User:AnotherArk/Sandbox

Links

 * Category:Attention required
 * Category:Templates, Eternity Wiki:Templates, Eternity Wiki:Shortcuts
 * Eternity Wiki:Manual of Style PE:MOS


 * MediaWiki:Hydra.css, MediaWiki:Common.css - MediaWiki CSS elements

Misc notes

 * Images
 * File:Pillars-of-Eternity-World-Map.jpg - need to be replaced with high-quality complete map no water mark. Not too many areas, can be easily turned into interactive map.
 * Need screenshots for many pages.


 * Articles
 * Souls - missing a lot of info, need restructure rewrite.
 * Animancy - need ce\rewrite history section, fields of study?


 * Npcs - background and quotes
 * Creatures - Bestiary weakness and strengths.


 * Stronghoold - structure?
 * Deities - some missing info guidebook
 * inventory
 * Magic - wtf
 * disposition and reputation. - possible merge
 * Crafting


 * Stamina -> Endurance
 * Character, player character companions Npcs...


 * Template:Infobox person -> Template:Person infobox.
 * navbar -> navbox like everywhere else.


 * Vitality, Maimed, rest. Check if rest entry notes abilities "regeneration"
 * Category:Redirects use ??? (Special:ListRedirects)

Some info details

 * The Pantheon of Eora is seprated from their mortal kin by the boundary of the Shroud. Shroud??? p17
 * Gods manifestation in the form of earthly avatars is a rare occurrence, but it has been known to accelerate or punctuate times of great struggle. p10


 * "There is no debate over the existence of Souls and the divine. The only question are how these unseen forces interact with one another, and what mortal can do to achieve success in this life or the next."

- p17


 * Souls are the core essence of all living beings. History and evidence have shown that the soul endures a span of existence reaching far beyond the life of its present host.
 * After death the soul moves between the physical realm and the unseen realm of the gods. There it interacts with deity of the closest association and spends in determined amount of time in its company.
 * http://forums.obsidian.net/topic/66430-i-feel-like-im-missing-something-here-related-to-souls-and-the-game-mechanics-in-this-game/?view=findpost&p=1465097


 * Physical realm and the unseen\spiritual realm of the gods. Hel.
 * Awakening/watchers


 * The wheel of breath spins endlessly, passing the souls of the vanquieshed through pillars of adra, the vines of the world, and giving them new life when they emerge again. With every danger averted, a new calamity looms. This is the world of Eora, where all life begins and ends at the pillars of eternity. -backcover


 * Aedyr tribe of chieftain led nomads. Union with Kulklin -> agriculture, architecture and domestication of the folk in exchange for military protection.
 * Kingdom Era of security -> expansion into new frontiers, empire.
 * Great/er Aedyr -> 'Great Eastern Ocean' -> 'Eastern Reach'


 * Broken stone set the pattern of Aydyran diplomacy for subsequent generations.
 * Dyrwood, hub of commerce (Edrang port building iirc)


 * Readcreras located in the Ixamitl Planins. (Aedyr moved in after the collapse of the Grand Empire of Vallia, ..)


 * Engwithanans are identified as distinct from any single race or culture.
 * only one permanent settlement? Twin elms ? if so its millennia old. Twin elms governed by all six MAJOR tribes. p


 * Dwarven kingdom of White Marsh. Durgan Battery. Overextended colonization, Agressive ogre led a war party. Dwarfs forced back to the 'Pearl Coast'. Aggressive Glanfathan and raiding parties from Deadfire Archipelago. Wiped out.


 * Passive Abilities and Talents are supposed to always stack, so Superior Deflection should stack with the benefit from Two-Handed Style. http://forums.obsidian.net/topic/69268-the-fighting-style-talents/?view=findpost&p=1538516
 * We did set our personal buffs to be "Zero Recovery" and most of them to Instant cast, so you should be able to fire off several very quickly.


 * Characters http://forums.obsidian.net/topic/67960-adventurers-hall-questions-a-little-extra/?view=findpost&p=1511567

Speculations

 * 3 pillars in the drawing.
 * 3 continents. Westren (Great Ayder), Eastren (Dyrwood) and Northen (Rauatai).
 * Ayder royalty use Adra pillars for rituals, Adra pillars at Eír Glanfath and another in the north?

Combat - probably outdated

 * Melee attacks(single-handed, two-handed, or with a shield)

Anyone can dual-wield. Here are the relative trade-offs of fighting in any given "style":
 * Dual Weapon - Fastest attack rate and highest overall damage output vs. relatively light armor.
 * Two-Handed - Standard attack rate. Highest per-hit damage output vs. relatively heavy armor.
 * Weapon & Shield - Standard attack rate. Highest Deflection of any style.  Heavier shields grant more Deflection, reduce Accuracy proportionally.
 * Single Weapon - Standard attack rate, all attacks made with +15 Accuracy.


