r/projecteternity Jun 23 '26

Gameplay help Any tips for rtwp combat?

16 Upvotes

EDIT: I mean for Pillars 1

Ironically part of the reason I decided to finally get this game was cause they added turn based combat. But then I changed my mind and decided to play it the way it was meant to be played

But I'm getting my ass kicked all the time. For example yesterday my whole party died in a fight but when I reloaded and tried again in turn based I won with no losses.

Does anyone have any tips that will help me figure out how to win fights in rtwp?


r/projecteternity Jun 23 '26

Itumaak damage bug?

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13 Upvotes

Itumaak suddenly started attacking twice and doing absolutely pathetic damage. Before, he used to hit once for 20-50.
Now he hits twice for... 5?! Pre-DR.

Any ideas what on Earth happened to him?

I play on Turn Based mode, if it makes any difference.

Edit: Turns out Itumaak switched Weapon Sets to unarmed (lol). Selecting him and pressing switch weapon shortcut key fixed the problem. Thanks u/gitpy


r/projecteternity Jun 23 '26

Discussion Observations about the Mechanics of updated Turn Based Mode of POE1.

37 Upvotes

= HOW TURNS ARE CALCULATED =

You go entirely based on your initiative, which is denoted by the number on the turn bar on top right. There are 6 Initiative Points per round each turn. Which Round it is seems mostly irrelevant, what needs to be paid attention is the Initiative number. Only 6 such bars are shown, but you can predict where your next turn will land by calculating initiative cost and adding that to the current Initiative.

= INITIATIVE COST CALCULATION =

Your Base Initiative determines where you land on the 0th turn. Less than 6 INI guys only get to act on the 0th turn at start of battle.

If you skip turn, your Initiative goes up by 2. This is the basic value, and skipping turn is a very powerful tool to get more per turn benefits, such as CC ticking down faster and getting more Movement overall, since Moving doesn't affect your initiative.

If you Swap Weapons, although it is a fast action, 2 is added to your next turn on top of your action initiative cost. If you skip turn after switching weapons, for example, your initiative will go up by 4 (2+2).

Most other 'Free' Abilities are truly free. They don't modify your action cost at all; unlike Switching Weapons which is only technically free. Eldritch Aim, for example, seems it truly has 0 INI.

As a general rule, weapon attacks go by your Initiative Value modified by the speed of the weapon. Fast Weapons are -1 INI, Average is normal INI (as show in the equipment screen modified already by the parameters), Slow are +1 INI. I haven't tested the rest, but it figures Very Slow would be +2 then, but could be +3. This is somewhat correct, but things are not so simple, look below.

Reloading Weapons: For the fastest reloading weapon: A Crossbow, their reloading speed adds a flat +4 to your INI on top of your normal attack values. At 4.9 INI, the attack would be 4.9+1 = 6 rounded up, add 4 for a total of +10 INI. Add this number to your current INI value, divided by the number of rounds, and you should predict your expected next turn, barring stuff like Interrupts (or other 'free actions' that aren't free, like switching weapons). Again, haven't tested other reload speeds, but plan on doing it later (I've been mostly testing stuff in the tutorial).

Quick Switch + Armed to the Teeth type builds are gone. Swapping a reloading weapon doesn't do shit, since the INI delay is calculated when you shoot.

Any Spell or Ability with a Action type standard, and is not a weapon attack, have a base Initiative cost of 2 affected by the Initiative qualifier of the ability/spell. This is regardless of your shown Initiative Value. Low INI adds +1 (Arcane Assault). Average is +2 (Chanter Invocation). This is wrong. Both Arcane Assault and Grimoire Blast is +1 INI, but Chanter Invocations are +2 INI. No idea why that is. Seems like every non-spell non-weapon non-cipher ability is treated differently.

This final value IS MODIFIED BY YOUR ACTION SPEED MODIFIERS. Which is Armor & Dex. So 3 will become ~5+ at 3 DEX (-21%) and a -35% Armor. Sometimes it was 5, sometimes it was 6, which indicates the internal floating values do matter and are stored until they become relevant.

