Pillars of Eternity
by Obsidian Entertainment · 26 Mar, 2015
32 downloads
About the Game
Recapture the deep sense of exploration, the joy of a pulsating adventure, and the thrill of leading your own band of companions across a new fantasy realm and into the depths of monster-infested dungeons in search of lost treasures and ancient mysteries.
So gather your party, venture forth, and embrace adventure as you delve into a realm of wonder, nostalgia, and the excitement of classic RPGs with Obsidian’s Pillars of Eternity!
Play as Any One of Six Races
Human, Aumaua, Dwarf, Elf, Godlike and Orlan.Utilize Five Core Skills to Overcome Any Situation
Stealth, Athletics, Lore, Mechanics and Survival.Deep Character Customization
Build a character as one of eleven classes such as Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue and Wizard.Sculpt Your Own Story
Side with various factions using a reputation system, where your actions and choices have far-reaching consequences.Explore a Rich and Diverse World
Beautiful pre-rendered environments laced with an engaging story and characters bring the world to life.Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
In your Steam Library Right click on Pillars of Eternity, and select "Properties"
Select the "Game Versions & Beta" Tab, and click the "public_beta" branch.
Beta Patch Notes 1.3.9.4
Combat and Mechanics – Turn-Based Mode Specific
Prone status in TBM will now include an additional 3 initiative delay on the victim.
On cast tick for several TBM pulsing AOEs should now apply properly.
Spiritshift no longer lasts indefinitely on enemies in TBM.
Traps with ticking behavior should now work properly in TBM.
Wall of thorns should no longer behave in real time in TBM.
Fixed an issue where Grimoire Imprints could sometimes lock combat in TBM.
Radiant Sporelings are no longer able to revive multiple times in TBM and lock combat.
Xaurips in TBM with Adra dragon should now consistently aggro the player’s party.
Xaurip priest in TBM Adra dragon combat can no longer lock combat state by casting Holy Power in fog of war.
Visual and Audio
SFX for Wall of Thorns should now play at the proper time in TBM.
Fixed an issue where firearm reload animation would trigger after using a free action, instead of waiting until end of turn.
User Interface and Interaction
Combat in TBM will no longer pause when tutorials appear.
User cursor will no longer show the movement indicator when quitting out to the main menu.
Certain elements of the HUD will no longer briefly remain fully visible when fading out into a transition.
Ability tooltips will now display “Action used” in TBM when the user has no action point.
Free action abilities will now indicate when the free action has already been used for the turn.
Tooltip for toggle TBM button on the HUD now indicates its bound key.
Current turn indicator will no longer display on the master when it is their pet’s turn.
Arrow for collapsing center HUD element no longer clips with character portraits.
Greetings Watchers,
The wait is over and the Turn-Based Mode for the original Pillars of Eternity is now live!
This new feature lets you experience Pillars 1 in a whole new way, with combat fully reimagined around turn-based pacing and flexibility. If you enjoyed experimenting with the system in Pillars of Eternity II: Deadfire, we hope you’ll find this version both familiar and improved so please let us know what you think.
We’d also like to make sure we get a message to all those that played and sent in feedback on the Public Beta to help Turn-Based Mode become the best it can be: THANK YOU! Furthermore, we recognize that this is a large feature and while we have squashed the largest bugs that presented during the beta window, more issues may yet to be discovered. Still, please know that we will continue to release patches for this feature for a short while longer. So if you have an issue or would like to share feedback please contact us via https://support.obsidian.net/.
Thanks!
And now for what to expect in this update.
Major Features
Turn-Based Mode (TBM) has been added to Pillars of Eternity!
Turns are now influenced by character speed, combat pacing has been adjusted for increased lethality, and certain actions (such as swapping weapons, drinking potions, or enabling modals) are now classified as free actions with per-turn limits.
Players can select Turn-Based Mode when starting a game or swap between real-time with pause and turn-based combat in the options menu, keybinding, or HUD toggle button.
General
Added support to change to the original Pillars of Eternity main menu art by clicking base game and DLC icons.
