Pillars of Eternity

Pillars of Eternity

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Mereinid Jul 28, 2015 @ 6:49pm
Faction Hit & Miss
Greetings gamers, I seem to be in a bit of a quandry. I have been doing some research on the three factions within Defiance Bay. The Knights, The Daemons(sp)-Thieves- and the Dozens. I have been following, religously, the Collectors Edition strategy guide, so as to not miss anything
Well the guide said to, once I arrived in Defiance Bay to complete the side quests before I continue on with the main quest, as at one point the main quest will pull you out of Defiance Bay and you wont be back for a while. ( Like leaving Candle Keep and not returning until like levels later) Anyway, I started off withe Dozens quests, I finished the Down Below quest and attained the super spear. Then I started on the Knights quest. I did one quest, to attain the notes from a scribe, now the knights wont talk to me once I completed that quest. Something about, we know about how close you are to the Dozens, you can see how this puts us on guard about you. ( Actually no, as you just trusted me to get a set of notes that allows you to bind souls to your armors, no I don't see it at all)
With me unable to go there, I head over to the Dameons(sp)-thiefs house in Brackenbury. First off, according to the strategy guide, I slip into an abondned house in Copperlane, attack and deal with some roguish types, and then press on back to Brackenbury lane. Hand the papers over to son, he's like gruff and huff and puff, you *will* do this for me. I do it for him, I come back, hand him said item. He's like very very happy, HUGE boost in their reputaion, well actually it was like Moderate boost. Anywho, he told me to go see his pops, who is also happy with my skills and needs more allys like me
I go see dad. Dad says, I'm sorry, my informants tell me you are very close to the Dozens, I am sure you see the issue here, you can see yourself out.

Sorry for the long winded version. Now, I cant proceed. I cant talk to anyone and I'm not even entirely sure how to proceed from here. According to the guide, I have like 15 pages of side quests I cant do now.

Does anyone have any suggestions, aside from starting over? I have almost 70 hours into the game now. I'm a stickler for slow scouting every zone and looking for hidden goodies.

Thanks everyone!


Luck and Loot,
Mereinid
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Showing 1-7 of 7 comments
Singrave Jul 28, 2015 @ 9:41pm 
Same for me.
You can choose only one faction.
BTW i have saved game before i choosed Dozens or Knights. But i've killed some of Dameons(sp), so i can't join them.
talgaby Jul 28, 2015 @ 11:25pm 
Accepting the second quest of any faction locks you in permanently to that faction. I'm pretty sure at least the knights tell you this before you say yes, but it can be overlooked, nor it is explained sufficiently in the game.
Erei Jul 29, 2015 @ 1:55am 
Originally posted by talgaby:
Accepting the second quest of any faction locks you in permanently to that faction. I'm pretty sure at least the knights tell you this before you say yes, but it can be overlooked, nor it is explained sufficiently in the game.
This. And by second quest, he means "second quest in the chain".
For example, the knight have a quest about heritage hills, and the quest about the animat. You can do both and not lock you in the faction. However, doing the next quest of the animat will lock you.

And yes, it should be explained better ingame. A small Rp warning would be fine. Like the one we have near the end of the game, before jumping in the hole.
Gregorovitch Jul 29, 2015 @ 2:06am 
I fell into exactly the same trap as the OP. It is not obvious that a) the down below quest is the second, lockout quest, from the Dozens ('cos the first quest to help the trainer find his thing feels more like a personal quest than an "official" Dozens quest), or b) that there is rule that doing the second quest for any faction locks the other factions out in the first place.

I just went "Meh, so I'm a Dozen I guess", but I didn't mean to be.

This is IMO the one major blot on the writing copybook in PoE. The problem is you don't really have enough information to decide which faction's phylosophy and morality you actually agree with most so you do quests etc to try to find out more - only to find that this arbritrary "second quest lockout" rule makes the decision for you.
Mereinid Jul 29, 2015 @ 2:57am 
Hey guys, thanks so much for posting your comments. So I guess I am a Dozens. I will try to get myself back on course and continue on with the storyline. I have already rolled an additional couple of characters, a Shark chick barbarian and a Human Ranger.
Once I am done with this playthrough, I am going to up the difficulty and get to Defiance Bay and work on the opposite factions and see how this plays out at the end of the game. I have been reading that each faction will result in a different ending to the game...at least I think I read that somewhere.

Nevertheless, I appreciate your time. Feel free to friend me if you want. I would be interested in knowing how you all do in the game and what characters you all played through or are playing through with.

Luck & Loot,
Mereinid
Erei Jul 29, 2015 @ 4:59am 
Originally posted by Mereinid:
Once I am done with this playthrough, I am going to up the difficulty and get to Defiance Bay and work on the opposite factions and see how this plays out at the end of the game. I have been reading that each faction will result in a different ending to the game...at least I think I read that somewhere.
Not spoiling (don't worry), but the ending is several slides. Ala dragon age origins/bladur's gate 2. One per companions, one for your ultimate choices, one per "important" choices you did during the game, one for the faction, and so on.
Dozen have a single ending. No matter what. Knight have 2, depending of your choices. Doemenels have 3, or 4 ?
Your faction choices doesn't affect any of the others ending slides. It's failry minor.

The biggest difference is a "free" passive perk, which is unique to the faction. From memory, the Knight have something tanky, the Doemenel have a crit boost perk, and I can't remember the dozen.

I did the game twice with Knights (I picked the same choices over for the 2nd playthrough, I found the ranger underpowered and uninteresting, and made a rogue to "replace" it for the coming expansions).
Now, I'm doing a "Shark chick" barbarian (as some would call her^^) siding with the Dozen. My first char was a diplomatic/honest/rational elf, the barbarian is passionate/stoic (passionate first, stoic otherwise, she is prone to burst of emotions, like a berzerk would). I found the Knight was the most "rational" choice, while the dozen are the most "emotional" one. The Doemenels are just evil, and my characters are benevolent, so I just ends up being hated by them.
Last edited by Erei; Jul 29, 2015 @ 5:01am
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Date Posted: Jul 28, 2015 @ 6:49pm
Posts: 7