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Lacking and incorrect information. Serafen doesn't care about you siding with the other major factions but Pallegina does. There's also a way for everyone to stay if the watcher joins the principi so I added that information


* TrueCompanions: Played straight with the returning party members, but completely averted with [[spoiler:Maia, Serefen and Tekehu. Each of them are firmly loyal to their respective factions unto death, and will not compromise their loyalty to them no matter how well the Watcher treats them or how close they become. This will inevitably cause conflict and betrayal when the endgame begins and the Watcher firmly allies with one of the factions. The only way to avert this is by going the extra mile to reach Ukaizo without any of the factions' support, in which case, if any of the three's superior serves as the PostFinalBoss, they'll actually side with you because the fate of the world is at stake.]]

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* TrueCompanions: Played straight with the returning party members, but completely averted with [[spoiler:Maia, Serefen members and Tekehu. Each depending on their RelationshipValues most of them the party can end up gaining some level of respect for each other and are firmly willing to follow the Watcher into almost any situation. Emphasis on almost [[spoiler: as the trio of Maia, Pallegina and Tekehu are quite loyal to their respective factions unto death, faction of choice and will not compromise their loyalty to them leave the party no matter how well high their RelationshipValues are with the Watcher treats them or how close they become. This will inevitably cause conflict and betrayal when the endgame begins and the Watcher firmly allies if he sides with one of the factions. a faction whose lategame plans directly target their own. The only way ways to avert this is are by going the extra mile to reach Ukaizo without any of the factions' support, support or by siding with the principi as unlike the other three factions their plans don't involve actively sabotaging the other factions. Though in which case, if the latter case it does require some persuading to keep Maia and Pallegina on board but it is possible. If this is done it's possible for any of the three's superior serves to serve as the PostFinalBoss, PostFinalBoss and they'll actually side with you because the fate of the world is at stake.]]

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* GunpowderFantasy: Even more so than its predecessor, discarding most of its MedievalEuropeanFantasy trappings for an Age of Discovery- based conflict.



* ImmuneToBullets: A few enemy types have total immunity to Pierce damage, which happens to be the default damage type dealt by all ranged weapons. It's annoying but manageable while fighting DemBones, but can turn into a real headache when a bunch of sigil towers is blocking the path; ''especially'' if they're death sigils. Sigils should never be attacked in melee due to how they work, and the things being invulnerable to your snipers leaves only mages
or characters using a scepter or rod capable of dealing with them. Hope you brought one along.

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* ImmuneToBullets: A few enemy types have total immunity to Pierce damage, which happens to be the default damage type dealt by all ranged weapons. It's annoying but manageable while fighting DemBones, but can turn into a real headache when a bunch of sigil towers is blocking the path; ''especially'' if they're death sigils. Sigils should never be attacked in melee due to how they work, and the things being invulnerable to your snipers leaves only mages
mages or characters using a scepter or rod capable of dealing with them. Hope you brought one along.



* MirrorCharacters: St. Waidwen himself and lovable bumpkin Edér led similar lives, right down to even sounding kind of similar [[spoiler:when you speak with Waidwen's imprisoned soul in Rymrgand's realm during ''Beast of Winter'']], but of course they diverged completely when Waidwen was chosen as Eothas' earthly avatar. Then in ''The Forgotten Sanctum'', along comes a [[FictionalDocument little book]] called ''A True and Accurate Account of [[spoiler:the [[InternalRetcon Ten]]'s]] Final Stand'':

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* MirrorCharacters: [[MirrorCharacter Mirror Characters]]: St. Waidwen himself and lovable bumpkin Edér led similar lives, right down to even sounding kind of similar [[spoiler:when you speak with Waidwen's imprisoned soul in Rymrgand's realm during ''Beast of Winter'']], but of course they diverged completely when Waidwen was chosen as Eothas' earthly avatar. Then in ''The Forgotten Sanctum'', along comes a [[FictionalDocument little book]] called ''A True and Accurate Account of [[spoiler:the [[InternalRetcon Ten]]'s]] Final Stand'':

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* BittersweetEnding: The endings that aren't outright [[DownerEnding Downer Endings]] are this. How bitter or how sweet the ending is for different characters depends upon who you allied with and what quests you completed.