Combat and Mechanics – Turn-Based Mode Specific
TBM Turns have been reworked compared to Deadfire:
Characters no longer take 1 turn per round. Instead characters take turns as frequently as their Initiative (based on RTwP Recovery) allows.
Faster characters (high dexterity, lighter armor, and/or speed improving effects) may end up taking multiple turns each round, while slower characters may act less or even potentially skip an entire round, if encumbered by enough speed penalties.
TBM Lethality has been significantly increased over RTwP:
In addition to legacy lethality changes from Deadfire (increased Graze Range, reduced Miss Range, Basic attacks perform Full Attacks, etc…), TBM now increases damage (dealt by any source) by 35% globally.
This change helps to keep combat moving forward and highlights careful tactical decision making.
TBM Intellect has been reworked vs. RTwP:
The effect of Intellect on duration in TBM has been increased from +/- 5% → 10% per point.
TBM Initiative has been reworked from Deadfire’s:
The new formula for Initiative is:
Base RTwP Recovery * 2 + 1
All modifiers to initiative happen after the above calculation.
First turn initiative uses a default recovery of 2s.
The minimum initiative a character may achieve can never be below 1.
Initiative from Reload Time is reduced by 25%.
TBM Free Actions have been reworked from Deadfire’s:
Swapping weapon sets, drinking potions, and toggling modals (or within a modal group) are all now considered free actions.
Each of these Free Actions are now limited to 1 activation per turn within their respective action type category.
E.g. you may drink a potion and change your active paladin aura, but you may not drink two or more potions in the same turn, or change paladin aura → attack → and then change it back.
Additionally, no individual Free Action may be activated more than once in a turn.
TBM Phrase progression has been reworked from Deadfire’s:
As turns are no longer bound to 1 turn per round, phrases no longer progress 1 phrase per turn.
Phrases now progress based on the amount of initiative (recovery) that has elapsed since the Chanter’s last turn (or the start of combat).
TBM Interrupt mechanics differ from Deadfire’s:
Successful interrupts will add their interrupt value to the Initiative value of the victim’s next turn (effectively pushing back their turn).
Interrupts in TBM have had their values increased over their RTwP equivalents.
An interrupt can still cancel a victim’s pending spell casts if successful.
Combat and Mechanics – General
Using quick items or disarming traps while spiritshifted will no longer cause the turn to become unresponsive.
Overlapping Unconscious and Prone effects no longer allow a character to move freely.
Potion of Major Recovery no longer adds duration to hostile effects instead of reducing it.
Fixed an issue that would cause the bonus from the Holy Power spell to sometimes stack and not be removed.
Stacked Stun/Paralyze/Petrify etc... effects should no longer cause characters to be disabled for longer than intended.
The Helwax mold should now once again be usable.
Visual and Audio
Cipher focus HUD FX are once again visible.
Fixed characters sometimes being stuck in a running animation during cutscenes.
The title screen background should no longer appear with a delay.
User Interface and Interaction
Added a keybinding and HUD button to toggle TBM freely while outside of combat.
Spacebar and Enter keys are now the default bindings to end turn while in a TBM combat.
Added keybindings for Delay turn, End turn, and the Combat Speed slider.
Smart camera is now present in TBM and may be optionally disabled in game options.
Accuracy tooltips can once again be viewed in the inventory screen.
Burial Isle cutscenes no longer prevent future actions from being cancelled or similar strange behaviors.
Fixed an issue where the combat log would display erratically on certain resolutions.
Fixed Player-controlled characters sometimes being unable to attack if any Class Behavior is active.
Fixed an issue that allowed summoned Concelhaut to be looted after death.
Fixed cursor changing to the default one while hovering over party members outside of combat.
Fast mode now can now be enabled without toggling off slow mode first.
Localization
Resolved translation errors with Wizard's Wall of Draining spell on Polish language.
Korean localization should now be available and updated in all versions of the game.
- Mac users can now receive the latest updates.
- The title no longer boots into a black screen if the user's OS is set to Turkish (or languages with similar text formatting).
- GOG achievements now unlock properly.
