Pillars of Eternity Wiki
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Links[ | ]

  • Category:Attention required
  • Category:Templates, Eternity Wiki:Templates, Eternity Wiki:Shortcuts
  • Eternity Wiki:Manual of Style PE:MOS


Misc notes[ | ]

Images
  • File:Pillars-of-Eternity-World-Map.jpg - need to be replaced with high-quality complete map no water mark. Not too many areas, can be easily turned into interactive map.
  • Need screenshots for many pages.
Articles
  • Souls - missing a lot of info, need restructure rewrite.
  • Animancy - need ce\rewrite history section, fields of study?


  • Npcs - background and quotes
  • Creatures - Bestiary weakness and strengths.


  • Stronghoold - structure?
  • Deities - some missing info guidebook
  • inventory
  • Magic - wtf
  • disposition and reputation. - possible merge
  • Crafting

  • Stamina -> Endurance
  • Character, player character companions Npcs...


  • Template:Infobox person -> Template:Person infobox.
  • navbar -> navbox like everywhere else.


Some info details[ | ]

  • The Pantheon of Eora is seprated from their mortal kin by the boundary of the Shroud. Shroud??? p17
  • Gods manifestation in the form of earthly avatars is a rare occurrence, but it has been known to accelerate or punctuate times of great struggle. p10

There is no debate over the existence of Souls and the divine. The only question are how these unseen forces interact with one another, and what mortal can do to achieve success in this life or the next.

~ p17
  • Physical realm and the unseen\spiritual realm of the gods. Hel.
  • Awakening/watchers
  • The wheel of breath spins endlessly, passing the souls of the vanquieshed through pillars of adra, the vines of the world, and giving them new life when they emerge again. With every danger averted, a new calamity looms. This is the world of Eora, where all life begins and ends at the pillars of eternity. -backcover


  • Aedyr tribe of chieftain led nomads. Union with Kulklin -> agriculture, architecture and domestication of the folk in exchange for military protection.
  • Kingdom Era of security -> expansion into new frontiers, empire.
  • Great/er Aedyr -> 'Great Eastern Ocean' -> 'Eastern Reach'
  • Broken stone set the pattern of Aydyran diplomacy for subsequent generations.
  • Dyrwood, hub of commerce (Edrang port building iirc)
  • Readcreras located in the Ixamitl Planins. (Aedyr moved in after the collapse of the Grand Empire of Vallia, ..)


  • Engwithanans are identified as distinct from any single race or culture.
  • only one permanent settlement? Twin elms ? if so its millennia old. Twin elms governed by all six MAJOR tribes. p


  • Dwarven kingdom of White Marsh. Durgan Battery. Overextended colonization, Agressive ogre led a war party. Dwarfs forced back to the 'Pearl Coast'. Aggressive Glanfathan and raiding parties from Deadfire Archipelago. Wiped out.


Speculations[ | ]

  • 3 pillars in the drawing.
  • 3 continents. Westren (Great Ayder), Eastren (Dyrwood) and Northen (Rauatai).
  • Ayder royalty use Adra pillars for rituals, Adra pillars at Eír Glanfath and another in the north?

Combat - probably outdated[ | ]

Melee attacks(single-handed, two-handed, or with a shield)

Anyone can dual-wield. Here are the relative trade-offs of fighting in any given "style":

  • Dual Weapon - Fastest attack rate and highest overall damage output vs. relatively light armor.
  • Two-Handed - Standard attack rate. Highest per-hit damage output vs. relatively heavy armor.
  • Weapon & Shield - Standard attack rate. Highest Deflection of any style. Heavier shields grant more Deflection, reduce Accuracy proportionally.
  • Single Weapon - Standard attack rate, all attacks made with +15 Accuracy.[1]