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* BittersweetEnding: BittersweetEnding:
**
The endings that aren't outright [[DownerEnding Downer Endings]] are this. How bitter or how sweet the ending is for different characters depends upon who you allied with and what quests you completed.completed.
** The best ending for ''Seeker, Slayer, Survivor'' [[spoiler: is to keep the status quo, which results in the Crucible becoming an ever-deadlier proving ground for those who seek it out. But trying to improve the Crucible will result in pain for the rest of the world, while shutting it down will lead to significant death as Galawain withdraws from the world, the island's jungle dies to blight and his godlike die]].
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** Helping Maia deliver her missives and assisting the contacts with their problems means [[spoiler: they'll successfully assassinate innocent leaders so the RDC can swoop in and take over. You have to deliberatelyflub the deliveries in order to get the good endings for those areas.]]

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** Helping Maia deliver her missives and assisting the contacts with their problems means [[spoiler: they'll successfully assassinate innocent leaders so the RDC can swoop in and take over. You have to deliberatelyflub deliberately flub the deliveries in order to get the good endings for those areas.areas. If you support the RDC, however, Port Maje is probably better off if you make the assassination; a peaceful Port Maje will resist the RDC and be conquered after a costly war.]]

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Remembered another one after the fact.


** {{Averted|Trope}} [[spoiler:with the feuding Vailian families in Queen's Berth, where if you wait too long[[note]]a few days at most, so even sailing to another island and back can be too much[[/note]] before you initiate the peace talks, one family will break into the other's vault, making peace between them impossible to achieve.]]

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** {{Averted|Trope}} in a few {{Timed Mission}}s: [[spoiler:with the feuding Vailian families in Queen's Berth, where if you wait too long[[note]]a few days at most, so even sailing to another island and back can be too much[[/note]] before you initiate the peace talks, one family will break into the other's vault, making peace between them impossible to achieve.]]
** Another inversion: [[spoiler:while tracking down the Partisans of the Lighted Path, the cult who have recruited the son of Edér's old flame Elafa, if you do not immediately set off after their ship leaves Neketaka, you later come upon their ship with everyone aboard dead of poison, having committed [[SuicidePact mass suicide]] to unite their souls with Eothas that much sooner.
]]

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The text says there are several timed quests, and there might be, but I've played the game a few times now and didn't run into any others apart from Family Pride in Queen's Berth. Any examples? Moving Spiritual Successor to YMMV.


** Most larger quests have MultipleEndings, often even with multiple ways to achieve each, and the obvious path is rarely the best one. Getting the GoldenEnding routinely requires performing some very specific actions at very specific points, many of which are unlikely to be discovered unless you're very thorough or consult a guide. Several quests have [[TimedMission hidden timers]] that usually result in bad endings if too much time passes before you act. How you handle sidequests also influences the game's ultimate ending, so if you're working toward a specific outcome, better read up on how to get there before you even start a new game.

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** Most larger quests have MultipleEndings, often even with multiple ways to achieve each, and the obvious path is rarely the best one. Getting the GoldenEnding routinely requires performing some very specific actions at very specific points, many of which are unlikely to be discovered unless you're very thorough or consult a guide. Several quests have [[TimedMission hidden timers]] that usually result in bad endings if too much time passes before you act. How you handle sidequests also influences the game's ultimate ending, so if you're working toward a specific outcome, better read up on how to get there before you even start a new game.



* SpiritualSuccessor: With its more open world, lush and cosmopolitan hub city, [[AndZoidberg and pirates]], ''Deadfire'' is essentially the ''[[VideoGame/BaldursGateII Shadows of Amn]]'' to ''Pillars''[='=] ''VideoGame/BaldursGate''. The multi-faction pileup and murmurs of coming war, meanwhile, make it a follow-up to Obsidian's own ''VideoGame/FalloutNewVegas''.
** Mechanically, the game moves ''away'' from this trope. The first ''Pillars of Eternity'' was explicitly a spiritual successor to the Infinity Engine games and their licensed ''TabletopGame/DungeonsAndDragons'' rule sets. ''Deadfire'' pulls away from this significantly after complaints about the first game, adding multiclassing and a completely reworked combat resource system based around spreading powers through an encounter rather than a whole day. It even added a turn-based mode, since isometric [=RPGs=] have mostly abandoned real time with pause in the 20 years since they released.



