Iovara

Background[]

A large, liver-spotted man, barrel-chested and paunchy, cowers in the far corner of the room, his white hair a tangled, stringy mess. He covers his face and chest with trembling hands, unable to look in your direction.

Maerwald was once a great and ambitious man seeking to establish himself as the new master of the keep. He banished the dark things lurking in the keep after centuries of neglect. Together with the Steward, he tried to restore the beauty of the keep, laying claim to it when no one else would take it. However, as time went by, his mental condition deteriorated. His withdrawal turned to isolation. Restorations stopped, followed by the servants and repair crews departing.

By the time the Watcher reaches him, Maerwald has completely secluded himself beneath his keep in the uppermost level of the Endless Paths of Od Nua, driven to madness by the resurgent memories of his past lives. He is only intermittently lucid, switching erratically between his three personalities.

The reason for his madness is simple: Maerwald’s previous lives were marked by violence and brutality. The oldest personality is of a female Glanfathan marauder of the Nine Claws clan in the Broken Stone War, who orchestrated a raid on a frontier colonial settlement. The raiders burned the houses, killed the men, and raped the women. It just so happened that the very marauder that organized the raid and ordered her men to violate the women was impaled on a pitchfork at the end of the raid. Her soul transferred to the closest vessel it could find, the boy her lover had just conceived by rape.

The victim gave birth to the boy and raised him as a soldier, imbuing him with hatred of the Glanfathan people. She told him that his father was slain in the raid on the village, except that he was a proud Aedyran soldier who died defending his family. The boy wound up enlisting just in time to participate in the War of Black Trees, carrying out Admet Hadret’s strategy of scorched earth. He committed atrocities against the clans, especially the Nine Claws he blamed for his father’s «death», burning entire villages to the ground with the people inside their homes.

These terrifying memories lurked within the soul, waiting for the time to strike. And so they did: As Maerwald stared into the fire in his hearth at Caed Nua, watching the wood burn, the memory of those other fires two centuries ago came to the fore. Together with the smell of burning flesh and the screams. Nobody could withstand that strain. Maerwald unraveled, eventually seeking refuge in the topmost level of the Endless Paths…

Background[]

«Grieving Mother» is a seemingly middle-aged woman with brown hair. Beyond that, little information is immediately given to the player. Additional insight into her backstory is provided through her companion quest and dialog as the story progresses.

Identity

Upon first meeting Grieving Mother, she remarks that the Watcher is the first to truly see her as she is. Using her skills as a powerful cipher, she is able to hide her identity from others. She refers to this as creating a caul for herself, a cloak that allows her to appear as an easily forgettable peasant. None of the Watcher’s other companions see though this illusion.

Her true name is never revealed. «Grieving Mother» is a title the Watcher unconsciously gives her.

Much of her own history is initially forgotten to her. Sometime prior to arriving in Dyrford she acted as a midwife to a small village located in Dyrwood Forest. She would assist expectant and birthing mothers at «the birthing bell», a plateau of adra with a bell cradled in an arm of stone. The structure had once been abandoned by the Glanfathan and Grieving Mother took it as her own.

Even though she was not one, she became known as a Watcher due to her «tellings» of children’s souls. In truth, Grieving Mother would shape the minds of the children and their mothers through her cipher abilities. She based her tellings on the thoughts of the mother and continued to shape their expectations and the child’s mind over time.

Hollowborn Crisis

Grieving Mother’s village was isolated and word of Waidwen’s Legacy was slow to reach them. Fearing that she was at fault, or would be blamed for the hollowborn births or that the parents would kill the children, Grieving Mother used her cipher abilities to make parents believe their children were healthy.

Eventually, Grieving Mother focused too greatly on maintaining the lies and succumbed to the power of her own illusions. One morning a mother was found dead, «her mind so focused on the care of her Hollowborn child that she’d neglected even to feed herself». This broke the illusion she held over the town and caused her to flee.

