recursal/Fanatic-Fandom huggingface dataset:
A Shout in the Dark

## A Shout in the Dark [FS]

###

2,362

###

Normal

## Related quests

*Concurrent:*
Under Observation

**A Shout in the Dark** is a quest in *The Forgotten Sanctum*.

## Synopsis

Tayn wants the Watcher to liberate the captive kith in the Collections wing of the Halls Obscured with a scroll that he created. The scroll will reinsert memories stripped from the kith into their minds. The catch? They will be inserted at random. Tayn dismisses the problem as entertaining, but Llengrath is horrified by the idea and would rather the Watcher put the captives out of their misery.

## Walkthrough

***Important note on Llengrath's scroll:** If you plan on using Llengrath's scroll to euthanize the prisoners, be aware that this includes Bekarna. If you want her to live and complete her quests, you must first restore her mind by completing Wasting Minds, i.e. bringing her the book Advanced Wistful Stargazing.*

This quest requires the player to reach The Assembly of Echoes in the Collections wing first and defeat the Memory Hoarder. After it's gone, the player can then use the aperture and choose either Tayn's or Llengrath's resolution:

* Reading Tayn's spell will cause the souls to be provided with unpredictable minds and memories. Upon returning to Tayn, he will also reveal that he packed the spell with a little something that will cause the prisoners to be extra talkative, hopefully spilling the Hand Occult's hidden secrets.
* Reading Llengrath's spell will euthanize the souls and return them to the Wheel.
* It's also possible to collect a special egg from the machine by reaching down into the mouth of the instrument. The egg will hatch into a pet, Retina, upon returning to the Temple of Revelation.

* Completing the quest increments trust with the chosen archmage and access to the Godseed quest.
Adra Beetle

*This article or section is a stub. You can help the **Pillars of Eternity Wiki** by expanding it.*

## Other

### Loot

* Beetle Shell (item)

An **Adra Beetle** is a beast in *Pillars of Eternity*. You can encounter them in Dyrford Crossing. They are highly resistant to Shock damage, but have a weakness against Pierce attacks.

## Description

“
Beetles are not quite man-sized, but they strike a sufficiently intimidating form to frighten off most travelers. The alarmingly large insects never fail to impress and terrify visitors, and reinforce the image of the Dyrwood as a barely civilized backwater. The expansive wilderness in and around Dyrwood (and Eir Glanfath) gives beetles plenty of room to multiply. The most successful species of large beetle have evolved to not only camouflage themselves in the surrounding environment, but also to grow carapaces made out of common and hardy materials, such as wood, stone, and adra. Glanfathan tribes have been known to fashion crude shields and even weapons out of the limbs and shells of these beetles.

Despite all appearances to the contrary, there is an underlying complexity to the common beetle. When they choose a material with which to develop their shell, they do so with a level of intention that borders on artistry. Wood beetles will often burrow intricate holes in their carapaces. By blowing air through these makeshift pipes, they play an eerie music to attract mates. Stone beetles fashion rudimentary tusks and horns that help them to defend themselves and to attack prey. The intricacies of adra beetles are as of yet not well understood, save that they are notoriously difficult to kill.”
## Encounters

*Write about encounters with this creature.*

## Other variants

* Ice Beetle
* Stone Beetle
* Wood Beetle
* Young Ice Beetle
A Good Haul

## A Good Haul [WM1]

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19

###

999 XP

###

1.667 stronghold turn(s)

## Outcomes and rewards

### Turn Feara in

* Stalwart: Moderate Positive reputation
* Emerald

### Kill Feara

* Fine Mail Armor
* Hatchet

## Technical

### Quest ID

px1\_00\_qst\_stalwarts\_vengeance

**A Good Haul** is a side quest in *The White March - Part I*.

## Synopsis

Feara, a traveling skald and expeditioner, was attacked by lagufaeth near Durgan's Battery. She lost her companions and their artifacts. She'd like the former avenged and the latter retrieved.

## Walkthrough

Speak to Feara at Gréf's Rest in Stalwart Village. She will tell you that she was attacked by Lagufaeth and lost her companions and their artifacts. She'd like the former avenged and the latter retrieved.

Travel to Durgan's Battery and make your way to the cave in the South-West. Enter the cave and make your way to the Northern exit. After exiting the cave head further South West until you see the caravan. Kill all the Lagufaeth around the Caravan. Loot everything and take the artifacts from the chest.

If you inspect the 'artifacts', they turn out to be svef. The player can either turn her in to Renengild, or talk to Feara and see what she has to say.

Talk to Feara
When talking to Feara the player can chose to confront her or feign ignorance. To get the most out of confronting Feara the player requires Honest/Deceptive 2.

1. Talking to Feara and not mentioning the Svef will result in the end of the quest and a 500 reward.
2. Confronting Feara and mentioning the Svef will let the player chose to
	* Get in on the deal and get 1,000 reward. Feara will mention she'll put in a good word for you with the boss. After returning to Caed Nua, speak to your steward to receive a mysterious letter thanking you for your assistance and containing 5,000 and 5 svef.
	* Extort Feara for extra money. She will not be happy but gives the player 1,000.
	* Tell her you won't help and tell her to give up the smuggling (passionate). She agrees but the player gets no reward.
	* Accept her story and take the reward. The player gets 500  and Feara is grateful.
	* Kill Feara. She will drop a small shield, 4, a fine hatchet and fine mail armor. Haeferic the innkeep will have something to say about it.