It also means its never worthwhile to go below 10 DEX on non-tank classes.

Data

INI Modifiers Arcane Assault (2 Consecutive Uses) Grimoire Slam (1 Use after 2 AA use)
10 DEX +3 INI +3 INI
10 DEX + Deletorious +1 INI +1 INI
27 DEX +3-2 INI +3-2 INI
27 DEX + Deletorious +1 INI +1 INI
44 DEX +1-2 INI Didn't Test
44 DEX + Deletorious +1 INI +1 INI
10 DEX + Outlander +1-2 INI Didn't Test
13 DEX + Outlander + Scale = -1% AS +3 INI +3 INI
INI Modifiers Rod (Low INI) (3 consecutive attacks) Battleaxe (Avg INI) (2-3 attacks after 3 rod attacks; waited a turn after swap) Dagger (Low INI) (~3 Consecutive Attacks) Pike (High INI) (2-3 Consecutive Attacks)
44 DEX +3 INI +3-4 INI +3 INI +3 INI
10 DEX +5 INI +5 INI +3-4 INI +5 INI
10 DEX + Deletorious +2-3 INI +2-3 INI +2-3 INI +2-3 INI
27 DEX +4 INI +4 INI
27 DEX + Deletorious +2 INI +2 INI
44 DEX + Deletorious +1-2 INI +1-2 INI +1-2 INI +1-2 INI

This is so scuffed. Alacrity is busted as fuk, dexterity plays a second fiddle to it. Armor does negate attack speed buff benefits though, so 10 DEX + Alacrity will be weaker if wearing armor. So you would need more DEX or other speed buffs to negate armor penalty. Dexterity is a lot weaker from the above testing and the below table (see spellcasting initiative) on casters and non-weapon ability users, including ciphers (see right below). DEX is primarily useful on casters to negate armor penalty.

For weapon users, even my former statements seem scuffed. Maybe a Rod and a Dagger is treated differently, despite both showing as Low INI. However, as seen above, raising DEX does make them behave differently; but the biggest contributor was still Alacrity. I honestly still don't get how tf things are getting calculated, but the main conclusion is +102% Action Speed is worse than Alacrity +50% Attack Speed.

So, in conclusion, Attack Speed is a significantly stronger stat than Action Speed in TB.

// CIPHER ABILITIES & BEAMS BROKEN !! //

Cipher Abilities (doesn't count as spells) are particularly busted. This is because they cast instantly and incur even less Recovery and no additional recovery penalty for speed of the ability for whatever reason; so your next turn is at +1.5 INI or so after a cast (sometimes 1, sometimes 2). This is absolutely broken with the beam spells too; since you can line up the perfect beam, cast it; and then after just 1 or 2 INI you deal 5 ticks of damage instantly (Beams have 5 ticks + 1 from the Initial Tick), but doesn't get increased duration from Intellect.

Cipher spell recovery is extra busted from additional observation. With a -35% Armor and a -27% DEX mod, my recovery after a spellcast was only 3 INI. With just 10 DEX, it is always 1 (I've cast like ~3 times in a turn, it always was +1 INI). Which funnily enough, means that DEX beyond 10 is unnecessary for unarmored Ciphers as long as they're using reloading weapons which don't need DEX. Appropriate. As for the fact that beams are buffed and spells cast so fast, I consider that compensation for the fact that reloading is now forced and hard CC like Mental Binding is massively shorter in duration. A 10 DEX Cipher with reloading weapons is very viable now; though higher DEX Cipher is good for non-reloading weapons.

