Pillars of Eternity: Complete Edition —Guide and Walkthrough (PS4)
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Close XGuide and Walkthrough (PS4)
by chris-williams
Table of Contents
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Guide and Walkthrough (PS4) by chris-williams
Version: 1.0h | Updated: 09/25/2023
Highest Rated Guide
- Previous: Universal Talents
- Table of Contents
- Next: Companions
Table of Contents
- Introduction
- Mechanics
- Tips
- Copyright and Acknowledgments
- Character Creation
- Levels and Experience
- Races
- Class Overview
- Attributes
- Culture and Background
- Skills
- Barbarian
- Chanter
- Cipher
- Druid
- Fighter
- Monk
- Paladin
- Priest
- Ranger
- Rogue
- Wizard
- Universal Talents
- Builds
- Companions
- The Hollowing of the Dyrwood - Act I
- The Gilded Vale
- The Old Watcher
- Lord of a Barren Land
- The Hollowing of the Dyrwood - Act II
- Never Far from the Queen
- The Man Who Waits and Other Stories
- Through Death's Gate
- The White March - Part 1
- Durgan's Battery
- The White Forge
- The Siege of Crägholdt
- The Hollowing of the Dyrwood - Act III
- The Assassin at Large
- Council of Stars
- The White March Part 2
- The Iron Flail
- The Forgotten Army
- The Hollowing of the Dyrwood - The Finale
- Memories of the Ancients
- Endless Paths of Od Nua
- Caed Nua
- Upgrades
- Events
- Bounties
- Items
- Mundane Equipment
- Unique Weapons
- Unique Armour and Shields
- Accessories
- Soulbound Items
- Grimoires
- Consumables
- Crafting
- Ingredients
- Durgan Iron Ingots
- Miscellaneous
- Pets
- Inns and Lodgings
- Bestiary
- Beasts
- Primordials
- Spirits
- Vessels
- Wilders
- Appendix: Relative Pacifism
- Trophies
Builds
This page provides builds for each class that you can use in your own playthroughs..
Barbarian
Race | Human (Fighting Spirit) |
---|---|
Culture | Deadfire Archpelago |
Background | Slave |
Attributes | MIG: 18, CON: 9, DEX: 9, PER: 14, INT: 18, RES: 10 |
Skills | Athletics (3), Survival (2) |
Lvl | Options |
1 | Carnage; Frenzy |
2 | Weapon Focus - Soldier |
3 | Savage Defiance |
4 | Two-Handed Style |
5 | One Stands Alone |
6 | Stalwart Defiance |
7 | Threatening Presence |
8 | Accurate Carnage |
9 | Barbaric Shout |
10 | Apprentice's Sneak Attack |
11 | Thick-skinned |
12 | Barbaric Blow |
13 | Dragon Leap |
14 | Greater Frenzy |
15 | Barbaric Retaliation |
16 | Bull's Will |
Frenzy is not great at low levels because you don't need the Accuracy penalty. However, in the long term, it's better than Barbaric Yell. Savage Defiance combos with Fighting Spirit: when sufficient damage is taken to activate the combat boosts, you can heal yourself. Most of the abilities are passive: if you're going to be in the thick of combat, you may as well weaken nearby enemies. One Stands Alone, which confers a damage bonus, only requires enemy proximity rather than actual Engagement.
The weapon focus is for the Tall Grass pike or the Hours of St. Rumbauld great sword which can knock enemies Prone on a critical hit. Carnage turns this into an AoE effect and Threatening Presence makes it more likely to proc by lowering enemies' Fortitude.
Chanter
Race | Coastal Aumaua (Towering Physique) | |
---|---|---|
Culture | Old Vailia | |
Background | Merchant | |
Attributes | MIG: 18, CON: 10, DEX: 6, PER: 10, INT: 18, RES: 16 | |
Skills | Lore (3), Mechanics (2) | |
Lvl | Chants | Talents |
1 | Come, Come, Soft Winds...; Blessed Was Wengridh...; But Reny Daret's Ghost... | - |
2 | White Worms Writhed... | Ancient Memory |
3 | At the Sight of Their Comrades... | - |
4 | Not Felled By the Axe... | Weapon Focus - Peasant |
5 | Sure-Handed Ila... | - |
6 | My Son, Do You See Your Sisters...? | Weapon and Shield Style |
7 | Rime and Frost... | - |
8 | At the Sound of His Voice... | Beloved Spirits |
9 | The Dragon Thrashed... | - |
10 | Seven Nights She Waited... | Secrets of Rime |
11 | The Silver Knights' Shields... | - |
12 | Oh, But Knock Not on the Door... | Superior Deflection |
13 | Old Slec Would Not Rest... | - |
14 | So Singt Thy Biting Winds... | Hold the Line |
15 | Mercy and Kindness... | - |
16 | Called to His Bidding | Two-handed Style |
A Chanter's strengths don't dispose her to being the being the fastest killer on the battlefield so this build focuses on defence and passive aggression. The weapon focus is for the Deflection benefits of hatchets and for a general Accuracy bonus. The higher level Invocations are boosted by Secrets of Rime.