If the player has Honest / Deceptive 2 or higher Feara will explain that she's trying to get out of Stalwart Village and is only smuggling svef in order to get the money to be able to get out of town.

Turning Feara in to Renengild
* Alternatively, the player can talk to Renengild and give up Feara.
* Renengild will be grateful for turning in Feara. The player receives a reputation reward of Stalwart: Moderate Positive

## Gallery

* Feara the only survivor of the caravan attack
Algul (Deadfire)

## Locations

* Glowing Outcrop
* Sea-Lashed Crypt

**Algul** is a creature in *Pillars of Eternity II: Deadfire*.

## Description

Alguls are guls whose physical deterioration has been halted by a wizard's ritual. The number of wizards who have successfully converted a gul to an algul are few - the ritual is complex, and it is rumored that the ingredients required in the ritual are both unsavory and difficult to acquire. Sages believe that the ritual is the first step for a cure for undeath.

Whatever reasoning behind the ritual, alguls are fearsomely powerful and intelligent. Though their bodies no longer decay, their eternal hunger for kith flesh remains.

## Other variants

* Dargul
* Gul
Adrenaline Rush

## Effects

* **Self:** +20% Action Speed for 15.0 sec, Weakened for 15.0 sec

**Adrenaline Rush** is an ability in *Pillars of Eternity II: Deadfire*.

## Description

The wearer channels any latent energy, gaining a bonus to Action Speed, but also gaining Weakened.

## Effects

* **Self:** +20% Action Speed for 15.0 sec, Weakened for 15.0 sec

## Items

* Guardian's Plate [BW] (Adrenaline Rush): Grants **Adrenaline Rush**
Ableheart Skerrion

1

## Abilities

* Fighting Spirit

**Ableheart Skerrion** is an innkeeper in *Pillars of Eternity*. He can be found behind the bar in The Charred Barrel in the Brackenbury district of Defiance Bay.

## Background

Dressed in neat, but functional clothes, Ableheart looks out of place among the pampered nobles with his limber musculature and sun-wrinkled skin.

In his younger days, he used to be a cartographer who crossed the White March half a dozen times and mapped most of the reuins of Thein Bog for the Dyrwoodan duc. When he retired from a life of adventure, he converted an old warehouse he inherited from his great-uncle into The Charred Barrel. His contacts in the Crucible Knights helped him secure the proper paperwork and licenses, giving him an easy retirement compared to most adventurers. The Barrel is the most popular spot in Brackenbury, something Skerrion is deservedly proud of, flashing his gold tooth as he grins.

## Interactions

### Store

His inn, "**The Charred Barrel**", sells mainly food and drink.
Aedyre

**Aedyr** are people from the expansive Aedyr Empire and its former colonies, Dyrwood and Readceras. They speak the Aedyran language.

## Description

"Aedyr" literally translates as "Many Deer", but means "People of the Deer", referring to a 2,500 year-old human tribe known for its deer hunters, that became a kingdom 600 years ago. Two centuries later in 2399 AI, the Aedyr kingdom united with the elven kingdom of Kulklin, forming the Aedyr Empire. Following a long war among the two kingdoms which was brought about by an Elven noble, St. Elcga.

Prior to arriving in their current home, the Aedyrans migrated south over many centuries. Among the Aedyrans, there is no significant cultural divide between humans and elves. Because of their close contact and integration in spite of physiological differences (such as longer elven lifespans), their culture and legal system have developed a variety of unique concepts such as the haemneg, or ceremonial marriage.

Ethnic Aedyr (mostly Meadow humans and Wood elves) have fair skin and a variety of hair and eye colors, with blue and green being common. Among other cultures, Aedyr clothing is known for being relatively simple in construction and often using large, colorful striped or checkered patterns for accents.

## References

1. ↑ Update #78 - The Shieldbearers of St. Elcga
2. ↑ Update #20 with Josh Sawyer
3. ↑ Spring.me post by Josh Sawyer
Melee

Melee can attack anyone directly open to him. That means if you position a card in front of your melee card he will be blocked. The best place to position a melee unit is on the front lane where he can attack anyone on the opposing front lane. Should a card on the front lane of the opposing team die, he will then be able to attack the card behind.
Adra animat skirmisher

**Adra animat skirmisher** is a creature in *Pillars of Eternity II: Deadfire*.

## Description

Animats were initially created to serve as guardians for royal tombs. Their earliest creators bound the souls of their strongest warriors and servants to intricate sculptures, which were made of various materials in accordance to the rank of the soul captured within. As the knowledge of the technique for this process became more widespread, powerful animancers started creating their own animats to serve as personal guardians, using whatever weapons and materials lay at hand.
Animats can only be created through the use of loyal souls that hold a powerful dedication to protecting their charges. While the ritual to create them can still be performed upon unwilling subjects, a lack of resolve in a participant's soul can result in abominations which immediately attempt to destroy themselves in a violent manner, often inflicting collateral damage in the process. Even successful creations remain vulnerable to the onset of doubt, and most animat creators take great care not to allow such doubts to manifest.

## Encounters

* Adra animat skirmisher are encountered at ...

## Other variants

* Adra Animat
* Animat
* Forge Knight
Abovedeck

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-1

###

**Abovedeck** is a location in *Pillars of Eternity II: Deadfire*. It refers to the main deck of both *The Defiant* and other player ships.

You can access the ship by clicking the arrow at the top of the screen while on the world map. This will take you to the abovedeck, and will remove all companions from your party.