  • If you dual-wield you're attacking much more frequently. If you wield a single weapon with nothing in the off-hand, you'll gain a good Accuracy bonus.archive
  • A character wielding two weapons is making more frequent attacks than one wielding one weapon (whether single-handed, two-handed, or with a shield). A character in lighter armor plays attack animations (and recovers from them) more quickly than one in heavier armor.archive
  • The advantage to wearing lighter armor in PoE is a faster attack speed, which can lead to great offensive potential. If you wield a single-handed weapon with no shield, you will gain an Accuracy bonus, but not a Deflection bonus. A dude with padded armor and a rapier will attack frequently and with higher accuracy, but he'll be relatively easy to hit and take more damage. If you want a great Deflection, wear a shield and accept standard Accuracy (or even reduced Accuracy for heavier shields). If you want to soak a lot of damage, wear heavier armor.archive
  • Dual-wield weapons hits individually. (
  • Some melee weapons have reach, as indicated in their descriptions. With a reach weapon, you can strike opponents further away than?
  • The player can use Talents to focus on specific fighting styles and should be able to stick to that style in almost all circumstances — though there may be a marginal efficiency cost. E.g., dual-wielding is particularly effective against enemies with low DT and two-handed weapons are particularly effective against enemies with high DT. Those efficiency margins are typically not very large, but they do exist in the mathematical minutiae.[2]


unarmed Attacks
Ranged Attacks
  • range determined by? line of sight?

Misc[ | ]

  • On map / rapidly travel(fatigued, day night cycle): rapidly travel, we do have the classic type of Infinity Engine map where you’ll click on an icon on the map, and it’ll tell you how long it’ll take to get there, and time will elapse. You might get fatigued, or it might be night or morning when you arrive.[3]


UI[ | ]

bestiary[ | ]

In the old RPGs based on D&D rules, players familiar with the tabletop experience could identify a monster the minute it appeared in the game, usually able to spout abilities, immunities and modifiers with ease. However, the monsters in Pillars of Eternity will be all new and created from scratch. Abilities won't be known until players encounter them for the first time, but once encountered, the creatures will be added to the player's bestiary for later reference if encountered again, Brennecke said. And if a monster displays a new ability later in the game in a separate encounter, that will be tacked on to the bestiary entry for that creature.

Images\tables[ | ]

Pillars of Eternity logo

mode="packed"

mode="packed-overlay"

mode="packed-hover"

Wiki Theme\Colors[ | ]

The current theme is the result of "You're it, until you're dead or I find someone better". It is based on general scheme that was before I started. It still have some rough spots, if anyone notice anything specific please let us know. If by chance somone better reads it, here are some notes\links that might help you:

  • MediaWiki:Hydra.css - for wiki theme elements, structured according to MediaWiki CSS elements for easy reference.
  • MediaWiki:Common.css - for non theme elements such as infobox\navbox etc.
  • Eternity Wiki:Colors - previous color pallet.


  • Standing issues include the main page, being tested for higher res (my work laptop for this crap has 1280 res so I have no way to check how it works ofr higher res) and the possibly overall theme design, see: User_talk:VaultAusir#Theme.


Other things that might catch your eye for reference:

Infoboxes[ | ]

  • limit width to 300\275ish?
  • font-size: 88% - for infoboxes, navbars and refs?

Gathering info:

AnotherArk
Upload image
xxx
General Information
type Animal/Humanoid Undead/Construct - Dragon/magical ?
Subtype xxx
Subraces xxx
Lifespan xxx
Language(s) xxx
Racial bonus xxx Just attribute affinity?
Playable ? No
Appearance(op)
Size ???
Distinctions ???
class name
Upload image
Artwork
First header
skills aptitude {{{param1}}}
defense aptitude {{{param2}}}
?? {{{param2}}}
Deity name
Upload image
Holly symbol or portrait
First header
Title(s) {{{param1}}}
Symbol {{{param2}}}
?? {{{param2}}}
Dominion {{{param2}}}
?? {{{param2}}}
Celebrated behaviour {{{param2}}}
Condemned behaviour {{{param2}}}
?? {{{param2}}}

Ability infobox[ | ]

Custom title, instead of details header?

  • Barbarian/Chanter/Cipher/Druid/Fighter/Monk/Paladin/Priest/Ranger/Rogue/Wizard
  • Active/Modal/Passive
  • Aura/Command/Phrase/Invocation/Spell
  • spell level 1-6


Possibilities?

  • Barbarian Active ability
  • Barbarian Modal ability
  • Barbarian Passive ability
  • Chanter Passive ability
  • Chanter Phrase
  • Chanter Invocation
  • Paladin Passive ability
  • Paladin Aura
  • Paladin Command
  • Druid Passive ability
  • Druid Spell
  • Druid Spell, level 1
  • Level 1 druid spells


Merge restoration and use into one? result in:

  • Uses: Several per rest
  • Uses: 4 per rest
  • Uses: 4 per encounter
  • Uses: Focus
  • Uses: Wounds
  • Uses: 5 Focus - maybe 5 points of Focus.

