds Caster temporarily sacrifices arcane power for martial might. Wizard gains bonuses to Deflection, Accuracy, Might, Constitution and Dexterity, but becomes unable to cast spells or switch grimoires for the duration of the spell.
Death Ring Average 5.0m Radius from Caster Calls a black ring of necrotic energy into being that spreads out in all directions, causing Corrode damage to enemies it touches and potentially destroying those with low Endurance.
Gaze of the Adragan Average 1.5m Radius 6.0 seconds Gives the caster the mystifying gaze of the adra creature that provides the spell’s namesake, Petrifying enemies within the area of effect.
Llengrath’s Blunt Wisdom (Unique) Fast 45.0 sec The wizard summons a rod that hurls a ball of magical energy. When the ball arrives at its target, it hovers for a few moments before exploding, inflicting terrible Raw damage on nearby enemies.
Minoletta’s Precisely Piercing Burst Fast 3.0m Radius from Caster Creates a burst of deadly force around the caster, causing any enemies in the immediate vicinity to take Pierce damage — bypassing their Damage Reduction.
Ninagauth’s Freezing Pillar Average 2.5m Radius 9.0 seconds
  • Foe AoE: 22-26 Freeze Damage (+10 vs )
  • If successful: Hobbled for 3.0 sec (+10 vs )
Calls down an enormous spike of ice, pulsing Freeze damage on enemies in the area of effect and creating an intense circle of frost that can Hobble foes it touches.

Description[]

Base

Wrought of fine steel and engraved with gilded Eld Aedyran runes that read MODWYR, this blade would have been a fashionable Dyrwoodan noble’s favored accessory twenty years ago. Time has been rather unkind to it, however. The delicate filigree relief in its pommel has been scored by accident and violence, and the tightly-wound leather of its hilt is stained with patches of old blood. For all that, the blade itself is sharp and curiously warm to the touch, and the tongue of the soul inside it is sharper still.

Where it’s from and who might have forged are mysteries the sword has little interest in illuminating, though it does speak with a lively Dyrwoodwan twang — a fact that tells you more about its origins than it has any intention of doing itself.

Level 1

THIS IS INCREDIBLE. I’m- I’m buzzing. Can they feel it, too? Do they know? I should tell them. But what if it scares them away?

Gods, I don’t care. I thought I’d never have this again.

Level 2

This one’s better than the rest. When they hold me, it almost feels real, like the way things used to be. Joy, bright and buoyant, that grows with every swing, with every slick splash of hot blood across my blade. It almost feels right. I almost feel like… me. But I’m not me without her, am I, and what did she do? She left me behind. Abandoned me.

This one will, too.

But maybe I’ll get lucky. Maybe we’ll get to Dunnage before they realize they don’t want me.

Level 3

Something’s not right.

We were good at first. A real team. The way we fought — it wasn’t the same as it was with Yngfrith, but it wasn’t bad, either. There was a fire between us, and it roared when we killed. I felt… alive. Like things might be okay. That this one might not leave me after all.

But that fire died. What if it doesn’t return?

I can’t go back to being alone. I can’t. I can’t.

Level 4 (with soul)

Wrought of fine steel and engraved with gilded Eld Aedyran runes that read MODWYR, this blade would have been a fashionable Dyrwoodan noble’s favored accessory twenty years ago. Time has been rather unkind to it, however. The delicate filigree relief in its pommel has been scored by accident and violence, and the tightly-wound leather of its hilt is stained with patches of old blood. For all that, the blade itself is sharp and curiously warm to the touch, and the tongue of the soul inside it is sharper still.

Where it’s from and who might have forged are mysteries the sword has little interest in illuminating, though it does speak with a lively Dyrwoodwan twang — a fact that tells you more about its origins than it has any intention of doing itself.