## Background

*Main article:* The Defiant
The deck is the stage of the ship, and is where all the busy work on a ship occurs. Here you'll find a number of your companions and crew, a few of which are roaming about, earning their keep in maintaining the ship. Towards the rear of the boat is the sterncastle, a raised section containing stairs up to the poop deck (the platform above the sterncastle) and entrance to the captains quarters and belowdecks.

Abovedeck is where you'll see the result of all aesthetic and functional modifications to the ship.

## Characters

* The Steward
* Any crew members that are part of the current crew (and are not injured) will appear working on deck. Depending on their assigned job, a crew member will appear in a different position on the deck.

### Companions

On *The Defiant* (differs for some other, larger ships):

* Maia and Ishiza
* Mirke
* Serafen
* Tekehu
Acorn Helm (Deadfire)

## Acorn Helm

###

 20

###

100

**Acorn Helm** is a helm in *Pillars of Eternity II: Deadfire*.

## Description

Helmets come in many forms, from the humble padded cap to fully-enclosed steel great helms. Different cultures tend toward different styles of helmets, but outside of regimented armies, the type of helmet an individual wears often comes down to personal preference.
Accurate Wounding Shot

## Effects

* +10

This article is about the ranger talent in Pillars of Eternity. For the ranger ability in Pillars of Eternity II: Deadfire, see Accurate Wounding Shot (Deadfire).
**Accurate Wounding Shot** is a talent in *Pillars of Eternity*.

## Description

The ranger's aim becomes deadlier, making his or her Wounding Shots more accurate.

## Notes

* Sadly, the +10  bonus only applies to the Wounding Shot's Hobbled affliction roll, and ***not*** to the Primary Attack roll itself. This fact makes the value of getting this talent questionable, because if the first roll vs. deflection misses, the hobbled part won't even get rolled in the first place.

## References

1. ↑ See Exact wounding shot mechanics on Obsidian forums.
Portal Spell

**Mana cost** | 2

*Not to be confused with the red monsters' portal, which cannot be used by dwarfs.*
*Not to be confused with the portal gate, which is only acquirable at the shop.*
The **portal spell** creates a portal to and from the base which emits light approximately equivalent to the light created by the magic light, and can be stood upon for the purposes of building, mining, collecting resources, fighting, etc. Upon entry into one end of this portal, a dwarf will appear at the other end.

## Detailed operation

When the portal spell is used, a purple portal appears at the selected location, with a corresponding portal appearing next to the initial stockpile. Above each portal is the remaining time for portal to deplete. Portals start with 3 minutes of life. Each use by a dwarf depletes this timer by 5 seconds — uses are one-directional; e.g. going to the base and back counts as two uses. When the timer reaches 0 minutes and 0 seconds, the portal closes.

If the spell is cast upon an existing portal, it replenishes that portal's time by 3 minutes. Repeated use of this technique can lead to portals with an extremely long duration.

Multiple portals can be open at one time. In this case, the time displayed over the portal at the base is the largest of the times of all open portals.

## Direct control

To go through the portal in direct control mode you should use “W” button or “Arrow up” button.

## Pets

Aside from dwarfs, among the friendly creatures, pets can use portals, while imps cannot.
A pet will pass through a portal, if it's the only way to:

* go (back to) its house
* to reach and attack a monster that's within the radius of influence of its house.
Acolyte's Frostbite

###

 2,807

###

14,035

## Damage

10-14 / 13-18
15-20
19-26
**Type**

## Weapon type bonuses

* Deflector: +3 Deflection against Melee weapons

## Enchantments

* Superb: +45% Damage, +12 Accuracy, +3 Penetration
* Freezing Lash: +15% Damage as Freeze
* Solitude: Grants Solitude (**Self:** Gain 1 Concentration (if 0) every 6.0 sec when 4m or farther away from nearest ally)

## Technical

### Guid

a3bbb1a1-7f05-4dd1-87d5-2ce3a9093c4f

**Acolyte's Frostbite** is a unique hatchet in *Pillars of Eternity II: Deadfire*.

## Description

When a temple acolyte from Dyrford decided to leave behind his life of prayer and meditation in exchange for adventure, he carried a simple hatchet as he marched for Stalwart Village. Unfortunately, the acolyte's cloistered life had done little to prepare him for surviving in the wild. Halfway to Stalwart he was caught in an unseasonably bitter snowstorm. As night fell, the storm turned into the coldest blizzard the region had ever recorded.

The acolyte's body was found frozen stiff the next morning. He stood, hatchet in one hand, while the other held up his collar as if to protect his face from the wind. The hatchet, now permanently covered in a layer of frost, houses a portion of his wayward soul.

## Acquisition

* Pāhowane: Near the Kuaru Trader and Eoten, on the upper level.

## Enchantment tree

**Note:** Solitary Fate / Vengeful Cold and Freezing Bite / Freezing Gust are mutually exclusive.
Acorn Helm

###

10

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75

**Acorn Helm** is a helm in *Pillars of Eternity*.

## Description

Helmets come in many forms, from the humble padded cap to fully-enclosed steel great helms. Different cultures tend toward different styles of helmets, but outside of regimented armies, the type of helmet an individual wears often comes down to personal preference.

## Acquisition

* [WM2] Hamond's Emporium, Stalwart Village: Sold by Hamond.
* Random loot item spawning in various locations (8×).

## Random loot

Containers with loot containing ****Acorn Helm****
A Crumpled Note

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13

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98

**A Crumpled Note** is a letter in *Pillars of Eternity*.

## Description

This letter is fairly intact, though the parchment itself has been crumpled.