 * If you dual-wield you're attacking much more frequently. If you wield a single weapon with nothing in the off-hand, you'll gain a good Accuracy bonus.archive
 * A character wielding two weapons is making more frequent attacks than one wielding one weapon (whether single-handed, two-handed, or with a shield). A character in lighter armor plays attack animations (and recovers from them) more quickly than one in heavier armor.archive


 * The advantage to wearing lighter armor in PoE is a faster attack speed, which can lead to great offensive potential. If you wield a single-handed weapon with no shield, you will gain an Accuracy bonus, but not a Deflection bonus.  A dude with padded armor and a rapier will attack frequently and with higher accuracy, but he'll be relatively easy to hit and take more damage.  If you want a great Deflection, wear a shield and accept standard Accuracy (or even reduced Accuracy for heavier shields).  If you want to soak a lot of damage, wear heavier armor.archive


 * Dual-wield weapons hits individually. (


 * Some melee weapons have reach, as indicated in their descriptions. With a reach weapon, you can strike opponents further away than?


 * The player can use Talents to focus on specific fighting styles and should be able to stick to that style in almost all circumstances — though there may be a marginal efficiency cost. E.g., dual-wielding is particularly effective against enemies with low DT and two-handed weapons are particularly effective against enemies with high DT.  Those efficiency margins are typically not very large, but they do exist in the mathematical minutiae.


 * unarmed Attacks


 * Ranged Attacks
 * range determined by? line of sight?

Misc

 * On map / rapidly travel(fatigued, day night cycle): rapidly travel, we do have the classic type of Infinity Engine map where you’ll click on an icon on the map, and it’ll tell you how long it’ll take to get there, and time will elapse. You might get fatigued, or it might be night or morning when you arrive.

bestiary
In the old RPGs based on D&D rules, players familiar with the tabletop experience could identify a monster the minute it appeared in the game, usually able to spout abilities, immunities and modifiers with ease. However, the monsters in Pillars of Eternity will be all new and created from scratch. Abilities won't be known until players encounter them for the first time, but once encountered, the creatures will be added to the player's bestiary for later reference if encountered again, Brennecke said. And if a monster displays a new ability later in the game in a separate encounter, that will be tacked on to the bestiary entry for that creature.

Images\tables


mode="packed"

Wiki Theme\Colors
The current theme is the result of "You're it, until you're dead or I find someone better". It is based on general scheme that was before I started. It still have some rough spots, if anyone notice anything specific please let us know. If by chance somone better reads it, here are some notes\links that might help you:


 * MediaWiki:Hydra.css - for wiki theme elements, structured according to MediaWiki CSS elements for easy reference.
 * MediaWiki:Common.css - for non theme elements such as infobox\navbox etc.
 * Eternity Wiki:Colors - previous color pallet.


 * Standing issues include the main page, being tested for higher res (my work laptop for this crap has 1280 res so I have no way to check how it works ofr higher res) and the possibly overall theme design, see: User_talk:VaultAusir.

Other things that might catch your eye for reference:
 * Official eternity website dark theme.
 * [pathofexile.gamepedia.com/ pathofexile wiki dark theme] we share their tabs.
 * eternity early journal concept wooden frame and paper.

Infoboxes

 * limit width to 300\275ish?
 * font-size: 88% - for infoboxes, navbars and refs?

Gathering info:


 * Template:Ability infobox - cat/param
 * Template:Armor type infobox
 * Template:Talent infobox
 * Template:Upgrade infobox
 * Template:Weapon type infobox

Ability infobox
Custom title, instead of details header?
 * Barbarian/Chanter/Cipher/Druid/Fighter/Monk/Paladin/Priest/Ranger/Rogue/Wizard
 * Active/Modal/Passive
 * Aura/Command/Phrase/Invocation/Spell
 * spell level 1-6

Possibilities?
 * Barbarian Active ability
 * Barbarian Modal ability
 * Barbarian Passive ability


 * Chanter Passive ability
 * Chanter Phrase
 * Chanter Invocation


 * Paladin Passive ability
 * Paladin Aura
 * Paladin Command


 * Druid Passive ability
 * Druid Spell
 * Druid Spell, level 1
 * Level 1 druid spells

Merge restoration and use into one? result in:
 * Uses: Several per rest
 * Uses: 4 per rest
 * Uses: 4 per encounter
 * Uses: Focus
 * Uses: Wounds
 * Uses: 5 Focus - maybe 5 points of Focus.

possible additional distinctions:
 * Possible input
 * self\target\Area of effect(AEO)
 * friendly fire - everyone or Foe Only.