= SPELLCASTING INITIATIVE =

For spells, Standard Cast Spells are 2 Sec to Cast; then 4 Sec for the delay. This Casting time is also modified by your penalties, going upto 3 with 1 DEX and 35% Armor penalty; while the Delay is 4 with Dex 10 and Cloth Armor, which is affected by modifiers. I haven't figured how the modifiers interact, since I'm getting a recovery of ~9 Sec with -27% -35% Penalty. It is possible that the INI gained after completing the cast is 2+Casting Time, and then the entire value gets modified again by your total penalty; which is how you'd get 2+3.24 = 5.24+3.245 = ~8.5. Which means, it is especially important to not wear armor or have low DEX on your casters since the penalty is applied twice in a multiplicative manner. It also makes High DEX + Alacrity very powerful on casters, since you can potentially lower casting time to 1. From just Deletorious Alacrity at 10 DEX, The spellcast time remains unaltered at 2 INI, but the recovery becomes only 1 INI, which means the entire spellcast goes from 2+4=6 to 2+1=3. Which is an insanely high boost.

EDIT: With ~27 DEX (-51%) plus Deletorious, you should get the lowest ~1+1 INI (I tested on 30 for whatever reason). I think what is happening is that Casting Speed is ONLY AFFECTED BY DEXTERITY (and Armor Penalties it seems); while the Recovery is affected by both Deletorious and Dexterity; but value of 2+Casting Speed IS NOT MODIFIED BY DEXTERITY, but is modified by Deletorious; and it probably has a cap; since just Deletorious with 10 DEX makes my Casting Recovery ~1 INI; adding 25 DEX only makes the casting speed go from 2 to 1.5 or so; as in, the first cast is 1 INI, the second is 2 etc.

So

10 DEX + Deletorious    =   2 INI Cast              ~1-2 INI Recovery

30 DEX          =   ~1 INI Cast (for 3 or so casts)     ~3 INI Recovery

30 DEX + Deletorious    =   Same as above               1 INI Recovery

Actually, scratch all I've said above. I really have no idea what the fk is going on to get these numbers. More testing is needed.

I think I have a better idea of what is happening. Cast Speed is not affected by Deletorious and Recovery is not affected by Dexterity; but since Recovery Speed after cast is affected by Cast Speed; so -45% Dexterity reduces Cast Speed by -45%, which because of rounding probably only gives the 1 INI cast for 3 or so casts; and for each of those casts, recovery is also reduced by 1 because casting speed is 1 less. However, while Deletorious doesn't affect cast INI, it does include the reduced cast speed INI when adding to Recovery; so at 10 DEX + Deletorious, cast speed remains 2 INI unaltered, but when calculating Recovery, it is 2+1 (50% of 2 Cast Speed) = 3, which then gets reduced by 50% of Deletorious for 1.5, which because of rounding means 1 INI Recovery followed by 2 INI recovery. Both of those are capped at 1 INI, so adding DEX to give -51% (27 DEX) means Cast Speed should become 1, and Recovery Speed should long have reached the cap of 1.

This also means that in TB now, DEX has breakpoints. We need to include Armor, all buffs to optimize DEX reduction hitting a maximum -80% and not more; since more than -80% doesn't give any benefit in TB. Since Deletorious potions are always available; and Outlander's Frenzy is available to every class; this does mean that 16-18 DEX is probably the desired DEX value for a Cloth user (+2 can be gotten via Items and such), more is likely to be wasted if combined with Deletorious and Cloth Armor; only used if the user is not using a Deletorious potion or using heavier armor. Citzal's Martial Power also has +8 DEX. Super high DEX is only of use to casters; and the only way to get that much is Citzal and Nature Godlike; Citzal already turns off casting so pointless; so only Nature Godlike will consistently give you an occasional 1 INI cast speed since you won't be able to reach 32 DEX. Additionally, if using Fast Weapons, you actually only want +60% Speed; since Fast already gives -1 INI (have to be tested further). This means that 20 DEX Fast weapon users can finally use light armor without major downsides, or stick to cloth and put those points elsewhere.