For most encounters, you're best off mindlessly chanting Come, come... so that you can get your damaging Invocations off or access your powerful summons more quickly. When they come online, you can mix in Old Slec or Mercy and Kindness for some powerful self and party heals.
Cipher
Race | Moon Godlike (Silver Tide) | |
---|---|---|
Culture | Living Lands | |
Background | Scientist | |
Attributes | MIG: 16, CON: 10, DEX: 16, PER: 12, INT: 16, RES: 8 | |
Skills | Lore (2), Mechanics (2), Stealth | |
Lvl | Spells | Talents |
1 | Antipathetic Field; Eyestrike | Soul Whip |
2 | Whisper of Treason | Greater Focus |
3 | Psychovampiric Shield; Mental Binding | - |
4 | Recall Agony | Biting Whip |
5 | Puppet Master; Ectopsychic Echo | - |
6 | Secret Horrors | Draining Whip |
7 | Body Attunement; Silent Scream | - |
8 | Pain Block | Psychic Backlash |
9 | Borrowed Instinct; Tactical Meld | - |
10 | Fractured Volition | Brutal Backlash |
11 | Amplified Wave; Disintegration | - |
12 | Mind Plague | Weapon Focus - Adventurer |
13 | Pain Link; Time Parasite | - |
14 | Soul Ignition | Apprentice's Sneak Attack |
15 | Defensive Mindweb; Reaping Knives | - |
16 | Phantom Foes | Bull's Will |
This is a decent mix of crowd control and direct damage. At first, you'll likely be using a bow but when you get Greater Focus at level 2 you can open with Eyebite which will help you land your physical attacks. If you prefer a more hands-on approach, you can open up with Psychovampiric Shield from level 3 and go in swinging. The weapon focus encompasses reach and missile weapons to support a hybrid playstyle.
Disintegration is your big damage spell. If you need to soften up a high-defence target first, Fractured Volition reduces Fortitude. Before that you can use Antipatheitc Field and Ectopsychic Echo.
Druid
Race | Pale Elf (Elemental Endurance) | ||
---|---|---|---|
Form | Cat | ||
Culture | The Living Lands | ||
Background | Colonist | ||
Attributes | MIG: 15, CON: 10, DEX: 16, PER: 10, INT: 18, RES: 9 | ||
Skills | Lore, Survival (4) | ||
Lvl | Spells | Mastery | Talents |
1 | 1st level spells | - | Spiritshift |
2 | - | - | Wildstrike Shock |
3 | 2nd level spells | - | - |
4 | - | - | Heart of the Storm |
5 | 3rd level spells | - | - |
6 | - | - | Two-Weapon Style |
7 | 4th level spells | - | - |
8 | - | - | Weapon Focus - Peasant |
9 | 5th level spells | Nature's Mark | - |
10 | - | - | Greater Wildstrike Shock |
11 | 6th level spells | Autumn's Decay | - |
12 | - | - | Apprentice's Sneak Attack |
13 | 7th level spells | Stag's Horn | - |
14 | - | - | Savage Attack |
15 | 8th level spells | Form of the Delemgan | - |
16 | - | - | Interrupting Blows |
There seems little point in playing a Druid as a pure caster class - you might as well play a Wizard. Instead, I've chosen to build around Spiritshifting. I prefer the cat slightly to the boar since building for attack speed works better when you have high attack speed to start with.
Nature Godlike would be nice, but the synergy of Elemental Endurance with Form of the Delemgan is just too good to pass up.
You might take Veteran's Recovery for early survivability and respec when that ceases to be such a problem. Savage Attack works well with Spiritshift attacks since they have high Accuracy.
Fighter
Race | Boreal Dwarf (Hunter's Instincts) |
---|---|
Culture | Deadfire Archipelago |
Background | Explorer |
Attributes | MIG: 16, CON: 10, DEX: 16, PER: 12, INT: 14, RES: 10 |
Skills | Athletics, Lore (2), Survival (2) |
Lvl | Options |
1 | Constant Recovery; Knock Down |
2 | Rapid Recovery |
3 | Disciplined Barrage |
4 | Two-Weapon Style |
5 | Weapon Specialization - Ruffian |
6 | Weapon Focus - Ruffian |
7 | Armored Grace |
8 | Weapon Mastery - Ruffian |
9 | Fearless |
10 | Vulnerable Attack |
11 | Critical Defense |
12 | Bonus Knock Down |
13 | Charge |
14 | Apprentice's Sneak Attack |
15 | Sundering Blow |
16 | Superior Deflection |
This is a Fighter built for lethality rather than defence. I've chosen Boreal Dwarf but any racial choice with a fixed bonus would be good. I've chosen the Ruffian weapon set for two-weapon fighting - adjust to taste.