Category - no checks:
 * Category:abilities
 * Category: abilities


 * Category:commands
 * Category:zealous auras
 * Category:invocations
 * Category:phrases
 * Category: spells
 * Category:Level  spells  Alternatively the previous can be used with sort order - Category: spells

Category:Magical concepts ???
 * Category:commands
 * Category:zealous auras
 * Category:invocations
 * Category:phrases
 * Category:druid spells
 * Category:priest spells
 * Category:wizard spells

Later I'd prefer to move to this hierarchy or change the auto cat scheme, otherwise it would be hard individual items like Chanter abilities among all the phrases and invocations.

barbarian fighter
 * Category:barbarian abilities
 * Category:fighter abilities

cipher - (Focus) monk - (Wounds)
 * Category:cipher abilities
 * Category:monk abilities

paladin chanter
 * Category:paladin abilities
 * Category:paladin auras - Category:Zealous auras‎
 * Category:paladin commands - Category:commands
 * Category:chanter abilities
 * Category:chanter phrases - Category:phrases
 * Category:chanter invocations - Category:invocations

druid priest wizard
 * Category:druid abilities
 * Category:druid spells
 * Category:Level 1 druid spells
 * Category:Level 2 druid spells
 * Category:Level 3 druid spells
 * Category:Level 4 druid spells
 * Category:Level 5 druid spells
 * Category:Level 6 druid spells
 * Category:priest abilities
 * Category:priest spells
 * Category:Level 1 priest spells
 * Category:Level 2 priest spells
 * Category:Level 3 priest spells
 * Category:Level 4 priest spells
 * Category:Level 5 priest spells
 * Category:Level 6 priest spells
 * Category:wizard abilities
 * Category:wizard spells
 * Category:Level 1 wizard spells
 * Category:Level 2 wizard spells
 * Category:Level 3 wizard spells
 * Category:Level 4 wizard spells
 * Category:Level 5 wizard spells
 * Category:Level 6 wizard spells

Navigation

 * fix the grouping.
 * I wanted to use this http://i60.tinypic.com/14xlzeg.png (same-ish as the tabs), but it breaks for infoboxes and table with more than one line in the header, so the gradient is quick solution.


 * Either width 100% or add a separator on top.

World:

Entities: Aedyr Empire &middot; Dyrwood &middot; Readceras &middot; Eir Glanfath &middot; Vailian Republics

Lore : Races &middot; Creatures &middot; Souls &middot; Deities &middot; Magic &middot; Technology &middot; Timeline | Items: Armor &middot; Weapons &middot; Materials

Game:

Game: Pillars of Eternity : Frequent asked Questions &middot; Kickstarter Campaign &middot; Obsidian - Development Team.

Character: Player &middot; Companions &middot; Party | Stats: Attributes (Vitality &middot; Defense) &middot; Classes &middot; Skills &middot; Talents - Mechanics: Difficulty &middot; Inventory &middot; Crafting &middot; Resting | Combat: Attack Resolution &middot;  Melee Engagement  &middot; Damage Type

World:
 * Races, Creatures
 * Souls, Deities
 * Magic, Technology
 * Timeline, Calendar

Entities:
 * Aedyr Empire - (across the ocean?)
 * Grand Empire of Vailia - most powerful mercantile force in the southern hemisphere.


 * Free Palatinate of Dyrwood - independent nation, former colony/dutchy of Aedyr Empire.
 * Penitential Regency of Readceras - independent theocratic dictatorship, former colony of Aedyr Empire.
 * Vailian Republics - federation of independent city-states, former colonies of Grand Empire of Vailia.


 * Eir Glanfath - Ancient elven kingdom.

Chronology, Events:
 * Timeline, Calendar
 * War of Black Trees
 * Broken Stone War


 * Saints War? Dyrwood was attacked by the manifestation of a god in the Saints War.

Game mechanics, technical details:
 * Combat:
 * Attack Resolution
 * Melee Engagement


 * Damage Threshold


 * Damage Type
 * Defense


 * Vitality(Stamina and Health)
 * Resting
 * Misc
 * Crafting
 * Dispositions

Character Creation/related
Selecting the initial characteristics of the character.


 * Game Modes and difficulty settings.
 * Inventory screen


 * Player character
 * Companions
 * Adventurer's Hall
 * Stronghold

Character Information:
 * Races - Races subraces\ethnicity\culture
 * Primary Attributes - Derived: Vitality(Stamina and Health), Defense
 * Classes
 * Skills -
 * Talents -
 * Category:Abilities - List of all known Abilities.