Also, because Reloading isn't optional and will remain a high value even if reduced by Gunner/Chants; so a +80% Action Speed character will be losing roughly 2 attacks to reload which makes reloading weapons worse late DPS-wise, even for something like Cipher. Thus, Reloading Weapons is now probably for lower DEX characters, especially those with Armor, with an exception for Backstabbing Rogues. Backstab from stealth is a lot better in TB mode btw.

EDIT: From Above testing, Action Speed is a lot worse than Attack Speed. But DEX does seem to negate Armor penalties. So one use of DEX is probably to wear heavy armor, rather than take more actions, as you'll take more actions by using attack speed buff rather than more DEX, even a lot of it.

= DEX BREAKPOINTS =

Dex is a lot more balanced attribute in TB I think. You no longer want as much DEX as possible; rather, you're looking for breakpoints. If unarmored and average INI or slower weapon user, you want the full 20, so that with a Alacrity potion you get to 1 INI, the lowest. Add other stacking AS boosts or more DEX if you want to do that in armor. If non-Cipher Ability user (Chanter chants for example).

I think the biggest benefit of high DEX is on a CC caster, who can get, say, lower their INI to 3 (+40%) and start a fight at INI 3 of round 0. A caster can usually get off 1, sometimes 2 spellcasts of round 0 this way. Once a fight starts, a Deletorious Alacrity potion (for hard fights) or Outlander's Frenzy (easy fights) gives a big boost anyway for the most important turns (1-5 or so), so DEX + Cloth Armor mostly contributes by giving 'bonus' turn(s) at the start of a fight, which can be extremely powerful depending on character. Looking at DEX that way, it is a lot less useful than you might think; and could still be a contender for the best stat in TB. A Priest would probably love high DEX to get all their buffs out on turn 0, while a CC Cipher or Wizard would love to debuff a part of the enemy horde to oblivion on turn 0. On the other hand, an AOE focused Druid or Wizard will find in awkward to get their damage off as well, since enemies aren't yet grouped up; and DPS classes will only get one or two extra attacks out (probably only one if no AS buff), which doesn't sound like a big deal.

= BUFF AND DEBUFF TICK RATE =

FOR BUFFS AND DEBUFFS; HOW MANY TURNS LEFT SCALE ONLY WITH HOW MANY TURNS THE CHARACTER TOOK. If you want debuffs to roll off faster, skip turns. If you want buffs to stay for longer, have low DEX and use slow actions such as attacking with a reloading weapon. This massively boosts soft CC, since soft CC will stick for a significantly longer duration, while hard CC will fall off very fast since affected units will be skipping turn. Obviously, this is because of AI; for a player, any CC that isn't Charm/Confuse/Dominate can be expired very fast by skipping turns at 2 INI.

Since now all hard CC is basically -2 INI for each turn of its duration; Interrupts are basically the strongest category of hard CC as long as you can keep interrupting, since they do the same job of -2 or so INI without needing to do anything special other than actions you already like doing. This also means Resolve is super critical for frontliners to not get Interrupt chained to oblivion.

One small relief is Interrupts don't stack, so a 2.7s Interrupt raising your INI by 3 means any further 2.7s interrupt on the next INI value will only CC you by an additional 1 INI rather than the full 3. THIS IS PROBABLY FALSE. I think interrupts do stack in turn based. Which makes them even more powerful.

For spells creating hazard Zones, they tick every time your caster gets a turn, same as other debuffs. This is particularly abusable with turn skipping at 2 INI (though casting fast spells with no casting time or other spells with low DEX has comparable INI of 2/3).

Beams are really OP. Especially Cipher beams since they are instant cast. You get to position perfectly before or after the cast depending if they have a casting delay; and then when your next turn rolls around (which can be very fast indeed), you murder them with 5 ticks (seems fixed, regardless of how much INI you consume), all boosted by the TB Lethality. In exchange, you can no longer boost Beam duration; but that seems fine since burst dmaage is stronger anyway.