Walkthrough[]

Find Sagani in Woodend Plains to begin the quest. She is looking for the reincarnation of a former village elder, Persoq. Your character initially sees a vision of cliffs overlooking water. In order to complete each step of the quest, Sagani must be in your party.

Travel to Searing Falls and walk far West, clicking the compass will reveal Pearlwood Bluff on the global map.

Travel to the cliffs in Pearlwood Bluff to initiate a vision of a forest with an adra arch.

Travel to the adra arch at Elmshore to initiate a vision of a burned forest with ruins.

  • With Hiravias in the party, you will get Journal 20006.
  • With Lore 9, you will get Journal 20007.
  • With Survival 12, you will get Journal 20008.

Travel to the north side of Northweald, near the entrance of Northweald Cave, where hunters (Fang tribe) have mortally wounded the white stag that Persoq’s soul inhabits. You decide what Sagani will say to Persoq, this will influence the game ending.

After the stag dies, Sagani is unhappy with the hunter’s attitude.

  • If you say, «You’ve performed your ritual, Sagani. Let them have theirs.» (this will fail if you tell her to tell Persoq about his family impact) or appeal to your reputation with the Fangs, or just say that it doesn’t matter what Sagani tells Persoq you can avoid a fight. First option additionally gives you minor reputation increase with the Fangs.
  • Otherwise, a fight follows (loot: only a few fine equipment pieces and some money, around 1,500 all in all), and you lose Moderate Reputation with the Fangs.

Exile of Woedica[]

According to her followers, Woedica had once claimed rulership over all the other gods. But, she was cast down in the far distant past. Her crown is depicted as being broken. Among the other gods, she has no real allies, believing that all the gods owe her fealty. However, as the god of resentment and violent rebellion, Skaen sometimes supports her.

Waidwen’s Legacy

This article or text contains significant spoilers relating to the story of Pillars of Eternity.

This article or text contains significant spoilers relating to the story of Pillars of Eternity.

Main article: Waidwen’s Legacy

In a bid to re-empower Woedica, Thaos ix Arkannon restarted several ancient Engwithan machines in The Dyrwood around 2809 AI. The machines diverted the souls intended for new births, causing a crisis of hollowborn children. In 2823 AI, The Watcher killed Thaos and ended the crisis.

Abilities[]

Priests have few personal buffs, few single-target strike spells, some crowd control abilities, many AoE buffs and healing spells. They can use combo attacks with other priests and are the first class that is able to provide party wide healing.

Spells

Priests do not gain power directly from their deity, but from their belief in the deity and the tenets of their religion. Priests gather energy into their own souls and release it through the use of specific prayers. These prayers form the common spells priests use in battle, ranging from healing magic and divine attacks to a variety of blessings and curses. Relying on large area of effect bonuses mixed with small area offensive spells to direct combat from afar.

Priests gain access to all spells of a given level as soon as he/she is able to cast from that level, but their overall access is limited by their faith.

Compared to wizards, priests have access to a smaller number of spells overall but do not need to prepare those spells in a grimoire. And while priests do have offensive spells, they are smaller in area and generally weaker in power than similar effects available to wizards and druids.

Origin[]

This article or text contains significant spoilers relating to the story of Pillars of Eternity.

This article or text contains significant spoilers relating to the story of Pillars of Eternity.

Better to be on no side at all. Woedica may be the most dangerous of the gods, but make no mistake. Engwith built gods from ideals, and an ideal on its own is a grotesque and vicious thing.
~ Iovara ix Ensios

The gods of Eora are not gods in the traditional sense. Rather, they are the artificial creation of Engwith, an ancient society of high minds and broad concerns. In the time of the Engwithans, every civilization worshipped its own gods, which inevitably led to religious warfare. After a series of devastating conflicts, the Engwithans sought an end to it. They devoted all their energy to finding the true Creators. Generation after generation, they analyzed the fabric of the world and unlocked its secrets, mastering the science of the soul and all metaphysical concepts, including taming . One day, they found an answer… except the answer was no answer at all. There were no gods to be found, or if there ever were, they were gone. It was a terrible shock to them; if they could discover this on their own, how long until others would? How long before war and chaos reigned over a world without consequence? To prevent this scenario, they used their mastery of the soul to create their own gods to fill the void.