- Steam/GOG Kickstarter and Backer reward items should once again be granted properly to new players.
- Steam Linux is now supported and will be included in future patches.
- Epic Game Store users will now properly receive their Royal Edition digital content rewards.
- Game saves are now listed with priority given to the most recent, regardless of the method used to create them (Quicksave, Autosave, or manual).
Visual and Audio:
- Fixed an issue that prevented character selection barks from playing in certain cases. (Eder has once again found his voice)
- Grimoires will now correctly hide while reading scrolls.
- Certain cutscenes and maps will now perform better in 4k.
- Fixed a remaining edge case that would cause characters to t-pose in very specific cutscenes.
- Fixed a number of dialogue nodes that would trigger a brief "knock" sound when displayed.
- Removed unintended echo effects on act introduction audio and developer commentary.
- Ferry boat in Oldsong is no longer partially submerged.
- Several variant forms of Woodskin have had their VFX aligned correctly. (Spell Holding, Spell Bind, Adragan & Delemgan variants, etc...)
- Delemgans, Adragan, Pwgra, and Menpwgra have had missing visual and audio effects updated on many of their spells and abilities.
- Characters that are immune to poison won't bark about being poisoned when attacked by poisonous attacks.
- All animal companions will now play footstep audio.
- Hiravias' Spiritshift FX will now properly play when he leaves spiritshift form.
- Taena's centec VO will now play correctly in both contexts that it can be heard.
Quests and Dialogue:
- Fixed softlock when hiring Aldwyn and using his services at Brighthallow.
- Fixed softlock when using Aldwyn's services in the Salty Mast after hiring Lyrinia.
- Obtaining a quest reward from Simoc in the Sacrifical Bloodlines quest and then killing him will no longer result in a second copy of the reward item on his corpse.
- After being awarded Alia Braccia in Hearthsong killing the High Monk afterwards will no longer grant a second instance of the reward.
- Killing Ranga before the potion is acquired will now correctly fail A Mother's Plea.
- Abrecan will now still accept the letter he sends you to retrieve, even if you already possess it when he first tells you about his request.
- Krivi's rewards in Od Nua cannot be obtained multiple times by selecting similar dialogue nodes. Now only one outcome is permitted.
- Anamfath Leader in Twin Elms will continue The Child of Five Suns quest even in the case of Vincent Agosti being dead after being spoken to prior.
- Failing the Athletics and Dexterity checks in the Durgan's Battery scripted interaction will now properly apply the Concussion affliction.
- Accepting Tealdor's Bounty relating to the Disciples of the True Flame and leaving the conversation will not prevent players from asking later on about the Bounty for Laenric.
- Giving Dunstan the final pieces of the Blade of the Endless Paths while he is defending the keep will now correctly reward the player.
- Accusing Grynde of being a ripple sponge addict for reward can no longer be repeated infinitely.
- What happens to the ogre Crothar no longer affects Korgrak's quest states.
Combat and Mechanics:
- Fixed a case where the Shadow Step ability could cause a crash.
- Shadow Step ability is no longer treated as a modal and can now target ground locations.
- Spellsword Wizard AI will properly activate Second Wind instead of Deleterious Alacrity of Motion when low on Endurance.
- Party AI will no longer attempt to activate Second Wind in cases where their Endurance is low, but also capped due to low Health.
- Party AI will no longer select charmed or confused allies as targets for their hostile abilities.
- As in PoE2, Party AI that are commanded by the player to move to a location will not attempt to move from that location for a brief period. (They will still attack during that time if possible).
- Trap Accuracy no longer counts the accuracy modifier on the trap's attack twice in its calculation.
- Fixed an issue that prevented Constant Recovery from scaling in the same way that Veteran's Recovery does. (Constant Recovery is now superior to Veteran's Recovery at all levels, as expected).
- Ryona's Buckle's Tenacity Accuracy bonus will now properly activate and deactivate based on the wearer's current Endurance (vs. Only checking endurance at the time the belt was equipped).
- Iron Circle's Adamant damage reduction now properly deactivates when the wearer rises back above 26% Endurance.