"Gjestr - I know that the temple baths boast great healing properties, and that your back ails you still. Still, I would ask that, if you are to indulge for the greater part of the day, you give over your key to the sanctum to someone else for safekeeping. This is not the first time we have been forced to wait to perform the day's rites, and Rectrix Obrica is often too far below to hear our knocking."

## Acquisition

* Temple of Eothas: Level two, in the ruined dormitory near the flooded area.
A Place of Great Silence

**A Place of Great Silence** is an off-screen companion adventure in *Pillars of Eternity*.

## In-game description

The pitch:

Five years ago, twelve senior monks of the Ixtlochi began a silent pilgrimage into Tetlatectuan, forbidding hills plagued by severe weather that locals believe are cursed by the gods. The monks were supposed to emerge from their retreat this year, but they have not returned.

An expedition of novices into Tetlactectuan discovered their camp, but they were shocked to find only hollow skin shells of their masters sitting in a circle, frozen in their meditative poses. The inner circle of the Ixtlochi theorize that the masters have transcended their previous physical forms and may be wandering the Eastern Reach.

They have sent word to the various lords in Readceras and the Dyrwood that the Ixtlochi would very much like to be reunited with their masters so their wisdom can be passed on to a new generation.

The conclusion:

[Companion Name] traveled and inquired all over the Eastern Reach to track down the missing monks. One by one, the monks came across [Companion Name]'s path in a variety of forms - some kith, some beasts, some in unique forms.

Having apparently forgotten why they had set out on their meditation, the monks engaged [Companion Name] in a protracted series of philosophical conversations. Ultimately, each monk traveled back through the mental labyrinths they had created, triggering a spontaneous realization and subsequent "molting" back into their original form.

When they had all returned to their monastery, they presented [Companion Name] with a chime. Each monk had donated one of the chime's twelve bells to the final instrument.
Absorb Essence (Soul Collector)

## Effects

* **Foe Target:**
35-50 , Enfeebled for 20.0 sec | Accuracy vs. Fortitude
* **Self:**
100 Health Restored, Hardy for 20.0 sec

## Technical

### Guid

06ea0bc6-c405-4fa8-90ed-dd5d1321ebc9

**Absorb Essence** is an ability in *Pillars of Eternity II: Deadfire*.

## Effects

* **Foe Target:**
35-50 , Enfeebled for 20.0 sec | Accuracy vs. Fortitude
* **Self:**
100 Health Restored, Hardy for 20.0 sec
Abjuration

## Effects

* Spirit/Summoned Creature: Destroyed if lower level than paladin
* Spirit/Summoned Creature: 65-75 Raw  if equal of higher level than paladin

This article is about the ability in Pillars of Eternity. For the ability in Pillars of Eternity II: Deadfire, see Abjuration (Deadfire).
**Abjuration** is a paladin ability in *Pillars of Eternity*.

## Description

Through force of will, the paladin can destroy any spirit or summoned creature below the paladin's level. Spirits and summoned creatures equal to or greater than the paladin's level take Raw damage.

## Effects

* Spirit/Summoned Creature: Destroyed if lower level than paladin
* Spirit/Summoned Creature: 65-75 Raw  if equal of higher level than paladin
Absorb Essence (Celestial Spectre)

## Effects

* **Foe Target:**
36-48  | Accuracy vs. Will
-5 sec Duration of Beneficial Effects
* **Self:**
+5 sec Duration of Beneficial Effects
* **Self (Random Effect):**
Acute, Aware, Hardy, Nimble, Resolute, Tenacious for 12.0 sec

## Technical

### Ability ID

LAX03\_Celestial\_Spectre\_Absorb\_Essence

### Guid

84bc1e59-720b-4c6d-a6fc-b9fb790416fd

**Absorb Essence** is an ability in *Pillars of Eternity II: Deadfire*.

## Effects

* **Foe Target:**
36-48  | Accuracy vs. Will
-5 sec Duration of Beneficial Effects
* **Self:**
+5 sec Duration of Beneficial Effects
* **Self (Random Effect):**
Acute, Aware, Hardy, Nimble, Resolute, Tenacious for 12.0 sec
Achievements

This article is about achievements in Pillars of Eternity. For achievements in Pillars of Eternity II: Deadfire, see Achievements (Deadfire).
You can get **achievements** by fulfilling certain criteria throughout playing *Pillars of Eternity* - some which are a good deal harder to attain than others. Note that if you enable the console command, achievements will be disabled for that game.

Only a subset of achievements are available on consoles, much of the extremely difficult achievements are omitted, as well as some White March achievements.
Adragan (Deadfire)

## Adragan

**Adragan** is a creature in *Pillars of Eternity II: Deadfire*.

## Description

The delemgan are forest spirits bound to adra monuments or ancient - often petrified - trees. They appear to have mostly elven-shaped bodies, but their skin is made of wood and their hair is long and plantlike. As their name suggests, adragans, or "adra-born" as they are sometimes known, appear to have skin made of adra. Delemgan glow slightly and often have tiny motes of light around them.
Delemgan are entirely magical beings and as such do not use physical weapons to attack. They retain the overall shape of humanoids, but do not wear clothes and lack sexual organs. Their attractiveness is used in tandem with their magic, typically to mesmerize attackers or lure them to their deaths.
These creatures draw their essence from their surroundings. While they have physical bodies and can be killed if those bodies are destroyed, their survival is inextricably linked to the health of their environment. They feel no natural animosity toward other beings, but they will defend their territories with a surprising ferocity.
Delemgan may individually be more or less hostile depending on the well-being of their locale and on whether kith they're previously encountered have proven to be dangerous or benign. They are traditionally friendly toward rangers and druids. Their spiritual link with trees has led to greater understanding of the link between rangers and their animal companions, though a definitive connection has yet to be made.
Delemgan are a natural hindrance to large-scale development. While they usually live peacefully alongside rural communities, towns and cities with an eye toward expansion may find themselves beset by hostile delemgan. While rural kith usually oppose the destruction of delemgan habitats, city-dwellers often support the notion, believing that the delemgans' souls will simply reincarnate in other forests or back into kith.
Adra Enîach