Using a massive adra-powered machine at Sun in Shadow, they extracted the of thousands of Engwithans assembled in the chamber — men and women, children and the elderly, all they could find — to empower themselves and become the gods of Eora. Each deity was crafted from an ideal, to give kith not one, but many meanings to choose from in life. They incorporated aspects of gods from existing legends. The exceptions of this process was Skaen, who was a «receptacle» for troublemakers, and Rymrgand, who contains some ancient aspects.

The surviving Engwithans then sent missionaries to the corners of the world to spread their faith. The missionaries knew the secret of their gods’ creation, but never revealed it to anyone. They refrained from marrying, voluntarily extinguishing their bloodlines to minimize the risk of exposure.

Iovara ix Ensios

The entire endeavor was almost ruined when Iovara ix Ensios learned the truth, by accident, from careless missionaries discussing the subject openly at one of their temples. Her defiance and determination to expose the gods as fraudulent eventually coalesced into a popular movement that only grew bolder as the Inquisition formed and retaliated against Iovara and her followers, many of whom were former missionaries. The rebellion threatened to destroy the fledgling faith until Thaos ix Arkannon, one of the authors of the divine project, captured Iovara at a city called Ossionus in circa 800 AI. He brought her to the Court of Penitents and tortured her to death, then imprisoned her soul in the adra cells below. She would languish in the prison, preserved only by her extraordinary will, for the next two thousand years, until the Watcher found her in 2823 AI.

Belief in the gods of Engwith spread throughout the world, eventually becoming the one true faith of all kith. Their true nature would be successfully obfuscated by Thaos and his Leaden Key and Wael’s Hand Occult.

Background[]

Flanked by a host of guards, all of whom regard you with mute hostility, Lord Raedric VII observes you from his throne, clad in ornate plate. His eyes have a hollow quality, and there is a pallor to the man’s gaunt face that leaves his features showing stark against his dark and unkempt hair. There is a dagger discarded upon one stone arm of the throne. A thin, crimson rivulet worms its way down from the blade and past Raedric’s fingers, even as he leans forward to regard you with a piercing gaze.

Raedriv VII is the descendant of the proud Aedyran house of Raedric that allied itself with the Dyrwood during the War of Defiance, receiving Gilded Vale and surrounding lands as their own. He was once a stern, but benevolent ruler and a devout follower of Eothas. However, the events of the Saint’s War have turned him away from his faith. Worse, the wheat blight and the Hollowborn plague convinced him that the utter destruction of Eothasian followers was necessary, turning him into a bloodthirsty zealot.

As expected, his rule became tyrannical, with the mighty tree in the heart of the village turned into an improvised gallows. As time passed and the crisis worsened, more and more people wound up hanging from its branches, for a variety of transgressions the lord deemed worthy of capital punishment. When his wife, Ygrid, became pregnant, his madness reached a critical point. Moving heaven and earth to somehow ensure his wife gave birth to a healthy child with an intact soul, he wound up attracting all manner of animancers… Nearly all of whom were hanged when they couldn’t provide a reliable solution. His cousin, Kolsc, decided to kill his cousin and establish a more reasonable ruler over the domain of the Vale.

Undead

You cannot imagine the power bestowed upon me. I feel the touch of the gods. My faith is a font from which I draw life. My wrath is a sweeping flame. And you will burn this day.

An armored figure strides forward. In place of its eyes, great flames burn, emanating heat and light. In that orange glow you can see that the face beneath has succumbed to rot — the cheeks sunken, the lips pulled back over gray gums and decaying teeth. But it is unmistakably Raedric who stands before you. If the Watcher disposed of Raedric, then Berath will return him to this world as a death guard in return for his zeal and faith. The resulting monster will set about putting things to rights, unless the Watcher intervenes and kills him. Again.