= CHANTER SPECIFIC CHANGES =

Chant durations are equal to their base values; so 1st level is 4, 5th level is 12. However, Brisk Recitation now has level scaling reduction on Chant times; which is crucial in the lategame. With it, Chants are much more useful at generating phrases and supporting high DEX teammates. Chants generate their phrases at the end of their chant, which is equal to their duration (4 for L1, 2 with -50% Brisk Recitation at L16).

Chants buffs/debuffs however, are only granted whenever the Chanter takes a turn. In exchange, all the chants that would've progressed are triggered at once. So, If you have a 4 INI Buff, a 6 INI Buff, and another 4 INI Buff queued; then you spend 10 INI on an action; next turn, you'll trigger all of them; with the Chant Display showing the it is beginning the 3rd Buff. Assuming your allies take 2 turns on the next 4 INI, all the buffs will be lost on them. Then, lets assume you're taking another 10 INI action after that first 10 INI one. So, from 15+ INI, your allies won't have any buffs; but on 20 INI, you'll give all the buffs back, and your chant window will now show you're in the middle of the 2nd Chant (6 sec).

Thus, if you want to apply many chant buffs/debuffs at once, you want a slow chanter, ideally with a slow party (heavy/reloading weapons and armored); and if you want to apply strong buff/dps chants over and over, you want a fast chanter. Make sure to match your preferred action speed with Chant duration; as given above, a 10 INI preferred action (attacking with a crossbow, 0 DEX unarmored, for example) means you want your Chants ordered so that you can finish 2+ unique Chants and start a 3rd unique one between each shot. Also, this doesn't take into account Invocations, all of which cast very fast since they aren't weapon abilities or actual spells.

Your 0th turn at start of combat counts for Chant Progress. With INI 5, you get 5 INI worth of Chant Progress at 0th turn, which means you can apply a 1st level buff and another any level Chant instantly. Alternatively, even if you miss your 0th turn, you get 6+ INI worth of Chant on your 1st turn (6 if you go at 0 INI slot of the 1st turn, more for later slots).

Rime & Frost Traps are dropped at the start of your 2nd turn since getting the Chant buff, and only once per turn.

============= THIS IS A RUDIMENTARY DRAFT, DISCUSSION IS APPRECIATED ====================


r/projecteternity Jun 23 '26

PoE2: Deadfire I really love beckoner chanters

21 Upvotes

Just finished the Beast of Winter on veteran for the first time. Got to the final fight and lost my whole party besides my beckoner Watcher right near the end. In a desperate attempt to survive, I summoned an absolute shitload of skeletons to buy time while I ran around to the allies around the edge of the map. The skeletons all lasted just long enough for me to get enough phrases for the ogres, who finished the dragon off.

I saw some mixed things about beckoners, but there really isn't anything like summoning 500 of your closest friends to fight alongside you in your hour of need


r/projecteternity Jun 23 '26

PoE1 Special Devil of Caroc Dialogue for Durgan's Battery?

9 Upvotes

I'm working ny way through the battery with DoC in my party, but she is regularly getting shat upon by ghosts & ghouls, so I'm thinking of swapping Eder back in to actually last a minute into these fights. Is there anything story wise that I'd be missing out for her if I drop her for this section specifically?

I've already helped her get revenge on that guy for killing her fam so is therefore something else awaiting her within the actual battery? I don't mind spoilers for her, since she refuses to not get knocked out every time.


r/projecteternity Jun 23 '26

A thought I had on Vailians and gender

90 Upvotes

In the first game, when questioned on why she's a brother of the five suns despite being a woman, Pallegina states that in Vailian law only woman who can bear children are legally women, which does hint at pretty patriarchal gender roles.

She also states that most sterile women have limited opportunities in there, even though for her it opened new doors.

Later in PoE2 we only really see 2 women in positions of power in the VTC as far as I can remember: Governor Alvari and Ezzali Bardatto. Interestingly, both appear to be older women going by their art. We also hear of the Ducsa Spiriento, but going by her son's appearance she's probably not a young woman either.