###

18

###

27

**Adra Enîach** is a currency in *Pillars of Eternity*.

## Description

Not currency in the traditional sense, enîachs are awarded to Glanfathans for noteworthy deeds. They are palm-sized, intricately-carved discs of adra that commemorate the deeds of the recipient.

## Acquisition

* Commonly looted from Glanfathan characters

## Random loot

Containers with loot containing ****Adra Enîach****
Factions/Hologev

Hologev focuses on ranged units. When playing as Hologev, it would be wise to focus on protecting your ranged units behind inpenetrebal walls and attack your opponent from a distance. Positioning your cards correctly can be devestating to your opponent.

## Strengths

* Lots of ranged attacks & strong protective wall cards
* Several ranged hero skillbooks.

## Weaknesses

* Weak melee attacks
* Low - medium health for most units

## The History:

The Hologev were once a peaceful and prosperous nation. They lived in harmony with the

Dragons and regarded them as humankind’s keepers. Their army was small but effective. The

Hologev raised enough soldiers to protect them from outside forces but not enough for the other

nations to consider them a threat to their soveriengty. When the War of Man erupted, their once

mighty empire was reduced nothing more than a nation of refugees hiding in the Snowdrop

Mountains.

The remaining Hologev regrouped and penned a new outlook for their nation. A handful of their

wisest men became monks of Eryndil and formed the Council of Fate. The Council governs their

civil and military affairs. Through careful consideration, the Council appointed Mafius as their

military's ruling general and advisor to the Council.

The Council proclaimed the Hologev as a resistance movement that would work to overthrow the

Rutai’s emperor and his reign of terror. Still true to their benevelent past, the Hologev believe in

justice and harmony between the factions of Man. As farfetched as it may seem, their goal is to

restore the order of nations to ensure that Mankind prevails over threats from within as well as

from without.
Races/Skurn

## Skurn

The Skurn are a bestial race that are surprisingly intelligent. At first glance, they look like fur-bearing

Humans. Their skulls are thicker and their physique is much thicker. They use a variety of tools but

prefer hand-to-hand combat when fighting an opponent. They rely on their hardened muscles and

unmatched brute force to decimate their foes. Their numbers are small and they are found mostly

inhabiting the Darkwood Forest. Their society revolves around a shamanistic belief of earth gods. Their

race’s leaders are typically earth-shamans. The Skurn are driven by their intense love for the land. Once

considered to be xenophobes, they welcome any ally that shares their love of the earth.
Abilities

Each card can have one usable ability and some types of card have a passive or event ability. When receiving or buying a card, that card is assigned an ability. Meaning you can have 4 peasants with 4 different abilites, which one you choose to bring with you into a game will may determine the outcome.
Market

You can access the Market from the main screen.

You have the option to to buy heroes(which in turn can unlock their factions campaign) or cosmetic items such as avatars, taunts and card backsides.

The purchases are instant and account bound, and not refundable under normal circumstances.
The money you use in DragonEvo goes directly to fund our servers, new gameplay, new card art and developer coffee.

### Gold

Gold is earned by playing games and can sometimes be aquired with the booster packs you recieve. Gold cannot be bought with real life money and cannot be traded. But you may trade in a card you don't like and recieve some refund depending on the cards value.

### Adaptorite

Adaptorite is the currency that is used to level up your cards. This is not your typical GEM currency that you can buy with your credit card and by doing so Pay2Win, no, this currency is only obtainable by playing the game.
A Sinking Feeling

###

810

###

Normal

## Related quests

*Previous:*
Salt in the Wound
 * Family Pride
* A Bigger Fish

**A Sinking Feeling** is a quest in *Pillars of Eternity II: Deadfire*.

## Synopsis

Ezzali Bardatto asked the Watcher to seek out information regarding a Valera plot against her. She suggested the Watcher start with Zili, a more easygoing member of the Valera family.

## Walkthrough

* After Salt in the Wound, head to the Bardatto estate and talk to Ezzali Bardatto. Talk to her and she will reveal that there are rumors of a Valera plot against her family. She will ask that you go and interrogate Zili Valera by the watchtowers to learn of the plans. Talk to him and he will tell you to find Persa in The Hole.
* Head to the Hole, in the Gullet district of Neketaka. Persa is standing in the store room with Baer. You can eavesdrop on them in stealth mode. If they notice you, Persa will immediately question your presence. You can use Bluff 2 and Might to get out (but this will not advance the quest). Use Perception 16/Insight 3 to identify Baer as a Bardatto guard and you'll have to fight the whole group.
* Once you have the information, return to Ezzali.