* TakeYourTime: As in the first game, quests won't progress in the Watcher's absence, and the only thing stopping you from sailing away to do something else is your own suspension of disbelief. Probably the most egregious example is [[spoiler:the Nāga attack on the Watershapers' Guild, where the guild can remain silent for months in-game, but no matter when you arrive, no one else has investigated before you and you're always just in time to join in the last of the fighting in the guild's basement.]]
** However, the game also often [[AvertedTrope averts]] this. Several quests have hidden timers that lock out the better endings if you put them off for too long. [[spoiler:The abovementioned Watershapers' Guild quest for instance finishes itself in the worst way if you leave the building at any time without first convincing the dragon that you want to help it. The feuding Vailian families in Queen's Berth are another example. If you wait too long[[note]]a few days at most, so even sailing to another island and back can be too much[[/note]] before you initiate the peace talks, one family will break into the other's vault, making peace between them impossible to achieve.]]

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* TakeYourTime: As in the first game, quests won't progress in the Watcher's absence, and the only thing stopping you from sailing away to do something else is your own suspension of disbelief. Probably the most egregious example is [[spoiler:the Nāga attack on the Watershapers' Guild, where the guild can remain silent for months in-game, but no matter when you arrive, no one else has investigated before you and you're always just in time to join in the last of the fighting in the guild's basement. The quest also finishes itself in the worst way if you leave the building at any time without first convincing the dragon that you want to help it.]]
** However, {{Averted|Trope}} [[spoiler:with the game also often [[AvertedTrope averts]] this. Several quests have hidden timers that lock out the better endings if you put them off for too long. [[spoiler:The abovementioned Watershapers' Guild quest for instance finishes itself in the worst way if you leave the building at any time without first convincing the dragon that you want to help it. The feuding Vailian families in Queen's Berth are another example. If Berth, where if you wait too long[[note]]a few days at most, so even sailing to another island and back can be too much[[/note]] before you initiate the peace talks, one family will break into the other's vault, making peace between them impossible to achieve.]]

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Trope was cut/disambiguated due to cleanup


* AsteroidsMonster: [[BonusBoss Megaboss]] Hauani O Whe the Voracious Mountain is a giant BlobMonster who, like other blobs, splits into two smaller (but still gigantic) oozes when brought to zero hit points. Then those oozes split into two more... Then two more... then two ''more''... The smaller oozes are considerably weaker, but each instance has the ability to merge back with other oozes into the next size up... at full health. [[spoiler:Once you realize the merging ability can be interrupted, however, the fight becomes more of a PuzzleBoss, which is easy with a monk or two, or just a few characters with the crossbow proficiency modal.]]

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* AsteroidsMonster: [[BonusBoss [[{{Superboss}} Megaboss]] Hauani O Whe the Voracious Mountain is a giant BlobMonster who, like other blobs, splits into two smaller (but still gigantic) oozes when brought to zero hit points. Then those oozes split into two more... Then two more... then two ''more''... The smaller oozes are considerably weaker, but each instance has the ability to merge back with other oozes into the next size up... at full health. [[spoiler:Once you realize the merging ability can be interrupted, however, the fight becomes more of a PuzzleBoss, which is easy with a monk or two, or just a few characters with the crossbow proficiency modal.]]



** Of the four [[BonusBoss megabosses]], one is a BlobMonster the size of an average two-story house, one is a GiantSpider the size of a small parking lot, and a third is a tower-sized suit of AnimatedArmor.

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** Of the four [[BonusBoss [[{{Superboss}} megabosses]], one is a BlobMonster the size of an average two-story house, one is a GiantSpider the size of a small parking lot, and a third is a tower-sized suit of AnimatedArmor.



* BonusBoss:
** Many of the bounty sidequests and optional islands host a single tough encounter, but the most conventional, strictly optional examples of this are probably Nemnok the Devourer [[spoiler:the overgrown imp]], Concelhaut ([[OurLichesAreDifferent again]]), and Menzzago, [[spoiler:the fampyr lord of Splintered Reef]].
** The backer-created ships also count: Myrlesfen the Truly Insane, wizard captain of the Ironclad, with a crew made up entirely of ironclad constructs (his colors, the noble duck); Captain Ond and the Purple Foxes, of the Fortune; Rafiq the Red Beard, captain of the Siren's Song; and the Heaving Harlot and her crew, the Black Isle Bastards and their captain, [[CreatorCameo Fyrgist]].
** Free updates would later include megabosses [[GiantSpider Belranga]], [[BlobMonster Hauani O Whe]], [[EvilSorcerer Auranic]] and [[AnimatedArmor Dorudugan]], extremely powerful opponents each with an island all to themselves, designed to provide a challenge for even max-level characters.
* BonusDungeon: Lots of smaller dungeons, instead of the Endless Paths megadungeon of the first game -- with ''Deadfire'', rather than adding an extra floor at each funding level, the devs added another purely optional island. Some of the larger areas include Oathbinder's Sanctum, Arkemyr's manor home in Neketaka, Drowned Barrows, and Splintered Reef, but there are plenty of nooks and crannies in the far corners of the map which house some of the [[BonusBoss toughest encounters]] in the game.