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.

The White March — Part I[]

The first expansion for Pillars of Eternity. The action takes place in an abandoned dwarven stronghold, Durgan, where, as rumor has it, one can find tons of incredibly valuable artifacts.

Side quests

Quest Given by Start location Notes
Siege of Crägholdt Steward Caed Nua – Great Hall Started by talking to Steward after receiving Durgan’s Battery quest.
A Lovely Drop Reyfald Stalwart Village
Regrets Worth Trading Okrun
Overstaying His Welcome Haeferic Stalwart Village – The Gréf’s Rest
A Good Haul Feara
The Hunter’s Favor Thyrsc Stalwart Village – Thyrsc’s House
His Better Half Ygadr’s soul Longwatch Falls
The Grey Sleeper N/A Started by pulling out The Grey Sleeper from the stone.

Tasks

Task Given by Start location Notes
The Thermal Pearl Tealdor Stalwart Village
Sacred Instruments Ista
The Fisherman’s Penance Galvino Durgan’s Battery – Galvino’s Workshop
Garodh’s Chorus N/A Durgan’s Battery – Great Hall orRussetwood – Flames-That-Whisper Caverns Can be received by picking up one of two pieces of the broken helm.

Bounties

Task Given by Start location Batch
Bounty: The Gleaming Society Tealdor Stalwart Village 1
Bounty: Meztla 1
Bounty: Disciples of the True Flame 2
Bounty: Laenric 2

13 Мастер одиночной игры

На самом деле вам не нужно углубляться в другие форумы или руководства для сольной роли, что не слишком сложно. У волшебника есть все, и он может играть в одиночку. Просто следите за статистикой, предметами и заклинаниями ниже:

  • Класс: Волшебник
  • Приоритетные характеристики: Восприятие, Интеллект, Ловкость.
  • Оружие: Солнце и Луна, Оберег Нериана, Учение Нинагаута.
  • Головной убор: Таос; Головной убор
  • Нашейник: Камень Силы
  • Доспех: Бригандина Кочевника
  • Кольца: Приз Куару, Кольцо Сосредоточенного Пламени
  • Сапоги: Каменные Сапоги
  • Талия: Ремень Смертельной Защиты
  • Наконечник: Рукавицы Меткости
  • Накидка: Плащ Отражения

Эти заклинания гарантируют, что вы никогда не будете бездельником как в нападении, так и в защите:

  • Наполните Vital Essence
  • Spirit Shield
  • Llengrath & Смещенное изображение # 39;
  • Пагубная скорость движения
  • Пронзающий знак Минолетты
  • Защитник Лленграта
  • Холодный туман
  • Горящие раны
  • Стена пламени
  • Горький причал Нинагаута
  • Теневое пламя Нинагаута

Ледяной столб Нинагаута

Точно пронзающий взрыв Минолетты
Огненный шар с задержкой
Падающий ветер
Метеоритный дождь

Interactions[]

This character is a party member.
This character starts quests.

Companion

  • Grieving Mother can be recruited in Dyrford Village.
  • She is a powerful Cipher who can provide crowd control.
  • As a result of her hidden identity, she has almost no banter with other companions.
  • She will leave your party if you do any of the following:
    • Sacrifice Saeda to Aldhelm during Undying Heritage.
    • Sacrifice Vela during Sacrificial Bloodlines.
    • Fail to save her during the end of Dream and Memory.

Companion quest

Dream and Memory: Grieving Mother is in a state of deep mourning from Waidwen’s Legacy. Her quest starts when you meet her. It is entirely resolved through dialogue, some of which is only available after later acts.

Endings

Grieving Mother’s ending slides are dependent on two events:

  • Successfully guiding her through Dream and Memory.
  • Choosing to either wipe her memory or not. She will request this after completing her quest and resting at least 2 times.

Tasks[]

Tasks tend to be less complex and significant than full-fledged side quests.

