![]() There is no such thing as a true happy ending for Zahua, certainly not in the way that he envisions as his "happy ending". eh, you get the point).įrom a broader perspective, I also felt that his storyline realizes the core theme of the expansion the best, and would probably call him the most Pillars-y of new party members. He offers insight that is consistent and makes sense (unlike Maneha, again). From a mechanical/content volume standpoint, he also speaks a lot and interjects frequently during conversations (unlike Maneha). For one, he's a wonderfully written character created by the lead narrative designer of the game (and, incidentally, the guy who created Eder), and the one dude whose arc in WM2 gets proper foreshadowing in WM1. On the other end of the spectrum, however, there is Zahua who is a great companion to have throughout both parts of WM. I mean, I might agree that someone like Maneha is poorly realized, especially seeing how she barely acknowledges the large swaths of plot that are focused on her deity and therefore should be of immediate concern to her. ![]() None of these people are with you for the long game, but that doesn't mean they're inherently bad characters. It's not really a fault of the companions themselves, who - despite their shortcomings - are all very clearly tied into the driving theme/question of the expansion. ![]() However, this is a problem with the expansion's format, length, limited resources, and the unfortunate split of its content. It's true that the new companions have arcs that may feel "meh" - they're too brief, too abrupt, and don't have enough time to breathe. Since my countryman above appears to be an overtly cynical man who may or may not be Edwin, I'll offer a different perspective: 1-in-6 chance for it to be Steadfast.Zahua is just a junkie hobo who has a slightly longer personal quest about taking shrooms. When the wearer first becomes Bloodied (25-50% Health)ġ0% chance to trigger random tier 1 Inspiration on being hit. To nearby allies when the wielder is Bloodied (25-50% Health)ġ-in-6 chance after using an Empowered Spell or ability To nearby allies when the wielder is knocked out On scoring a Crit to allies near the target Unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability One – temporary bonus when used, mostly combat only In the case of inspirations, a Tier 1 inspiration will always be superseded by a Tier 2 one of the same type, and so on. Generally, all passives stack - but actives do not and will instead use the highest bonus. Stacking rules apply depending on whether the effect is passive or active. Most resolve buffs are applied via one of the three Resolve Inspirations Steadfast, Resolute, and Courageous. Target: Drains -10 Resolve for +25 Deflection for 20.0 secįriendly AoE: +6 Perception, +6 Intellect, +25 Resolve for 30.0 secįriendly Aura: +3 Might, +7 Resolve for 30.0 secĬaster: +20% Melee Damage, +20% Ranged Damage, +8 Might, +8 Dexterity, +8 Constitution, +8 Perception, +8 Resolve, +8 Intellect, +40 Max Endurance for 30.0 secįoe Target: -10 Resolve, Intellect, Perception for 10.0 secĪoE: -6 Perception, -6 Intellect, -6 Resolve for 12.0 secīuffs in Pillars of Eternity II: Deadfire User: +5 Might, +5 Resolve, Immunity to Charmed, Dominated for 30.0 sec Caster: Applies the same effect as Friendly AoE.The Brideman Slew Thirty 'Fore They Crossed Half the Hallįriendly AoE: +5 Constitution, Might, Resolve for 30.0 sec One – which includes: Active abilities/spells ![]() Unlimited – permanently active once learned These buffs are not restricted to the upper limit that is imposed during character creation - so a temporary score of 30 or more is not impossible. There are various ways to (temporarily) increase a character's Resolve beyond their base score. Per point of Resolve above/below 10, a character gains: 5 Debuffs in Pillars of Eternity II: Deadfire.4 Buffs in Pillars of Eternity II: Deadfire. ![]()
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