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* BonusBoss:
** Many of the bounty sidequests and optional islands host a single tough encounter, but the most conventional, strictly optional examples of this are probably Nemnok the Devourer [[spoiler:the overgrown imp]], Concelhaut ([[OurLichesAreDifferent again]]), and Menzzago, [[spoiler:the fampyr lord of Splintered Reef]].
** The backer-created ships also count: Myrlesfen the Truly Insane, wizard captain of the Ironclad, with a crew made up entirely of ironclad constructs (his colors, the noble duck); Captain Ond and the Purple Foxes, of the Fortune; Rafiq the Red Beard, captain of the Siren's Song; and the Heaving Harlot and her crew, the Black Isle Bastards and their captain, [[CreatorCameo Fyrgist]].
** Free updates would later include megabosses [[GiantSpider Belranga]], [[BlobMonster Hauani O Whe]], [[EvilSorcerer Auranic]] and [[AnimatedArmor Dorudugan]], extremely powerful opponents each with an island all to themselves, designed to provide a challenge for even max-level characters.
* BonusDungeon: Lots of smaller dungeons, instead of the Endless Paths megadungeon of the first game -- with ''Deadfire'', rather than adding an extra floor at each funding level, the devs added another purely optional island. Some of the larger areas include Oathbinder's Sanctum, Arkemyr's manor home in Neketaka, Drowned Barrows, and Splintered Reef, but there are plenty of nooks and crannies in the far corners of the map which house some of the [[BonusBoss [[OptionalBoss toughest encounters]] in the game.



* BossSubtitles: PlayedStraight with the [[BonusBoss Megabosses]]: Belranga, the Crystal Empress, Hauani O Whe, the Voracious Mountain, Auranic, the Sigilmaster, and Dorudugan, the Helfire Colossus.

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* BossSubtitles: PlayedStraight with the [[BonusBoss [[{{Superboss}} Megabosses]]: Belranga, the Crystal Empress, Hauani O Whe, the Voracious Mountain, Auranic, the Sigilmaster, and Dorudugan, the Helfire Colossus.



* CaptainColorbeard: Backer captain Rafiq the Red Beard, one of the BonusBoss encounters prowling the world map.

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* CaptainColorbeard: Backer captain Rafiq the Red Beard, one of the BonusBoss OptionalBoss encounters prowling the world map.



* OptionalBoss:
** Many of the bounty sidequests and optional islands host a single tough encounter, but the most conventional, strictly optional examples of this are probably Nemnok the Devourer [[spoiler:the overgrown imp]], Concelhaut ([[OurLichesAreDifferent again]]), and Menzzago, [[spoiler:the fampyr lord of Splintered Reef]].
** The backer-created ships also count: Myrlesfen the Truly Insane, wizard captain of the Ironclad, with a crew made up entirely of ironclad constructs (his colors, the noble duck); Captain Ond and the Purple Foxes, of the Fortune; Rafiq the Red Beard, captain of the Siren's Song; and the Heaving Harlot and her crew, the Black Isle Bastards and their captain, [[CreatorCameo Fyrgist]].
** Free updates would later include {{Superboss}}es, called megabosses: [[GiantSpider Belranga]], [[BlobMonster Hauani O Whe]], [[EvilSorcerer Auranic]] and [[AnimatedArmor Dorudugan]]. Each is an extremely powerful opponent with an island all to themselves, designed to provide a challenge for even max-level characters.



--->'''The Watcher:''' Watch out, a three-headed [[BonusBoss Nemnok]]!