## Bugs

* If you have been caught by Persa once already but talked your way out of a fight, the trigger for being caught the second time doesn't disappear even after the quest has concluded and the conspirators are no longer at the Hole. This causes forced dialogue with the now-absent Baer, but doesn't appear to cause any other issues.
Always Armed

## Effects

* +10% Damage dealt as Pierce with Unarmed attacks

**Always Armed** is a unique enchantment in *Pillars of Eternity II: Deadfire*. It is applied to Kāhako Nihi, a unique brigandine.

## Effects

* +10% Damage dealt as Pierce with Unarmed attacks

## Enchantment tree

**Note:** Barbed Thorns / Hardened Plates and Overwhelming Assault / Relentless Pummeling are mutually exclusive.

## Items with **Always Armed** enchantment

* **Always Armed**: +10% Damage dealt as Pierce with Unarmed attacks
* Thorny Plates: 20% chance when Hit (excludes Graze) by a Melee weapon to deal 7-10 Pierce Damage to the attacker
Dragonevo

# FAQ

**What is Dragon Evo:TCG?**

*Dragon Evo is a strategic card game inspired by RPGs, set in our own fantasy universe. Collect over 300 different cards and 9 different heroes. Enjoy full cross-platform matchups against unknown players or gather your friends and build your own clan!*

**How many factions are there in Dragon Evo: TCG?**

*There are 3 main factions battling for power - these are The Hologev, The Rutai Empire and The Highwinds. For more information on the factions and their history, see the Game Guide*

**What platform is DragonEvo:TCG available on?**

*DragonEvo TCG is available via Steam for Windows, Linux and Steam Deck. A free demo version is also available.*

**What are the main RPG elements in Dragon Evo: TCG?**

*The major RPG elements will allow you to upgrade cards and attacks, equip & train abilities and combine cards for more powerful effects. You can also create a hero card, level up your hero and gain abilities throughout the game.*

## Release and testing

**When will the game be released?**

*The game is available via Steam and was released in early 2022 as Early Access and is planned feature complete by Q3-Q4 2022*

**How can I join the beta?**

The beta is no longer avaialable, but a free forever Demo is available via Steam

**Will the game be free?**

*The game is buy once and play forever. are adding several cosmetic items to buy, such as avatar and card backsides as well as new heroes. We are working hard to make sure that none of these items will provide any in-game advantages, to avoid any appearance of pay-to-win mechanics*
You can support the game by either buying in-game cosmetics or by donations. As the game is open we also need various help in maintaining the game.

**Will Dragon Evo contain microtransaction?**

*No, there will never be any microtransactions in Dragon Evo*
Alchemist's Cache (enchantment)

## Effects

* +2 Alchemy, Grants Alchemist's Cache (Summons a random potion into an empty Quick Slot)

## Technical

### Guid

ca0db089-ea62-44c0-8ec6-63c9a79b78b4

**Alchemist's Cache** is a unique enchantment in *Pillars of Eternity II: Deadfire*. It is applied to The Amazing and Truly Incredible Instant Potion Belt, a unique belt.

## Effects

* +2 Alchemy, Grants Alchemist's Cache (Summons a random potion into an empty Quick Slot)

## Possible potions

* Arcanist's Balm
* Potion of the Attuned Self
* Potion of Deftness
* Potion of Elemental Defense
* Potion of the Final Stand
* Potion of the Focused Mind
* Potion of Imperfect Arcane Reflection
* Potion of Insubstantial Form
* Potion of Ironskin
* Potion of Merciless Gaze
* Potion of Minor Healing
* Potion of Moderate Healing
* Potion of Refuge
* Potion of Relentless Striking
* Potion of the Resilient Body
* Potion of Ryngrim's Repulsive Visage
* Potion of Spatial Alacrity
* Potion of Spirit Shield
* Unguent of Animalism
...And Their Fear Followed Them into the Foothills

## Effects

* **AoE (after 4.0 sec to Paralyzed targets):**
Frightened for 6.0 sec | Accuracy vs. Will
* **Foe AoE:**
Paralyzed for 4.0 sec | Accuracy vs. Will

**...And Their Fear Followed Them into the Foothills** is an ability in *Pillars of Eternity II: Deadfire*.

## Description

Paralyzes enemies in the area of effect.

(...And Their Fear Followed Them into the Foothills) - When the Paralyzation ends, the foes become Frightened.

## Effects

* **AoE (after 4.0 sec to Paralyzed targets):**
Frightened for 6.0 sec | Accuracy vs. Will
* **Foe AoE:**
Paralyzed for 4.0 sec | Accuracy vs. Will
Peasants

## Strategy & Lore:

Last defence of the highwinds and their main source of income.

Allthough weak, Peasants is one of the most essential cards in the game. Along with Hologev Villagers and Rutai Town People these make up the base income during your game and protecting them might as well be as important as protecting your Hero

## Skills:

### Poor Dealer:

This basic attack deals 2 Melee dmg - a pretty useless attack, but sometimes it's just what's missing for you to take down that last card infront of your enemy's Hero

### Peasant Pebble thrower:

Also a weak attack, but unlike the "Poor Dealer" attack, this is a ranged attack and can be used from behind one of your own cards or attack over that defence in front of your enemey's cards.
Javeliner

## Strategy & Lore:

The Spear Thrower is a slow moving unit, but a rather sturdy one. He is pretty resistant to melee attacks and can deliver some staggering blows. Due to the size of the spear, the spearthrower is often a tall character with huge muscles. Some of his attacks is known to break armour and even pierce through a person.