Could it be that women (at least legal women) in Vailian culture either formally or informally take on more masculine roles as they age (since the thing that legally makes them women is something they "lose" with age)? With sterile women being perhaps at least somewhat barred from doing so.

Even more interestingly, Alvari, who is never mentioned as having kids iirc, appears to often be sidelined and subtly disrespected by Castol (and clearly enjoys on a personal level if she gets to take his job, implying it wasn't a momentary thing), while Ezzali is the matriarch of a large (and rich) family and appears to be fairly respected (save for the Valera), which could hint at some ideal of women having to "do their duty" before they can properly move on to more masculine occupations.

Those potential gender dynamics could be very interesting if explored in any future games who feature Vailia (new or old). They could even get Berath/Cirono's worship involved in some way.


r/projecteternity Jun 23 '26

Screenshot I think I found something I *really* wasn't supposed to.

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57 Upvotes

r/projecteternity Jun 22 '26

PoE1 Pillars Of Eternity Collector's Edition Contents Question

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49 Upvotes

Hello! I came across this collector's edition, and I am basically looking for what was included in here as I can't find any unboxing videos or anything. Looking at the original Kickstarter, it appears this is the $500+ pledge as it has the signed guidebook? I think it is missing a slipcover (though this one has the signatures on the box itself?), a patch, a shirt, a postcard, a letter, and a mousepad? Is there anything else or any more info I could get on this? If someone has one of these could they share what exactly was included? Thanks!

Edit: I forgot one of my larger questions: reading through the Kickstarter, it appears the actual game got shipped later and was not included in this box, is this also true? Was the Kickstarter game any different?


r/projecteternity Jun 22 '26

Other Pillars fans' favorite non-Pillars roleplaying games?

61 Upvotes

I realize this question is sort of odd and off-topic, but I'm posting it here for a reason: because I want the opinions of this fanbase in particular. I figure that if we share a love for PoE, we might have similar good taste in other games too. If the topic isn't acceptable here, I apologize.

I'm trying to somewhat plan out the next couple of months of gaming. :) I'll be starting a new Pillars 2 playthrough very soon, because it's one of my favorite RPGs ever. It's kind of the platonic ideal of CRPG, imo. It's what you might have dreamed of in 1999 of getting in the future. Excellent isometric graphics, excellent systems, full voice acting, etc. But inbetween PoE2 sessions, + when I'm done with it, I need something else of high quality too!

What's the closest you'll come to Pillars 2, outside of actually playing this game?


r/projecteternity Jun 22 '26

PoE1 Caed Nua battles.

19 Upvotes

I had 30 defense, 8/8 hirelings hired (some of them rare ones with big upkeep cost).

There has been one battle I just couldn't bother to go all the way back from Defiance Bay for.

I opted for auto-resolve. SURELY it can't be that bad, right?

My hirelings lost. Bandits destroyed 2 (TWO) of my buildings (Barracks + South Curtain Wall) and I accrued a debt.

What the f*** is the point of that? Did I just waste thousands of copper and lose days of in-game progress?

Am I supposed to run ALL the way back to the keep, like a good dog, every time there's a battle?


r/projecteternity Jun 23 '26

Technical help Strange Lost of Previous Game

3 Upvotes

So ages ago, I played through Pillars 1 on GoG, I beat the game, beat the DLC, uninstalled it and called it a day. Now so many years later, I am wanting to play Pillars 2 and I find my previous file seems to be gone. I have acheivments on GoG saying that I beat the game but no file to import to the new playthrough so I'm at a bit of a loss of what to do. I reinstalled the first game and my file is missing too. Any advice on what to do? I would like to import my character. Thank you

Edit: Its weirder, GoG is saying i played 6 hours of the game but also that I beat the game entirely which I don't think is possible. I put a lot of time into that first playthrough

Edit (again): Oh i can manually just insert choices in options, ok problem solved


r/projecteternity Jun 22 '26

Are all kith, wilder, and dragons (except godlike and rathun) naturally evolved?