Task Given by Start location Notes
Vengeance from the Grave Perly’s soul Valewood – Bear Cave
Late for Dinner Tenfrith orPasca Valewood orGilded Vale – The Black Hound Can be received directly from Pasca or by rescuing Tenfrith in Valewood independently.
Against the Grain N/A Gilded Vale Started when encountering an argument between Sweynur and Trumbel.
Ferry Flotsam Peregund Madhmr Bridge
A Call to Court Palace messenger Caed Nua Received after returning to Caed Nua for the first time after visiting Defiance Bay.
Desperate Measures Thulgar Endless Paths of Od Nua – Level 3
The Blade of the Endless Paths N/A Endless Paths of Od Nua Started by finding any of the blade’s pieces on level , , or .
Seals of the Endless Paths N/A Started by finding any of the three overseer seals on level or .
Something Secret Gordy Copperlane
The Parable of Wael Grimda Copperlane – The Hall of Revealed Mysteries
Unwanted Eorn orby finding Edict of arrest Copperlane – Copperlane Catacombs orFirst Fires – Crucible Keep Can be received directly from Eorn or by finding an Edict of arrest in Crucible Keep.
Missing Sentries Wyla First Fires – Crucible Keep
The Forgotten Vicent Agosti First Fires – Vailian Embassy
Safe Haven N/A Heritage Hill – Valtas Manor Started when encountering the undead Valtas family in Valtas Manor.
All Hands on Deck Marceno Ondra’s Gift
Clandestine Cargo Imatl
Brave Derrin Derrin’s soul orOdda Ondra’s Gift orOndra’s Gift – Odda’s House Can be received directly from Odda or by finding Derrin’s soul independently.
Hard Feelings Bricanta Doemenel Brackenbury – Doemenel Manor
Nest Egg Hendyna Dyrford Village
Cat and Mouse Medreth orNyfre Dyrford Village orDyrford Village – Dracogen Inn Can be received either from Medreth or from Nyfre.
The Sealed Missive Dying Monk Elmshore
Hard Bargain Rinatto Hearthsong
Songs of the Wild Delem Oldsong

Worship[]

Priestesses of the Exiled Queen serve as lawyers and judges in towns and urban centers, and the most prominent among them are advisers to kings and lords. They are of particular importance in the Empire of Aedyr, where by tradition, business contracts always require their endorsement. Her devotees are typically found in the upper classes, but any conservative person who longs for a vanished past will find a place in her faith. «When Woedica takes back her throne» is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods.

Woedican clergy rely on local authorities to maintain the law, though they maintain a connection to the Paladin order known as the Steel Garrote.

Общая информация[]

Каждая постройка в замке даёт прибавку к таким параметрам, как престиж и безопасность.

На сумму налогов напрямую влияет безопасность, она также помогает сократить число «плохих» случайных событий, а престиж увеличивает число «хороших» событий и тоже повышает налоговые поступления. Также без одних улучшений не добыть доступ к другим (например, построить Тренировочную Площадку, пока не будет починен Внутренний Двор).

Отдых и отряд

Эта крепость — отличное место для отдыха отряда. Чтобы не бегать по тавернам, вы можете отдыхать в своей крепости (для этого необходимо открыть необходимые сооружения). Открывая улучшения в замке, отряд будет получать всё новые и новые бонусы за отдых (прибавки к восприятию, выносливости и так далее). Так как ваш отряд вмещает только 5 человек, остальных (если таковые имеются), вы можете оставить в крепости и отправлять их на задания, либо менять членов отряда в зависимости от поставленных целей. Чтобы отдохнуть, вам нужно зайти в домик под названием Брайтхоллоу (предварительно восстановив его), подняться на второй этаж, войти в первую дверь слева и щёлкнуть на большой двухместной кровати. Или нажать в любой точке Каэд Нуа на иконку «Кровати» расположенной на основной панели вместо иконки «Привал» (припасы для привала).