- Killing Bolt traps now target Fortitude, matching its spell counterpart.
- Killing Bolt traps no longer mention slash damage in their description.
- Chain Lightning Traps in Breith Eaman now properly deal damage if they strike a character.
- Binding and severing Abydon's Hammer will no longer permanently increase the user's Might attribute.
- The Lady's Hand has had its effects reworked to use a trigger that can be better seen on the character sheet when active.
- The Black Sanctuary shield will now properly apply its endurance recovery effect when casting Withdraw.
- Belt of the Royal Deadfire Cannoneer will no longer cause traps to recursively trigger their effects.
- Elryn's Jacket Eyestrike effect (and similar events that respond to hostile actions) no longer trigger from beneficial "attacks".
- Powder Burns modal (and similar effects) no longer harms allies located in the AoE's bonus area from intellect.
- Fulvano's Blunderbuss Spellchance: Charm can now properly trigger and charm targets.
- Knock Down will now respect suppression when trying to determine if there's an active knocked down status effect preventing stand up.
- Enemies can no longer move around while being proned by Concelhaut's Crushing Doom.
- Izali's Boon stealth skill bonus now correctly clears after a rest.
- Scroll of Minoletta's Bounding Missiles now uses the correct spell description.
- Scroll of Boiling Spray range now matches its spell counterpart.
- Scrolls of Restore Endurance have had their range increased to match their spell counterparts.
- Hirelings from the Salty Mast will continue to provide their boons when using their services at the player's stronghold.
- Skyward Kick no longer triggers a vertical launch when it would miss with additional effects.
- Skyward Kick will no longer cause targets to remain prone permanently.
- Players affected by multiple Unconscious effects will no longer be able to move around while Unconscious. (Similar cases with other effects should also be fixed).
User Interface and Interaction:
- Fixed a case where a character's culture could be lost in very specific level up circumstances.
- Weapons can now be equipped to the first weapon set by double-clicking them in the inventory.
- Right-clicking on a creature will now display its bestiary entry (if it has one).
- Fixed some cases where the Retrain Character UI might show white portraits.
- Best of damage type icons now display correctly in the character sheet UI.
- Fixed a case where Burial Isle visions might prevent the user from canceling actions.
- Containers that aren't associated with a major faction, but will trigger an attack response from interaction, will now appropriately display the stealing cursor.
- Trapped chest in the Abbot's Quarter's during the Rising Tide quest can now be looted correctly after being disarmed.
- Pickables and similar interactions can no longer be looted multiple times using queue'd actions.
- Removed erroneous description from Guardian Spirit ability on Ancestor Pendant.
- Setting an invalid name after reaching the end of character creation will no longer allow you to finalize character creation.
- Character Creation attribute totals only display culture bonuses after the culture screen is reached.
- Localization:
- Several Talents that were missing localized text in various languages have been localized.
Known Issues:
- We are still investigating the issue where in very rare cases the spell cursor might display the incorrect icon. A change included in this patch should make this occur far less frequently, but the core issue seems to be Unity related. We'll continue to seek alternative solutions in a future update.
General:
- Fixed an issue that prevented POE1 saves from being imported to POE2 after the last patch.
--If you possess a save game that could not be imported, loading and re-saving should correct the issue. - Fixed an issue that caused some users to receive DLC content and/or backer items without having proper access to them.
--If you possess a save game that will not load on 3.7.1.1411 or later, due to it being created with DLC you did not purchase, please send us a support ticket along with your GOG or Steam username and a copy of a save game that has the issue (if multiple saves are affected, you only need to send 1 so we can verify).
--This issue did not affect users on Game Pass or Epic. - Removed duplicate unused asset bundle files that artificially increased installation size.
Navigation:
- N/A
Visual and Audio:
- Fixed an issue where spoken dialogue was being unintentionally affected by reverberation.
Quests and Dialogue:
- N/A
Combat and Mechanics:
- N/A
User Interface and Interaction:
- Fixed incorrect version numbers across different platforms. They should all match now and increment correctly.