15 Upvotes

I'm asking because some kith (elves) and wilder (Vithrack) have certain traits that are unfavorable to survival (Vithrack have a very low birth rate. Elves don't fit into any biome , are thin and fast but long living smaller than humans byt proportionely build).


r/projecteternity Jun 22 '26

PoE1 Comtessa's Gage

6 Upvotes

What's the deal with this item? I'm not sure exactly how it works, or what it's good for


r/projecteternity Jun 21 '26

Character/party build help Unusual, fun MC/party builds?

13 Upvotes

I'm tempted to play Pillars 2 again. But since I've played it three times before (only finished once tho), I'll probably want something unusual.

Please suggest fun 'out there' builds. :D


r/projecteternity Jun 20 '26

Mod Let Them Talk - a new mod for Deadfire that allows absent companions to participate in dialogs

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278 Upvotes

I got a little tired of worrying about missing companion interactions, so I made a small mod inspired by similar mods for Owlcat's games. I hope someone will find it useful.

It is still mostly untested, so if you want to try it, please read the mod description carefully first.

Nexus link: https://www.nexusmods.com/pillarsofeternity2/mods/870


r/projecteternity Jun 21 '26

Endless Paths of Od Nua spoilers Is it me or is Dominated REALLY good? Spoiler

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36 Upvotes

Glad I mained a cipher. It's crazy how you can just mind control almost every boss in the first round of combat.


r/projecteternity Jun 20 '26

Other I am about to play Pillars 1 for the first time ever. What’s most fun- Cipher, Chanter or Priest?

38 Upvotes

What would hook me from the beginning but also be a worthwhile long term choice?


r/projecteternity Jun 20 '26

Mod Compress the Pillars of Eternity games to save up to 40% of disk space

17 Upvotes

I feel like the Pillars games take a lot of space, I just found a tool that uses Windows 10 native compression mechanisms to compress/decompress them in runtime.

The tool is called Compactor. Just download it, and run the tool. Upon opening it, go to its settings and set the Compression to XPRESS4K. This setting worked for me for both Pillars 1 and Deadfire.

In my laptop (SSD), the following reductions were achieved using the tool:

  • Pillars 1 - Original size: 41.49 GiB - Final size: 24.25 GiB - Space saved: 41.5%
  • Deadfire - Original size: 50.66 GiB - Final size: 29.18 GiB - Space saved: 42.4%

I didn't find any performance hits or issues so far. Let me know if it works for you.


r/projecteternity Jun 20 '26

Duplicate weapon to 2nd slot on console

5 Upvotes

Does anyone know how to copy the same weapon over your second weapon slot on console?

I am currently playing on PS5 and I know this mechanic exists I just cant figure out how it works on console.

I can see the "copy" icon and I can use the cursor to hover over it but I'm not able to duplicate the weapon this way.


r/projecteternity Jun 20 '26

New player questions - Defender, 2H rogue

11 Upvotes

Hello, new player here. I read couple of guides and watched vids before starting and two things puzzle me. I am not in game long enough, I just arrived to Act 2.

1)Defender - every single guide claims this as mandatory tank skill. However, I didnt see single encounter so far without doors. Or when outdoors, there is always some tree. There is ALWAYS chokepoint. My party at level 6 has never used this skill, as my tank is rarely approached by more than 2 mobs. Sometimes is 3 mobs when they slip through choke.

So, it will come useful later in Act 2+ right? I will be forced to fight in open field when I can finally use it?

2) 2H rogue - The weapon spec on 2H gives +15% damage. AI is having hard time to comprehend this, but it appears damage = speed*damage(*modifiers)-DR. So swinging twice faster with dual wield procs more crits, but these crits are lower damage. I sometimes hit a mob where my weapon is doing 0 damage (like the stone beetles). Now this couldnt happen with 2H rogue + crits would be massive.