## Skills:

### Spear Thrust:

This basic attack deals 2 Melee dmg - a pretty useless attack, but sometimes it's just what's missing for you to take down that last card infront of your enemy's Hero

### Spear Frenzy:

Also a weak attack, but unlike the "Poor Dealer" attack, this is a ranged attack and can be used from behind one of your own cards or attack over that defence in front of your enemey's cards.
Races/Human

## Humans

**Humans** were once a race of noble, honorable people. They are sparsely scattered around the world

of Erendor but the largest population is found on the continent of Tyrenir. There are three main

factions: Rutai, Hologev, and Highwind. Eventually the Rutai forsook their Dragon allies and started a

war between the factions. Though the Hologev and Highwind have tried to live peacefully, the

ruthlessness of the Rutai has soiled the image of Man to other sentient species on Erendor. Passion is

the greatest asset to the Human race but at times invokes their darkest sides.
A Farmer's Plight

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6

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654 XP

###

1.622 stronghold turn(s)

## Outcomes and rewards

### Killed the Ogre

* Piglet
* Lead Spitter
* 600
* Dyrford: Moderate Positive reputation (Major Positive if you benevolently forego the 600 )

### Let the ogre go or hired him

* Piglet
* 350
* Dyrford: Minor Positive reputation (Minor Negative if Rumbald threatened)

### Reimburse Rumbald for pigs

* Piglet
* Lead Spitter
* -400
* Dyrford: Minor & Moderate Positive reputation

## Technical

### Quest ID

prot2\_rumbald

**A Farmer's Plight** is a side quest in *Pillars of Eternity*.

## Synopsis

Rumbald in Dyrford Village has recently lost his herd of pigs to an ogre. He asks you to kill it.

## Walkthrough

Go to the cave in the east part of Dyrford Crossing. The ogre Korgrak is very temperamental, and many dialogue options will result in him attacking you. In order to resolve the conflict peacefully, you must ask him why he's living in the cave, then tell him it's dangerous, and that even if he kills you, more attention will be brought on the ogre. You can convince him to leave (Edér will mention Twin Elms), advise that he lie low for a while, suggest killing Rumbald, or invite him back to your stronghold. This will unlock him as a hireling.

Rumbald will not be happy if you deal with the ogre peacefully, only giving you a Piglet for your trouble. If you reimburse him for the cost of his herd (400 ), he will be much happier, and give you his unique blunderbuss Lead Spitter. On the other other hand, if you sent Korgrak after the farmer, his wife takes his place in front of their home, and gives you a piglet instead.

If you do get in a fight with Korgrak, be very careful about who goes into melee; the ogre does massive amounts of damage. Try taking advantage of his low reflex and will defenses to incapacitate him, or charm/dominate some of his bears to take the blows for you. It is also possible to use pull and run strategy, killing bears at first and then Korgrak.

Interaction with Korgrak:

* He is extremely easy to aggravate.
* You may ask about lost elf noblewoman.
* You may ask about the pigs.
* You may ask about the piles of bones.
* Ask him what he's doing in the cave:
	+ Perception 16 - Notice he's favoring one leg - he becomes hostile
	+ Survival 9 - Mention that he already ate whole herd of pigs, and won't be able to hide for long.
	+ Intellect 18 - Say that he'd only hole up in a spider infested cave if he feared something.
	+ Being Rational - allows you to parley and guide him or recruit him.
	+ Otherwise there will be blood...

## Bugs

* Korgrak does not disappear from the Cave after recruiting him.
* It is possible to kill friendly Korgrak and still possible to have his "double" at Caed Nua.
* You may therefore still gain the best reward from Rumbald (for killing the ogre) despite recruiting Korgrak
Lore

Gather around children and listen, this is the story of Dragonevo

*The Drak Eagle is said to be a mix between Dragon and Bird from the time before the four races walked the surfaces of Erendor. It can fly for days withouth stopping and is perhaps one of the largest flying creatures on the continent of Erandor. Some of the Drak Eagles has been known to attack those who travels too close to their nest.*

They can grow to be 2-3meters high and can knock their opponents to the ground with the flap of their wings and kill them with a swift peck with their beak.

## Gallery

* Drak Eagle Artwork(by Erick Rabang)

1. ↑ https://www.deviantart.com/kwehrek%7Ctitle=DeviantArt
Gameplay

This is a quick introduction to the game's gameplay. The different game modes likes quest, battlefield, story and more. If this is your first time, head over to the Game Guide sections which offers a more indepth and detailed information about your first game, game types, card types etc.

More info will be added later...

## Story

Story mode is a singleplayer game mode where you play out your factions side of the Dragon Evo story. Begin with a simple deck in the first chapter and from chapter 2 you can choose to keep the current deck or create a new one from your exsisting cards. (cards uncovered in the story is also available to chose from.)

More info later on...

## Quests

Quests or missions, are mini stories where you can discover secrets of the Dragon Evo universe. Discover valuable resources, adaporite, or other special artifacts.

## Training

Training is a way to test your deck against a selection of AI decks. Choose the deck you need to test out and select your oppontents deck. This way you can see if your deck fare well against a wide variety of enemies.

## Quick Battle

Quick battl lets you battle agains a online player.