Possible input
{{Ability infobox 
|name       = Free text
|race       = Aumaua/Dwarf/Elf/Godlike/Human/Orlan
|subrace    = See:Category:Races
|class      = Barbarian/Chanter/Cipher/Druid/Fighter/Monk/Paladin/Priest/Ranger/Rogue/Wizard
|activation = Active/Modal/Passive  - defaults to unknown
|type       = Aura/Command/Phrase/Invocation/Spell  - spell distinction comes from {{{race}}}, defaults to ability.
|spell level= number 1-6
|defense    = Deflection/Fortitude/Reflexes/Will
|damage type= Slashing/Piercing/Crushing/Elemental/Shock/Burn/Freeze/Corrode  - multiple choice is possible 
|range      = Free text? 
|area       = Free text?
|speed      = immediate/short/long - unconfirmed 
|restoration= rest/encounter/always
|uses       = number > 0
}}

possible additional distinctions:

  • self\target\Area of effect(AEO)
  • friendly fire - everyone or Foe Only.


Category - no checks:

  • Category:abilities
  • [[:Category:{{{class}}} abilities]]
  • Category:commands
  • Category:zealous auras
  • Category:invocations
  • Category:phrases
  • [[:Category:{{{class}}} spells]]
  • [[:Category:Level {{{spell level}}} {{{class}}} spells]] Alternatively the previous can be used with sort order - [[:Category:{{{class}}} spells|{{{spell level}}}]]


Category:Magical concepts ???

  • Category:commands
  • Category:zealous auras
  • Category:invocations
  • Category:phrases
  • Category:druid spells
  • Category:priest spells
  • Category:wizard spells

Later I'd prefer to move to this hierarchy or change the auto cat scheme, otherwise it would be hard individual items like Chanter abilities among all the phrases and invocations.


barbarian

  • Category:barbarian abilities

fighter

  • Category:fighter abilities

cipher - (Focus)

  • Category:cipher abilities

monk - (Wounds)

  • Category:monk abilities

paladin

  • Category:paladin abilities
  • Category:paladin auras - Category:Zealous auras‎
  • Category:paladin commands - Category:commands

chanter

  • Category:chanter abilities
  • Category:chanter phrases - Category:phrases
  • Category:chanter invocations - Category:invocations

druid

  • Category:druid abilities
  • Category:druid spells
    • Category:Level 1 druid spells
    • Category:Level 2 druid spells
    • Category:Level 3 druid spells
    • Category:Level 4 druid spells
    • Category:Level 5 druid spells
    • Category:Level 6 druid spells

priest

  • Category:priest abilities
  • Category:priest spells
    • Category:Level 1 priest spells
    • Category:Level 2 priest spells
    • Category:Level 3 priest spells
    • Category:Level 4 priest spells
    • Category:Level 5 priest spells
    • Category:Level 6 priest spells

wizard

  • Category:wizard abilities
  • Category:wizard spells
    • Category:Level 1 wizard spells
    • Category:Level 2 wizard spells
    • Category:Level 3 wizard spells
    • Category:Level 4 wizard spells
    • Category:Level 5 wizard spells
    • Category:Level 6 wizard spells

Navigation[ | ]


  • Either width 100% or add a separator on top.




World:


Entities: Aedyr Empire · Dyrwood · Readceras · Eir Glanfath · Vailian Republics


Lore : Races · Creatures · Souls · Deities · Magic · Technology · Timeline | Items: Armor · Weapons · Materials


Game:


Game: Pillars of Eternity : Frequent asked Questions · Kickstarter Campaign · Obsidian - Development Team.


Character: Player · Companions · Party | Stats: Attributes (Vitality · Defense) · Classes · Skills · Talents


Mechanics: Difficulty · Inventory · Crafting · Resting | Combat: Attack Resolution · Melee Engagement · Damage Type



World:


Entities:


Chronology, Events:

  • Saints War? [4] Dyrwood was attacked by the manifestation of a god in the Saints War.

Game mechanics, technical details:


Character Creation/related[ | ]

Selecting the initial characteristics of the character.



Character Information:

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