Known Issues:
- Some users have reported crashing on 32-bit operating systems. While 32-bit operating systems fall below our minimum requirements, users that had better luck on 3.4.0.1318 will find a Legacy branch available Steam/GOG which may yield better results.
%USERPROFILE%\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity
It has been renamed player.log
General:
- We have updated to Unity Version 2019.4.11.
- Updated graphics to DirectX 11.
- Fixed an issue where backer rewards would appear or unlock incorrectly.
- Also fixed a case where backer rewards might not unlock at all for users in the public beta.
- Corrected save file location for the public beta (You should no longer need to move save files into a _Local_ directory for them to show up correctly).
Navigation:
- Fixed areas that could not be navigated in numerous scenes.
- The lake in Cayron's Scar should no longer be unintentionally traversable when submerged.
- Fixed some cases where NPCs would become stuck when pathing during cutscenes.
- Fixed some cases where NPCs would walk or run in place during cutscenes.
- Fixed a handful of doors throughout various scenes that could be walked through due to lacking proper collision.
Visual and Audio:
- Fixed multiple cases where characters might T-Pose briefly at the beginning of a cutscene.
- Fixed an issue where paperdolls in character creation and inventory screens might appear blurry.
- Overwhelming Wave should more reliably play its visual effects.
- Fixed VFX issues with the Woodskin spell rotating or attaching incorrectly.
- Symbols western chamber of Lle a Rhemen should now properly light up when expected.
- Fixed redundant horn audio playing after the battle of Yenwood.
- Fixed an issue where attempting to open locked containers could play multiple voice lines at once.
- Fixed a handful of cases where dialogue audio wouldn’t play when certain nodes were re-triggered.
- VFX will no longer become displaced when a character teleports or uses a movement ability.
- Unstrung Bow’s visuals will now properly appear on the ground when discovered.
- Soul Whip VFX are no longer lost on save/load or transitions.
- Penetrating Shot, Vulnerable Attack, Savage Attack, and similar VFX should no longer be lost on save/load or transitions.
- Released soul VFX in Sun in Shadow should now display correctly.
- Fixed an issue with Ninagauth’s Freezing Pillar VFX overlapping other visuals.
- Gafonercos will remain correctly positioned after completing certain attacks.
- Potion of Fleet Feet now properly plays a drinking animation.
- Reading from scrolls and rites will now position the scroll correctly in the reader’s hands.
- Fixed an issue that would cause water VFX to display improperly in certain areas.
Quests and Dialogue:
- Ready the Cannons side quest should now properly update its objectives.
- Dialogue from Buried Secrets quest should no longer allow the player to demand their payment more than once.
- Fixed an issue where multiple barked lines in Gilded Vale could overlap excessively.
- Fixed an issue where Eder’s bark lines in the Temple of Eothas may end abruptly.
- Fixed a case where Calisca could trigger the wrong bark line near the camp inside Cilant Lîs.
- Fixed bark lines in Defiance Bay cutting short after their first line.
- Crag Ogres in Flames-That-Whisper Cavern should now more reliably play their banter on approach.
- Prisoners in Icantha’s house should no longer respawn in certain cases after save/load.
Combat and Mechanics:
- Earth Blights should no longer sometimes detach from their selection circles when dominated.
- Scroll of Ray of Fire should now appear correctly and more accurately match the behavior of the Ray of Fire spell.
- Fixed a case where manually resolving stronghold combat could sometimes yield no rewards.
- Fixed a case where prone characters might try to move while prone, resulting in sliding behavior.
- Concelhaut’s Draining Missiles should no longer occasionally show 0.0 damage in the combat log.
- Weapon Specialization: Peasant should now reliably add its damage to unarmed attacks.
- Fixed some cases where the Halt spell might confuse enemy AI, causing them to repeatedly interrupt and re-attempt their own actions.
- Removed errant untargetable Xaurip that could sometimes appear in Dyrford Crossing.
- Fixed a case where Sleafhota might teleport to an alternate location mid-dialogue before attacking the player.
- Attacking Osrya directly will now reliably engage with her revenant and skeleton minions.