In the menu select "multiplayer". [image]

Once in the lobby you can challenge someone or just click "Quick Battle". If no opponent is found within 20 seconds you will be matched with a AI. [Image]

Once the match is initiated you will be in the game lobby where you can chat and decide on specific rules. If nothing is changed it will be a standard 11 creature card match. (Custom "Quick Battle" is not available in current Early Access)

Select which card deck you want to bring with you [Image]

and then click play [Image]

## Play a friend

Want to battle a friend? Select him from the list and select "match". This will initiate a match request with that player. If he is offline he will recieve the invite as soon as he gets online. A friend match can span over days and is over when you want it to be... or when one of you win.
Tarankota

An ancient city at the south point of the Devouring Expanse separates the lifeless dunes and the raging waves of the Bellowing Sea. The city is actually many cities built upon one another throughout the centuries.

There is the undercity, a series of interconnected buildings and corridors deep below sea level. It is host to pirates, rogues, and profiteers, who come to Tarankota by desert or sea. The only law in the undercity is that there is no law, and anyone venturing into its depths must know how to navigate the cutthroat world of criminal scum unless they’re planning on losing their wallets right before losing their lives.

Above the city is the overcity, tall intricate spires reaching towards the skies. This is where the elite lives, those who, until recently, controlled who lives and who dies in Tarankota.

Most commoners live in the layers of mismatched housing blocks in-between.

But the so-called elite no longer have any say in the city’s governance. That power has fallen to the Dragon Emperor, who usurped the city that he now calls his own. Anyone who dared oppose the great dragon perished in flames; the rest, the survivors, quickly learnt that it’s better to be ruled by a dragon than to be eaten by one.

The Dragon Emperor himself lives in an enormous castle remarkable for its Gothic architecture and design. The castle stands on an artificial island inside a man-made lake. Some say that the castle is as deep as it is tall, reaching to the very bottom of the undercity, with many unexplored caverns leading toward it around the island’s perimeter. Intricate gargoyle figures on the castle’s roof oversee Tarankota’s central district, reminding its inhabits that the Dragon Emperor forever holds their fates in his razor-sharp claws.
Dragon Evo Wiki/Section 1

With many features found in traditional MMO’s, **Dragon Evo: The Card Game** lets you build powerful decks by recruiting members from an array of resources. Level up your cards, abilities, and attack options. Augment your deck with resources and special minerals to become a formidable adversary capable of crushing your opponent with each turn.
This is not a game where luck and the roll of the dice will determine who wins and loses. Polish your tactics and skill and time your attacks wisely.
Visit also the Official Site & Blog
Aedyre Clothing

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20

###

150

This article is about the armor in Pillars of Eternity. For the armor in Pillars of Eternity II: Deadfire, see Aedyre Clothing (Deadfire).
**Aedyre Clothing** is a cloth armor in *Pillars of Eternity* from the Aedyr Empire.

## Description

This outfit is extremely simple, consisting of little more than a rough shirt and breeches made from uncomfortable material.

## Acquisition

* Equipped after character creation if a wizard from the Aedyr Empire is created.
* Equipped after character creation if a monk from the Aedyr Empire is created.

## Random loot

Containers with loot containing ****Aedyre Clothing****
The Bellowing Sea

The Maughman & Co. Shipment Company that owns and operates most of the boats in Erendor make a point of never straying too far from the shore when sailing on the Eastern side of the continent. The captains who go against the company policy are rarely heard from again, but there was one ship that sailed far enough into the Bellowing Sea to return with strange tales to tell. It was a privateer vessel, escaping a Rutai Imperial frigate, which made it quite far before turning back. The frigate gave up the pursuit, but it was hardly a victory for the pirates. When they returned, they were manned by only half the crew they set out with.

Later, warmed up by cheap grog, the sailors told of waves that hurled their ship through the waters as if the sea had a mind of its own, of strange, four-legged creatures covered in scales with razor-sharp teeth that that scurried on deck and pulled sailors into the depths, and swore they saw a giant beast with leathery wings rise from the the water and break one of theirs masts as it made towards the skies. Rumors of monsters and of a fearsome water dragon spread from tavern to tavern as fast as a horse could carry a man, and so to this very day sailors make sure to stay clear of the Bellowing Sea.
Factions/Highwinds

Highwind focuses on special units. When playing as Highwind, positioning is key to take full advantage of your tricks and buffs. Highwind will take some time to master, but is well worth the effort.

## Strengths

* Lots of special attacks & buffs
* Diverse units.

## Weaknesses

* Weak overall attacks
* Low - medium health for most units

## The History:

The Highwinds were an odd bunch when compared to the Rutai and Hologev. Their King had the

vision of equality for man, dragon, creature, and the like. He believed that equality started with an

open mind and an open heart. They allied themselves with many types of creatures and races

and lived peacefully with them. However, their nation would soon come under attack by the Rutai.

During the onset of the War of Man, their King was assassinated by the Rutai. With no rightful heir

to the Throne, the Highwind nation erupted into anarchy and several schisms occurred. The

nation crumbled into several sub­factions, each led by a member of the military. The Rutai though

this would make the Highwinds easier to conquer but it produce the opposite effect.

Trying to remain neutral, the Highwinds defended themselves and watched as the Hologev were

defeated quickly in the War. Quickly the Rutai turned their attention to the Highwinds and

threatened to conquer them. Their advanced Air Force kept the Rutai at bey. They called in their

allies and together they thwarted the Rutai’s attacks.

With the War of Man at a stalemate, the Highwinds rebuilt their society based on their current

situation. They remained scattered through their lands and created a ruling council comprised of

the faction leaders. They continue to hold off the sporadic attacks by the Rutai. The Highwinds

look forward to the day that they can once again be at peace with the other factions of Mankind

and live amongst them as equals.