The entire region falls into rank anarchy, chaos, and open warfare. Suffice it to say Rautai will not like me on my second play through.īut choosing no faction results in possibly the worst ending for Deadfire. The last time I recall detesting a 'villain' like this was back when DS9 was on the air (remember Kai Winn? I sure do. My loathing for them burns like Magran's fire. Only after I completed the game did I realize how much Rautai was going behind my back and sabotaging my efforts. With my galleon (manned by an elite crew) I already had the most durable ship in the game and it was heavily upgraded besides. To be honest after spending hours freelancing for the various factions my opinion was none of them deserve or were ready for Ukaizo. While they decided to bicker and fraction over prestige, resources, and power plays I took matters into my own hands and sailed to Ukaizo. Apparently the last quest of the Ruatai faction was to assassinate the lawful queen of the natives so they could absorb ultimate authority over their cousins.īut I did not choose the Ruatai faction in the end. #Pillars of eternity ii keybinds PcRemember how Maia basically ignored your PC and aggressively defended the Ruatai agent from the locals who discovered his coded letters? Uh-huh. So all the good you did on those islands are for naught in the end. The Rautai intent was to sow hostility and breed discord for their hostile conquest of the Deadfire Archipelago, as well as remove competent leadership. Remember Port Maje? Tikawara? The decent and reasonable leaders in charge of those settlements? The Ruatai orders your PC helped delivered to their agents on said islands were execution sentences for those leaders. You know Maia's "delivered the missives" quest? What you were delivering were assassination orders. Currently, all non-Mastery spells are restored on rest regardless of level (unless they specify otherwise).First of all, the Rautaians are jerks. Ability levels that switched to per encounter are marked with an asterisk in the table below. In other words, spells switched to "per encounter" at 8 character levels above the level they were learned. Spells that were 4 ability levels lower than the current ability level were restored per encounter, while spells that were within 4 ability levels were restored per rest. This was removed in favour of the new system, as it was deemed too powerful. Prior to the introduction of Spell Mastery, the restoration type of lower level spells was able to change from "per rest" to "per encounter" at higher levels. This occurs at level 9, 11, 13, and 15, for 1st, 2nd, 3rd and 4th level spells respectively. Spell Mastery allows the spell caster to pick a single spell to switch to "per encounter" restoration. None of the abilities or spells automatically scale by character level. Abilities of any currently or newly-unlocked tier may be selected. Non casters may select one ability at every odd level. For casters, the character may select one ability at even levels, and two abilities at odd levels (when a new tier is unlocked). New ability levels/tiers are unlocked at all odd levels. Ciphers begin with 1st level Powers and a passive ability, and chanters start with 1st level Phrases and Invocations.Īs players advance their characters, they will choose additional abilities to customize their character capabilities at every odd level. Traditional caster classes start with first level spells and an per encounter active ability. Non caster classes start with a fixed passive ability and the player can choose an active ability. Every character begins with two abilities and every class starts with active abilities that regenerate after combat (spell sets are counted as "one" active ability for casters).
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