- Fixed a case where all survival camping bonuses might appear after spending only a single skill rank on Survival.
- One-Eyed Molina’s Gold-Fingered Spike-Flinger’s last two soulbound upgrades now increase Reload Speed instead of decreasing it.
- Deadfire Pack’s soulbound weapons now have the Universal weapon group.
- Fixed an issue with status effects from old saves duplicating when loaded on newer builds.
- Battle-Forged Godlike racial ability should no longer trigger a hit on the owner when non-hostile abilities are used (E.g. Second Wind).
- Caedebald’s Blackbow and Llengrath’s Blunt Wisdom are now of the universal weapon type.
- Stalker’s Torc item should now apply and display its effects correctly.
- Psychic and Brutal Backlash now correctly respect their per encounter rules.
- St. Ydwen’s Redeemer no longer displays “Destroys Vessels” activations in the combat log when not fighting a vessel.
- Scroll of Minoletta’s Minor Missiles will now better match the effects of the origin spell.
User Interface and Interaction:
- Fixed a UI issue where chants could sometimes clip beyond their scrolling frame.
- Fixed a case where the damage type icon on the character sheet might not position correctly.
- Fixed some cases where assigning companions to multiple stronghold missions at once might cause UI issues.
- Quick loading with the crafting or enchanting UI open should no longer result in a permanent black screen.
- Fixed a typo in the description of Animal Companions.
- Fixed an issue where highlighting certain parts of a defeated enemy would not allow you to loot them.
- Doors in some scenes that were difficult to interact with have had their collision revised and should now be more reliable.
- Fixed a case where the final pressure plate in the Temple of Woedica would not appear.
- Examining the wall trophy inside of Elm’s Reach should now be possible.
- Skipping intros when first starting the client should now be more responsive.
- Fixed accuracy tooltips not appearing on the character sheet.
- Interactable tree in the Abbey of the Fallen Moon now can be interacted with properly.
- Fixed a bug preventing interactable highlights from appearing after opening the map.
- Fixed an issue that caused tooltips to sometimes shake in the UI
Known Issues:
Displayed version numbers across platforms for this release are not accurate. (Don’t worry, all content is the same between versions!)
Steam builds incorrectly display 3.4.xxxx.
Displayed version: 1.3.4.1377
Accurate Version: 1.3.7.1377
This issue has been resolved for the next release, and all platforms should use the same version numbers going forward.
This update is currently unavailable for OSX & Linux. We are investigating bringing these platforms up to speed as part of a future patch.
Paradox Interactive, a publisher of games that define genres, and Obsidian Entertainment, developers of classic games like Fallout: New Vegas and South Park: The Stick of Truth, today announced that Pillars of Eternity: Definitive Edition is available for Windows, Mac, and Linux PCs.
Definitive Edition, the comprehensive version of Obsidian’s award-winning, best-selling cRPG, Pillars of Eternity, includes the original game alongside both of its released expansions, all premium extras, and an all-new bundle of content, called the “Deadfire Pack,” inspired by Obsidian’s upcoming Pillars of Eternity II: Deadfire.
This complete version provides fans with the full suite of all Pillars of Eternity-related content ever created by Obsidian, providing every piece of the experience in a single, convenient package.
Definitive Edition includes:
- The original Pillars of Eternity, winner of multiple awards for its rich story, lush art style, and incredible depth of choice -- a modern RPG that calls back the classics like Baldur’s Gate
- The complete, expanded world, characters, and content from The White March: Parts I & II, which adds new places to travel, companions to adventure with, and quests to complete – and which expands greatly on the story of Pillars
- All premium content originally sold with Pillars of Eternity: Royal Edition, including the original soundtrack, a digital collector's book, an original novella set in the Pillars universe, and much, much more
- The all-new Deadfire Pack DLC, which includes new in-game items to earn and discover,and new portraits from the forthcoming sequel, Pillars of Eternity II: Deadfire, releasing in 2018
Current Release
v3.07.0
Uploaded Oct 19, 2023
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System Requirements
How to Install
PillarsOfEternity.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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14.8 GB
v3.07.0
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