Level 4 (soul released by Xoti)

Wrought of fine steel and engraved with gilded Eld Aedyran runes that read MODWYR, this blade would have been a fashionable Dyrwoodan noble’s favored accessory twenty years ago. Time has been rather unkind to it, however. The delicate filigree relief in its pommel has been scored by accident and violence, and the tightly-wound leather of its hilt is stained with patches of old blood. For all that, the blade itself is sharp, though what warmth it once held is gone.

2 Обдумайте настройку вечеринки

Во время вашего приключения вы можете выбрать из 11 замечательных товарищей, и вы сможете организовать группу из шести человек, которые присоединятся к вам. У каждого из них есть своя уникальная история, навыки и способности. Этих товарищей можно найти в мире или нанять в зале искателя приключений.

Убедитесь, что у вас есть отличная композиция для вечеринки. Например, если вы, вероятно, захотите, чтобы в вашей команде был Эдер — человек-боец, то играть за бойца самому может быть немного излишним. Во время игры вы столкнетесь с множеством проблем, поэтому убедитесь, что вы готовы ко всем. Убедитесь, что у вас есть кто-то, кто подходит для исцеления, а другой — для того, чтобы принять на себя основную тяжесть урона.

Пользователи Magic тоже всегда жизненно необходимы. Подумайте о группе, которую вы хотели бы иметь, например, от D&D party, и помните об этом при создании своей первоначальной роли. Таким образом, вы можете быть уверены, что ваши будущие товарищи хорошо дополнят ваш стиль игры.

Дополнительный совет по созданию персонажа — убедиться, что основные цвета каждого члена группы довольно различны. Это позволит вам выделить ваших персонажей во время битвы и вам будет легче отслеживать их всех.

Навыки[]

Активные

Название Описание
Алхимия Алхимия — знания о естественных и сверхъестественных свойствах растений, частей тела и самоцветов. Она влияет на использование всех снадобий, ядов и противоядий.
Атлетика Приключение — дело утомительное. Помимо опасностей, сопряжённых с боями, приключенцам встречаются стены, на которые нужно взбираться, реки, которые нужно переплывать, и ямы, которые нужно перепрыгивать.

В диалогах и интерактивных сценах атлетика используется для физических действий, например, для лазания, плавания и прыжков.

Ловкость рук Ловкость рук может позволить вам и незаметно стащить несколько монет у ничего не подозревающей цели, и подложить врагу обличающую его улику или что-то похуже.
Механика Ловушки и замки могут поставить в тупик даже самых умелых искателей приключений. На их преодоление тратятся значительные усилия, и немало бедолаг погибло или покалечилось, наступив на невидимую пластину в полу. Навык механики упрощает открывание замков и обезвреживание ловушек. Кроме того, персонаж может воспользоваться своим навыком механики, чтобы поставить собственную ловушку. Чем выше этот навык, тем точнее работает ловушка. В диалогах и интерактивных сценах навык механики используется для включения и выключения различных механизмов.
Пиротехника Показатель пиротехники определяет точность, урон и эффективность бомб, шумелок и прочих подобных устройств.
Скрытность Скрытность позволяет персонажу любого класса попытаться избежать чужих глаз и ушей. Для этого нужно перейти в режим скрытности. Чем выше навык, тем ближе к противнику сможет подобраться персонаж, прежде чем его заметят.
Тайные знания Тайные знания включают в себя все те области познания магии, что не покрываются метафизикой. В бою этот навык повышает уровень мощи свитков.

Разработка[]

Студия Obsidian решила обратиться к краудфандингу для игры Project Eternity вместо заключения традиционной договорённости между разработчиком и издателем, так для них оказалось практически невозможно найти финансирование для традиционной фэнтези-RPG через обычные издательства. 16 октября 2012 года кампания по сбору средств была завершена, собрав $3 986 929. Ориентировочно релиз Project Eternity был запланирован на четвёртый квартал 2014 года. 10 декабря 2013 года Obsidian объявила, что официальное название игры будет Pillars of Eternity вместо рабочего Project Eternity.

