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Pillars of Eternity: The White March - Part I
White March Part 1 box
Product
Type Expansion pack
Developer Obsidian Entertainment
Publisher Paradox Interactive
Platforms Microsoft Windows
OS X
Linux
Release date August 25, 2015
Current version 3.02.1008

Pillars of Eternity: The White March - Part I is the first addon for Pillars of Eternity. It features new quests, new abilities, new talents, new areas, two new companions, new creatures, new items, and the level cap is raised to 14. The addon is integrated into the main story and not a separate campaign. It is followed by Pillars of Eternity: The White March - Part II.

Story

After you have gotten Caed Nua and completed Never Far from the Queen, you will be contacted by the mayor of Stalwart in the White March. She asks for your help to reawaken the white forges of Durgan's Battery. Because after the village tried to get into the ruins, the village was attacked by an ogre tribe.

New Content

New Maps

The expansion adds a new region to the map, The White Marches, which contains the following 4 maps:

Stalwart – a village in the White March attacked by ogre[1]
Durgan's Battery – an ancient dwarven fortress[2]
Russetwood – a forest west of Stalwart, home to a tribe of crag ogres
Longwatch Falls – a region east of Stalwart containing hot springs and waterfalls

In addition, there is another map added to Dyrwood

Crägholdt Bluffs – tower of the infamous wizard Concelhaut

New Creatures

The new locations have a variety of new enemies to fight, including:

New Companions

The expansion adds 2 new companions, both of whom can be found in the White Marches: {{#ask:

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White-march-companion-concept

Concept art with Eder, Sagani, Hiravias, Zahua and Devil of Caroc

Character Options

New Abilities

Fighters, rogues, rangers, barbarians, paladins, and monks each gain access to 2 new high-level abilities. They are as follows:

Class Ability Level Description
Barbarian Eye of the Storm 11 The barbarian cannot be Engaged by enemies that are more than 1 level lower than him or her.
Dragon Leap 13 Drawing upon reserves of intense spiritual power, barbarians are able to leap high into the air and crash down upon their foes, Dazing them.
Fighter Take the Hit 11 When activated, damage taken by nearby allies is cut in half, with the fighter taking the other half as Raw Damage
Sundering Blow 13 The fighter makes a primary attack that does additional damage and lowers the target's Damage Reduction.
Monk Iron Wheel 11 The pain from the monk's wounds allows him or her to build Damage Reduction against enemy attacks. Gives +1 to all Damage Reduction for each wound the monk has.
The Dichotomous Soul 13 The monk meditates briefly on his or her pain, summoning two physical manifestations of suffering, one made of flame, the other of ice.
Paladin Healing Chain 11 The paladin targets a single ally for healing, but the effect continues to jump between allies up to six times (including the initial heal).
Sacred Immolation 13 The paladin focuses his or her faith and self-immolates in blue flame. Each time the ability pulses, the paladin takes a small amount of Raw Damage, but enemies in the area take Burn Damage. Allies receive a small amount of Endurance.
Ranger Play Dead 11 Cause the ranger's animal companion to appear dead, causing it to regain endurance and become untargetable.
Twinned Arrows 13 When using a hunting bow or war bow, the ranger can opt to fire 2 shots, at the cost of accuracy. This is a modal ability.
Rogue Smoke Bomb 11 The rogue drops a small cloud of smoke which leaves adjacent enemies Distracted for a short duration.
Sap 13 The rogue performs a primary attack that does additional damage and leaves the target Stunned.

New Talents

Cross-class talents, which allow a character of any class to learn a weaker version of another class's ability. There is one from each class:

Acolyte's Radiance – weaker Holy Radiance (Priest ability)
Apprentice's Sneak Attack – weaker Sneak Attack (Rogue ability)
Aspirant's Mark – weaker Nature's Mark (Druid spell)
Enigma's Charm – weaker Whisper of Treason (Cipher power)
Novice's Suffering – weaker Transcendent Suffering 4 (Monk ability)
Outlander's Frenzy – weaker Frenzy (Barbarian ability)[3]
Prestidigitator's Missiles – weaker Minoletta's Minor Missiles (Wizard spell)
Rhymer's Summon – weaker If their Bones Sleep Still Under that Hill, None Can Say (Chanter invocation)[3]
Runner's Wounding Shot – weaker Wounding Shot (Ranger ability)
Gallant's Focus – weaker Zealous Focus (Paladin ability)
Veteran's Recovery – weaker Constant Recovery (Fighter ability)[1]

New Spells

Wizards, priests, ciphers, and druids gain access to new 7th level spells. Chanters gain access to new 4th level phrases and invocations.

New Equipment

Unique Weapons and Shields

Curoc's Brand – Wand
Bittercut – Sabre
Golden Gaze – Rod
Spelltongue – Rapier
Fellstroke – Pistol
Forgotten Tear of the Beloved – Flail
Wodewys – Battle Axe
Sabra Marie – War Bow
Black Sanctuary – Small Shield
Badgradr's Barricade – Medium Shield
The Last Tower – Large Shield

Unique Armor

The Golden Scales – Scale Armor
Raiment of Wael's Eyes – Robes
White Crest Armor – Plate Armor
Wayfarer's Hide – Hide Armor

Unique Clothes and Accessories

Ancestor Pendant – Amulet
Sentinel's Girdle – Belt
Coil of Resourcefulness – Belt
Ryona's Buckle – Belt
Frigid Claim – Ring
Ring of Changing Heart – Ring
Ryona's Vambraces – Bracer
Pilferers Grip – Bracer
Cloak of the Frozen Hunt – Cloak
Cape of the Master Mystic – Cloak
Ruphec's Watchful Cloak MKII – Cloak
Ultimate Hat of Alluring Perfection – Hat
Echoing Misery – Boots
Tempered Helm – Helmet
Garodh's Chorus – Helmet (2 different varieties)

Soulbound Weapons

Soulbound weapons are weapons that can be bound to a character. They get new powers, if you complete different achievements and you will also get more information about the weapon if you advance it. Each weapon can only be bound to specific classes and the different classes will get unique powers from the weapon. If the weapon is bound to character, only this character can use it, but you can sever the binding and lose all advancement you made with this weapon. They have a larger information window with a pen and ink style illustration of the weapon. They can't be enchanted and they will get a bonus from every weapon talent even if it wouldn't qualify for the talent.

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References

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