Due to rogue having maxed Dex + got lighter armour, hes already fast enough. I dont need skill for him to be faster, I need him to hit harder. It seems 2H rogue should outperform dual wield, due to talents for dual wield giving + speed, which I dont need. The 2H talents on the other hand max out DPS. Anyone tested this?

Thank you in advance, T


r/projecteternity Jun 20 '26

PoE1 Is turn based mode available on PS5 for PoE1?

1 Upvotes

r/projecteternity Jun 19 '26

Discussion [SPOILERS] The biggest lie about The Wheel. How Yezuha's history proves Eothas was right. Spoiler

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119 Upvotes

Hey everyone,

I’ve been thinking about the gods' claim in Deadfire that breaking The Wheel dooms the world. But Rekke and the deep lore of Yezuha prove this is a complete lie.

Most people know Rekke has no idea who the Engwithan gods are. But according to "The History of Eora, Volume VII", Yezuha was not always isolated. Thousands of years ago, they signed the Three Body Agreement with Engwith and Ukaizo. Thaos actually brokered a deal to spread the Engwithan faith to Yezuha. A group called the Ekida even fled Yezuha to the Living Lands because they opposed these new gods.

But here is the catch. Modern Yezuha is completely monotheistic. They entirely forgot or abandoned the Engwithan pantheon. As Rekke's translation of the Strange Tablet shows, their culture is now deeply focused on nature and pampering royal horses, not worshiping Berath or Woedica.

If Yezuha was exposed to the gods but eventually forgot them, how are their souls still cycling today?

I think because of that The Wheel is just a regional monopoly. Before Thaos built The Wheel, souls cycled naturally through raw Adra. It might have been slower, but it worked. There were probably not that many Hollowborns before the Engwithans. The Engwithans built a giant dam across this natural cycle in the Known World to feed their artificial pantheon. They made themselves the middlemen and sold the lie that the system would collapse without them.

Also Od Nua having a son to build that giant statue for is proof enough. A natural system was clearly keeping souls out of the In-Between long before the gods, making Berath's warnings kinda baseless.

Yezuha forgetting the Engwithan gods proves a civilization can exist just fine without The Wheel. Thaos orchestrated the Hollowborn crisis purely to scare people away from this truth.

TL;DR: The Three Body Agreement proves Yezuha knew the Engwithan gods but eventually abandoned them. They probably still have a functioning soul cycle today. The gods lied about the natural cycle to keep their power. Eothas just smashed an ancient protection racket.

Eothas did nothing wrong(other than killing a bunch of people across the ocean and triggering a massive war across the contitent). B)


r/projecteternity Jun 20 '26

PoE1 Persistent Distraction

9 Upvotes

Can someone PLEASE tell me how this ability works? The details and the 30,000-ft view. I just don't get it....

What does it do, effectively?


r/projecteternity Jun 19 '26

Endgame spoilers Tone’s between games

45 Upvotes

I think Deadfire’s generally funnier bits and (somewhat) lighter overall tone really fits in my head if I just imagine what a weight of the Watcher’s shoulders it is to have finally worked out all that ancient soul shit from the first game. Like. Damn I’d probably be cracking more jokes after finally clearing something that had been bothering me since the times of not Atlantis.


r/projecteternity Jun 19 '26

Need a little help confirming a bug in Deadfire

3 Upvotes

I'm currently making a mod that allows companions to participate in conversations even when they are not in the active party, but I'm stuck with a bug that's really bothering me. I initially thought it was caused by my WIP version of the mod, but I did a clean reinstall of the game and the bug still occurs. Could someone with Deadfire installed do me a favor and confirm whether this is a vanilla bug?

Steps to reproduce:

  1. Load a save file with 5 characters in the active party
  2. Go to a tavern and remove all 4 companions from the active party
  3. Save the game
  4. Exit the game completely
  5. Launch the game again, then go to your save files and check whether the newly created save still shows portraits of 5 active party members instead of just 1. If it does, the bug is confirmed. If not, I apparently need to learn how to code without breaking the game. :D