Сооружения и улучшения

Хоть улучшения и занимают много времени и стоят денег, зато можно улучшать замок столько душе угодно, лишь бы денег хватило. И нам не придётся дожидаться в крепости, пока они строятся. Можно спокойно продолжить свои приключения, а по завершению улучшений нам придёт послание.

Строительство новых сооружений в замке даёт возможность открывать различные улучшения (бонус к отдыху на территории замка, проход к новым локациям, возможность держать пленников в темнице замка), а также повышать безопасность своей крепости.

Улучшая баррикады, вы сможете защищать свой замок от нападений, которые происходят регулярно. Так же помните, что построенные сооружения могут разрушить во время осад и вам придётся отстраивать их заново.

Наёмники и приключения

В крепость можно нанять наёмников: они будут сторожить нашу крепость, давать бонусы престижа и безопасности, но за их работу придётся им заплатить. Наёмник может оставить замок, если вы перестанете ему отдавать его жалование, но есть и такие, которые будут ждать, но при этом не давать никаких бонусов. Также в замке регулярно появляются приключения (задания), на которые вы можете отправить героев из своей команды. На выполнение каждого задание устанавливается время, как и на строительство сооружений. Во время прохождения приключения, героя нельзя взять к себе в отряд для продвижения по сюжету.

Пленные и подземелье крепости

В вашем замке есть большое многоуровневое подземелье — Бесконечные пути Од Нуа, в котором вы встретите много различных тварей, а также боссов (на каждом уровне 1 босс). Подземелье даст вам возможность прокачать своих персонажей, а также вынести ценный лут. Если вы зачистили подземелья своей крепости и сделали там тюрьму, то по ходу своей игры, вы сможете взять в плен некоторых персонажей вместо того, чтобы убить их. Некоторых можно будет использовать в конце игры. Ну и конечно же, уровень безопасности крепости должен быть достаточно высоким, иначе ваши пленные могут сбежать.

Производство ингредиентов

Чуть ранее мы упоминали о том, что улучшение крепости позволяет производить ингредиенты. Такая особенность делает нашу крепость просто отличным место для создания предметов. Мы можем сделать: еду, зелья, свитки, доспехи, оружие.

Летопись замка

За всё время игры в замке ведётся запись всех событий, которые происходили. Вы легко можете открыть журнал и посмотреть кто и когда на вас нападал, что уничтожили, что разграбили и так далее.

Background[]

In a world with many gods, there are many different types of priests. Though the majority of priests spend their time tending to worshipers or engaged in relatively peaceful pursuits, there are ranks of dedicated adventuring or mercenary priests who have turned the flame of their faith into a spark to ignite the power of their souls. Such men and women have found a divine link to their chosen deity, but their abilities stem solely from within.

Dedicated to spreading the news of their gods’ dominions in the realms of mortals through their own deeds, adventuring priests thrust themselves into lethal conflict to prove their worth. Often trained to fight alongside soldiers of their respective churches, priests are capable in the fray (and near the fray, for those who follow less melee-oriented faiths), but their true power comes from their prayers, faith-inspired miracles that aid their allies and punish their enemies. These miracles range from combat blessings, weapon enchantments, and protective barriers to divine summons, sanctified wards, and crippling curses. In many ways, the prayers of priests have almost as much variety as wizards spells, though priests are restricted to invoking prayers that are aligned with their faith. Additionally, priests often specialize in the weapons, armor, and litanies of prayers most beloved by their church. Thus, the multitude of gods produces a multitude of different priests, each with their own unique array of abilities.

Priests are well-versed in philosophy, myths, and legends, giving them an inherent bonus to the Lore skill. Additionally, the requirements of their faith often involve traveling long distances in difficult circumstances, giving them an inherent bonus to Athletics.

