Tales of the Watcher: A Pillars of Eternity I + II No Reload Thread

Enuhal

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Deadfire PotD with a randomized party - The Great Questing Route (with a bonus early visit to the Old City)

I still can barely believe that we made it to Neketaka without an injury - this will give us much needed levels and gear. The non-combat question goes very well, we get no random encounters. Once we're done with our last bit (Arkemyr's Manor), at level 8, we're going into the Old City for a short trip to acquire Modwyr. The blade is pretty good but takes some effort to upgrade, so I want to get it early. There should be only two battles in our way to pick it up, entering from the Undercroft, though I have never done these at such an early point into the game. The main reason I'm going for it this time around is that we have so many physical damage dealing characters (basically all of them, except our Unbroken), so Adra Ban, which is always a rarity, well be especially short in supply - so we're unlikely to get enough for every important legendary upgrade anyway, in which case the downside of many soulbound weapons - stopping at superb - is not really a downside.

Our first battle is against skuldraks and cave bats. The skuldraks have poor will defense, the cave bats are beasts. While these foes are mostly 1-2 levels above us, that does give us room to get an advantage with Whispers of Treason (or rather, now, Puppet Master) and Charm Beasts:
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The cave bats seem to have some kind of ablity that causes Confusion, but luckily it seems to be single target. All in all, the battle does take a while and I wouldn't call it easy, but also not super difficult. The next one is against a wraith and a bunch of undead. The party stays back, waiting for Unbroken to trigger the wraith abduction - she uses her various stride-boosting items and the linger of the speed chant to immediately run past the undead and back to the party, effectively neutralizing abduction:
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We swap to our guns to take down the wraith - I've decided to keep up with those for this run, for future spirit encounters. After that, the darguls and rotghasts are not too much of a problem:
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Now, we sneak to the cave in the north-east and take our new talking sword along.

Fort Deadlight is next and quickly dealt with, and we move to Dunnage, do the quests here and get into the street battle. As is tradition, we charm one of the pistoleers, and the barbarians take the opportunity to flank and take out first the cipher and next the other ranged attacker. Combat takes a while as our low accuracy (and distinct lack of accuracy buffs) is quite notable, but we come out on top with superior positioning and mobility:
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After a quick visit to Crookspur to hire a naviator and buy the helmet for two-handed fighting, we sail east and use stealth, thief's putty, a spark cracker and The Spine of Thicket Green to cleanse Motare o Kozi:
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Very good. Next, we shall see how the party deals with ship battles and bounties. Our lack of AoE damage might be a bit of a problem here, but we will see how things go. Before seriously starting clearing up the south, we do pick up Lord Darryn's Voulge, though, so we now have two soulbound weapons we can start upgrading right away.
 
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