В марте 2014 было объявлено, что Paradox Interactive взяла на себя роль издателя. В обязанности Paradox входит выпуск и продажа игры на физических носителях, физических бонусов с кампании на Kickstarter, а также локализация. Компания также взяла ответственность за контроль качества. При заключении договора Obsidian сохранила свои права на IP.

Background[]

A steady white-haired elf frowns down at a table covered in coiled copper wires and glimmering shards of adra. Her gloved hands smooth her well-tailored Vailian coat as she mumbles under her breath. Her clothing is spotless and well-tailored in the Old Vailian style, replete with lace, silk velvet, and brocade.

Ydwin was born and raised among a remote pale elf tribe of the White that Wends, where she witnessed cruelties of both kith and nature. She chose to leave when she grew disillusioned with the leadership of the tribal elders and the religious worship of the coming End Times, which seem to be running about ten thousand years late. She focused on unraveling the mysteries of Eora the hard way: Through natural sciences.

Ydwin chose to relocate to the Vailian Republics due to their progressive attitude towards animancy. She greatly enjoys their grand libraries, which she considers to be the republics «true treasures». She left in part due to the tensions between The Dyrwood and the Republics that were caused by the events in Pillars of Eternity, and also needed better access to luminous adra for her studies.

As well as being an animancer she is also a talented seamstress, finding that the two practices have more in common than one might think. She enjoys adopting pieces of culture from other nations and has a near perfect Vailian accent.

Animancy

After decades of study, Ydwin has became an expert in the metaphysics of Eora and is a skilled practitioner of animancy.

As an apprentice, she focused on discrediting animancy phrenological studies and the idea that some kith are more desirable soul vessels than others. She then became interested in theoretical ideas, before taking an interest in the study of parapsychological inertia — or «the tendency for some souls to gravitate towards familiar locals or engage in behaviors exhibited from past lives.» Following that, she moved on to meta-mortality — or «the scientific study of souls over lifetimes and the cycle of reincarnation.»

She holds a deep interest in the Watcher’s abilities and the hunt for Eothas, which she believes «may be one of the defining events of the age». Apart from doing her own experiments she has a keen interest in unlocking the secrets of luminous adra and its ability to store souls. Following the Watcher out to sea is a good way to ensure that can happen.

Soul

Shortly after her recruitment, the Watcher can discover exactly how intense her focus on animancy is: Ydwin performed a successful experiment and removed her soul from the Wheel — becoming, effectively, a fampyr. She keeps herself sustained on the souls of animals.

Notable characters[]

Pillars of Eternity

Abrecan Doemenel

Becke Ordoe

Bragan

Byne «The Nimble»

Captain Muārumi

Cwineth

Devil of Caroc

Dyrla Doemenel

Emery

Gedmar Doemenel

Heodan

Liliana

Rinatto

Sabhan

Urgeat

Waldr «Three Fingers»

Wirtan

The White March — Part I

Ailef

Andred

Owynna

Qexetl

Thyrsc

Pillars of Eternity II: Deadfire

Adaryc Cendamyr

Atsura

Baru

Belda

Benessa

Benweth

Captain Aeldys

Captain Furrante

Captain Mad Morena

Captain Teryc Lofell

Cloaked Messenger

Daionne

Degnos

Dereo the Lean

Dessiral

Dueno

Emeini

Faina Short Fur

Fyrna

Giani Canc-Assi

Gwenfin

Ignato Castol

Iolfr

Irrena

Jacob Harker

Lamond

Larro Bardatto

Martino Valera

Norgund

Oheiro

One-Eyed Pim

Orlan peddler

Orso Valera

Persa

Quartermaster Harka

Rafiq the Red Beard

Rust

Scyla Five Glass

Seafol

Selinia

Snake Eyes Condwen

Street Merchant (Delver’s Row)

The Demon

Tumara

Well-Weathered Cormio

Wirtan

Ydwin

Interactions[]

Pillars of Eternity

Woedica is the unseen antagonist. Her goal is to return to Eora empowered and reestablish her dominance as the foremost of the gods, using Thaos to further her agenda. The Watcher can defeat Thaos and then fulfil his purpose — to offer the stolen souls to Woedica — when deciding what to do at Sun in Shadow.