Companion quests[]

Every scripted companion has a personal side-quest that you can complete together with them:

Quest Companion Start location Notes
Fragments of a Scattered Faith Edér Gilded Vale Requires completion of Visions and Whispers.
The Trials of Durance Durance Magran’s Fork Appears not before starting The Old Watcher.
Time and Tide Kana Rua Caed Nua
The Long Hunt Sagani Woodend Plains
The Child of Five Suns Pallegina Ondra’s Gift Requires completion of At All Costs.
Two-Sided Aloth Copperlane – Copperlane Catacombs Requires completion of Never Far from the Queen.
Dream and Memory Grieving Mother Dyrford Village
True to Form Hiravias Stormwall Gorge Talk to him after he joins party.
The One That Got Away Devil of Caroc Durgan’s Battery – Galvino’s Workshop
Secrets of the Tacan Zahua Stalwart Village Talk to him after entering and exhausting all his dialogue options.
The Burden of Memory Maneha

Walkthrough[]

This quest requires the player character to experience two visions to learn about Durance. Progress in this quest is made through conversing with Durance after with him in the party. Note that it is necessary to camp – resting at an won’t trigger the visions.

First vision

This triggers 3 rests into Act 1, or after Act 2 has begun. Exhaust all dialog options after confronting Durance about the vision.

You awake to see Durance, his staff held in both of his hands before him. A flame flickers at its top end, casting long shadows across his face as he stares in contemplation.

Still, for all the light of the fire, your eyes can’t focus on him… perhaps it is awakening from sleep, or a trick of the light, but he seems… indistinct, blurred around the edges, everything except for the staff.

The staff… he seems to be studying its engravings. As you watch, the engravings glow thinly red, like through the cracks of heat-suffused wood.

The lines stream like molten metal, burning along the edges of his staff, then branch out in an intricate series of fiery veins, bunching thickly where his hands clutch the wood, pulsing as if a heartbeat.

As you watch, the veins spiral into a dozen, separate circles… circles that spiral again until they are arranged in a circle of their own. They pulse, wait, and all is strangely silent… and…

And then, suddenly, there is a great light from the fire, a rushing of air, a great flash… and you awaken again, to see Durance in the same place, still holding his staff, but he is solid, real.

He doesn’t seem to have noticed you… or reacted to what occurred.

Second vision

In the second cut-scene, the Watcher again wakes up to find Durance staring at his staff. This triggers 3 to 6 rests into (or after) Act 3. Exhaust all dialog options after confronting Durance about the vision.

Your eyes open to a familiar scene. Durance sits with his staff laid across his lap, a malignant flame sprouting from one end.

He is difficult to make out, his features soft, bleeding together. But the staff you can see clearly, its etchings aglow in molten orange. Though Durance’s face is difficult to distinguish, there is no mistaking the hardened expression, the furrowed brow. His voice hisses and sputters, low and unintelligible, as though having a private argument with the staff. Traces of spittle catch the firelight as they fly from his lips like sparks.

…and to your surprise, there is a female figure behind him. You are about to call out a warning, when you realize it is the Magran statue where you met Durance at the Fork…

Yet… she seemed almost… alive for a moment… her cast shadow seemed as if it was moving, cloaked, then it is still, frozen with the night at its back.

There is something odd about one of the symbols. A circle of twelve smaller circles. One of the small circles glows brightly, but the other eleven give off little light. They flicker and fade like dying embers.

Between his hissing curses, Durance lowers his face close to the staff and blows on the fading circles with panicked rapidity, coaxing light from them, but they do not ignite. One by one, the light of the circles dies, and smoke rises from their ashes. Only one still burns.

Durance hurls his staff at his feet, and it clatters to the ground. Its edges have become soft, difficult to find. Like its owner, the staff has become a blur.

You close your eyes and reopen them, and Durance is there, picking up his staff from the ground, but the blur is gone, and you are awake.

Final conversation

After the two visions, you need to complete Council of Stars and speak with Durance a third time. Your choices affect his .

  • First ask Durance, «Does what we learned about Woedica trouble you?»
  • Select any dialog options EXCEPT for «I’m not certain — it’s just a feeling I have» to convince Durance of the plot between Woedica and Magran.
  • Exhaust all other dialog options. This will complete the quest.
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