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--->'''The Watcher:''' Watch out, a three-headed [[BonusBoss [[OptionalBoss Nemnok]]!
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* AddictionPowered: Now you too can join Zahua's path of hallucinogenic enlightenment, as Nalpazca is one of the monk subclasses available to the Watcher at character creation. Drug effects last twice as long for the Nalpazca monk and grant a bonus Wound every three seconds, but while subject to the crash effect of a given drug, they lose a a Wound every three seconds and all healing is reduced by 100%.

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* AddictionPowered: Now you too can join Zahua's path of hallucinogenic enlightenment, as Nalpazca is one of the monk subclasses available to the Watcher at character creation. Drug effects last twice as long for the Nalpazca monk and grant a bonus Wound every three seconds, but while subject to the crash effect of a given drug, they lose a a Wound every three seconds and all healing is reduced by 100%.
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It's been five years since the Hollowborn Crisis ended. Since you and your companions parted ways. But a Watcher's work is never done. Eothas has returned. The god of light and rebirth was thought dead, but he now inhabits the stone titan that sat buried under your keep, Caed Nua, for millennia. Taking place in the Deadfire Isles, the game once again stars the Watcher, who must now track down the god Eothas after he destroys Caed Nua, nearly killing you in the process. To save your soul, you must track down the wayward god and demand answers -- answers which could throw mortals and the gods themselves into chaos. The Watcher's search brings them to the Deadfire Archipelago, where four factions struggle against one another for full control of the region, and legends abound of a lost city surrounded by magical storms, filled with riches for anyone capable of plundering it.

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It's been five years since the Hollowborn Crisis ended. Since you and your companions parted ways. But a Watcher's work is never done. Eothas has returned. The god of light and rebirth was thought dead, but he now inhabits the stone titan that sat buried under your keep, Caed Nua, for millennia. Taking place in the Deadfire Isles, the game once again stars the Watcher, who must now track down the god Eothas after he destroys Caed Nua, nearly killing you in the process. To save your soul, you must track down the wayward god and demand answers -- answers which could throw mortals and the gods themselves into chaos. The Watcher's search brings them to the Deadfire Archipelago, where four factions struggle against one another for full control of the region, and legends abound of a lost city surrounded by magical storms, filled with riches for anyone capable of plundering it.
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trope is renamed Prefers Going Barefoot. Dewicking old name


* DoesNotLikeShoes: Most Huana go barefoot or wear, at most, sandals.

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* ObsessivelyOrganized: [[BunnyEarsLawyer Orron]], a [[OnlyInItForTheMoney Goldpact Knight]], has to make every meal perfectly symmetrical before he and his fellow knights can start eating, and [[spoiler:can be manipulated into giving up the berths he's already paid for if you so much as tell him that he's splitting up a family by keeping those berths -- "a family of SIX, so there'll be THREE of them. Won't that be ODD?" ...It works, though.]]



* SuperOCD: [[BunnyEarsLawyer Orron]], a [[OnlyInItForTheMoney Goldpact]] [[ThePaladin Knight]], has a case of this so severe he has to make every meal perfectly symmetrical before he and his fellow knights can start eating, and [[spoiler:can be [[AcceptableTargets manipulated into giving up the berths he's already paid for]] if you so much as tell him that he's splitting up a family by keeping those berths -- "a family of SIX, so there'll be THREE of them. Won't that be ODD?" ...It works, though.]]
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No Pronunciation Guide is now a disambig. Dewicking


* PrisonDimension: The Vytmadh ([[NoPronunciationGuide pronounced]] ''VEET-mawth'', and meaning, literally, "white mouth") opens onto a nexus within the White Void which is effectively one of these. Not everyone gets so lucky as to simply reincarnate or have their soul ripped apart, apparently.

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* PrisonDimension: The Vytmadh ([[NoPronunciationGuide pronounced]] (pronounced ''VEET-mawth'', and meaning, literally, "white mouth") opens onto a nexus within the White Void which is effectively one of these. Not everyone gets so lucky as to simply reincarnate or have their soul ripped apart, apparently.
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* ObliviousGuiltSlinging: It's only oblivious in-universe, as they don't know you're sneaking around intending to blow up the place, but it's very likely deliberate on the part of the developer to have the workers in the [[spoiler: RDC powderhouse]] mainly talk about [[{{Retirony}} how close they are to retirement]] or about [[FatalFamilyPhoto their family waiting at home]].

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