Pillars of Eternity II: Deadfire

  • Woedica makes a reappearance as a part of the council of gods. She appears first after departing Maje Island, at Berath’s council. She reminds Berath of Eothas’ resilience — and the fact that he should scare her.
  • When the player first leaves Neketaka they will receive the Burned Book of Law in their inventory. Interacting with the book allows the Watcher to communicate with Woedica in private. She will reveal certain information about the history and machinations of the gods, saying that she plans to use the Watcher as a test of the worthiness of mortals

Background[]

Rangers are expert sharpshooters with any ranged weapon. Though they traditionally rely on bows and crossbows, some use firearms or even magical implements. Regardless of their choice of armament, even novice rangers can strike swiftly and leave severe wounds that quickly wear down an enemy’s endurance and movement. They are assisted in their efforts by their animal Companions, incredibly tough and loyal creatures with whom rangers form lifelong bonds, who share their lives (literally) with their masters.

Rangers often choose as companions creatures with whom they share a strong natural affinity. The process of soul bonding connects ranger and beast to such a degree that both entities share stamina, health, and eventually death. It is believed that rangers bind themselves to animals in which they were recently, or most vividly, incarnated. Once bonded, ranger and companion never part unless one dies of natural causes. In some cases, the feelings of loss in a ranger can be so great that it takes years before they form a new bond. Evidence has suggested that the ranger/animal bond can even outlast death, which may be a contributing factor to their shared mortality. The soul affinity between the two runs so deep that they are united in all but a shared body, and one could hardly abandon his or her mortal existence without the other following suit.

Progression[]

In Pillars of Eternity

  • At character creation, rogues automatically learn the passive ability Sneak Attack.
  • Rogues are able to select one ability at every odd level (1, 3, 5, etc.).
  • At every odd level (1, 3, 5, etc.), the next tier of abilities are unlocked.
  • As with other classes, rogues learn one talent at every even level (2, 4, 6, etc.).
  • Rogue abilities specify their own max uses and restoration type, independent of the rogue’s level.

In Pillars of Eternity II: Deadfire

  • At character creation, rogues select one 1st level ability (active only), and automatically learn the passive ability Sneak Attack. This does not change for multiclass characters.
  • As with other classes, rogues pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
  • Rogues use Guile (a power pool resource) to cast abilities. As with other power pool resources, the rogue starts with a pool of 3 Guile, which is increased by 1 at every power level, capping out at 11.
  • As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
Ability points at each level
Level Power level learned Points available
Single Multi Single Multi
1 1 (I) 1 (I) 1 1+1
2 1 1
3 2 (II) 2 1
4 2 (II) 1 1+1
5 3 (III) 2 1
6 1 1
7 4 (IV) 3 (III) 2 1+1
8 1 1
9 5 (V) 2 1
10 4 (IV) 1 1+1
11 6 (VI) 2 1
12 1 1
13 7 (VII) 5 (V) 2 1+1
14 1 1
15 1 1
16 8 (VIII) 6 (VI) 2 1+1
17 1 1
18 1 1
19 9 (IX) 7 (VII) 2 1+1
20 1 1
Power pool capacity
Powerlevel Character level Powerpool
Single Multi
1 (I) 1 1 3
2 (II) 3 4 4
3 (III) 5 7 5
4 (IV) 7 10 6
5 (V) 9 13 7
6 (VI) 11 16 8
7 (VII) 13 19 9
8 (VIII) 16 22 10
9 (IX) 19 25 11
10 (X) 22 28 11
11 (XI) 25 11
12 (XI) 28 11