If you want to make the most of this, simply complete the first quest of each faction without accepting the second quests, and then check out their wares before making your final decision. Just bear in mind, as we’ve repeated many times already, that faction merchants don’t differ much from each other. Completing their first quest, Built to Last, will open up the Crucible Keep for exploration, as well as allow you to purchase weapons and armor from their special merchant. The white hats of Defiance Bay, the Crucible Knights, are all about giving animancy a chance to prove its worth. You won’t receive any Copper for joining this faction, and the Dozens also won’t offer to send any troops to help secure your keep. Not sure how to enhance it? Check out our full side quest guide for Act II to find out). (Or Cloudsplitter if you enhance the weapon. Completing the Bronze Beneath the Lake quest will net you the standard invitation to the Animancy Hearings, as well as the Cladhaliath Spear. As we stated above, the merchants don’t differ much from other factions, however the final reward for the Dozens’ quest line will. Completing their first quest, Rogue Knight, will unlock the Hall of Expedition as well as the special merchant of the Dozens. This is the town mercenaries, and everything within them screams hate for animancy and anyone who practices it. If neither of these matter to you, you can also opt for some of Gedmar Doemenel’s men to move into Caed Nua and help keep the peace. After completing the quest, The Changing of the Guard, you’ll receive the standard invitation to the Animancy Hearings at Ducal Palace, as well as some extra money, or a special sword called Misery’s End. The biggest difference you’ll find between this faction and the other two is the reward you’ll receive upon completion of their final quest. Sadly, the merchants don’t differ much between each faction. Completing their first quest, A Two Story Job, will unlock the Doemenel family mansion, as well as allow you to trade with their special merchant. This mob-like family offers a more neutral route to get into the Animancy Hearings at Ducal Palace. This isn’t a solid enough reason to create a guide, so we’re going to dig a bit deeper. Does it really matter what faction you choose? Of course it does! This is a role-playing game, which means you’ll want the faction of your choice to line up with the thinking and style of your character. Now that you understand this, it’s time to talk about why you’re here. With this in mind, you can move forward through the side quests featured in Act II. Quest: Winds of Steel – Aligned Faction: the Crucible Knights Quest: The Changing of the Guard – Aligned Faction: Doemenel family Quest: The Bronze Beneath the Lake – Aligned Faction: the Dozens However, accepting any of the following three quests will lock you into that faction and prevent you from joining the others. It’s important to understand that completing these quests before finishing Act II is very important, especially if you’re looking to gain the most experience from this point in the game. Not only is the main plot about to thicken, but the amount of side quests you can complete and fulfill will almost triple. Once you reach Defiance Bay in Act II of Pillars of Eternity, things change dramatically. If you decide to buy the game, read our in-depth character creation guide to get started. Not sure whether Pillars of Eternity is worth picking up? Don’t worry, we have a complete review to help you make your decision. The long answer, however, is that it does matter to an extent, and we’re about to tell you why. Does it really matter which faction I choose in Defiance Bay? The short answer is no. Pillars of Eternity has been available for a little while, and there’s still a burning question running through every player’s mind.
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