Monk (Long Pain)
Race | Boreal Dwarf (Hunter's Instincts) |
---|---|
Culture | The Living Lands |
Background | Explorer |
Attributes | MIG: 20, CON: 10, DEX: 16, PER: 10, INT: 16, RES: 6 |
Skills | Athletics, Lore (2), Stealth, Survival |
Lvl | Options |
1 | Transcendent Suffering; Swift Strikes |
2 | Lightning Strikes |
3 | Torment's Reach |
4 | Two Weapon Style |
5 | Stunning Blow |
6 | Weapon Focus - Peasant |
7 | The Long Pain |
8 | Beast Slayer |
9 | Long Stride |
10 | Primal Bane |
11 | Flagellant's Path |
12 | Sanctifier |
13 | Force of Anguish |
14 | Ghost Hunter |
15 | Skyward Kick |
16 | Marksman |
This is a variant Monk built around the Long Pain Fists. Until level 7, you will play as a conventional Monk. Because of low Resolve, you will have to play slightly cautiously at first. Once you get The Long Pain ability, you have an extremely high damage, dual-wield weapon. All the selected abilities work with it (note that Enervating Blows is not one of these) and the bane-type talents increase what is already high damage further. If you want the complete set, swap the Marksman talent for Wilder Hunter.
Monk (Passive Aggressive)
Race | Fire Godlike (Battle Forged) |
---|---|
Culture | Rauatai |
Background | Slave |
Attributes | MIG: 18, CON: 18, DEX: 8, PER: 14, INT: 8, RES: 12 |
Skills | Athletics (2), Lore, Stealth, Survival |
Lvl | Options |
1 | Transcendent Suffering; Torment's Reach |
2 | Veteran's Recovery |
3 | Turning Wheel |
4 | Vulnerable Attack |
5 | Long Stride |
6 | Scion of Flame |
7 | Duality of Mortal Presence |
8 | Weapon Focus - Peasant |
9 | Enervating Blows |
10 | Two Weapon Style |
11 | Iron Wheel |
12 | Bear's Fortitude |
13 | Rooting Pain |
14 | Body Control |
15 | Flagellant's Path |
16 | Fast Runner |
The idea here is to repay pain with interest. The key talent is Battle Forged which works with Turning Wheel and Vulnerable Attack. This does require you to be at 50% Endurance, but with very high Constitution, this will still be quite high.
Paladin
Race | Human (Fighting Spirit) |
---|---|
Culture | Old Vailia |
Background | Aristocrat |
Attributes | MIG: 19, CON: 10, DEX: 10, PER: 12, INT: 12, RES: 15 |
Order | Shieldbearers of St. Elcga |
Skills | Athletics (2), Lore (3) |
Lvl | Options |
1 | Faith and Conviction; Flames of Devotion |
2 | Shielding Flames |
3 | Zealous Focus |
4 | Critical Focus |
5 | Lay on Hands |
6 | Two-handed Style |
7 | Coordinated Attacks |
8 | Weapon Focus - Soldier |
9 | Sworn Enemy |
10 | Shielding Touch |
11 | Reviving Exhortation |
12 | Greater Lay on Hands |
13 | Sacred Immolation |
14 | Scion of Flame |
15 | Righteous Soul |
16 | Apprentice's Sneak Attack |
Shieldbearers get a couple of decent talents and more defence for everyone is never a bad thing. The basic idea is to open up with Flames of Devotion which - combined with a shot from an arquebus - will damage or even kill a backline enemy while providing a decent boost to all allies. With this out of the way, the Paladin can get stuck in with a great sword while boosting the Accuracy of the entire party. Besides Sacred Immolation (which is too good to pass up regardless), most of the chosen abilities do not depend strongly on Intellect, allowing attribute points to be moved elsewhere.
Priest of Eothas
Race | Death Godlike (Death's Usher) | ||
---|---|---|---|
Culture | Old Vailia | ||
Background | Artist | ||
Attributes | MIG: 15, CON: 8, DEX: 18, PER: 12, INT: 17, RES: 8 | ||
Skills | Athletics, Lore (4) | ||
Lvl | Spells | Mastery | Talents |
1 | 1st level spells | - | Holy Radiance |
2 | - | - | Interdiction |
3 | 2nd level spells | - | - |
4 | - | - | Painful Interdiction |
5 | 3rd level spells | - | - |
6 | - | - | Inspiring Radiance |
7 | 4th level spells | - | - |
8 | - | - | Weapon and Shield Style |
9 | 5th level spells | Blessing | - |
10 | - | - | Scion of Flame |
11 | 6th level spells | Repulsing Seal | - |
12 | - | - | Hope Eternal |
13 | 7th level spells | Dire Blessing | - |
14 | - | - | Deep Pockets |
15 | 8th level spells | Devotions for the Faithful | - |
16 | - | - | Outlander's Frenzy |
This is the nice Priest build with joint emphasis on party support and burning enemies to ash. Eothas has probably the least useful Deity-specific talent but the best Symbol spell for late game. The rather strange looking Outlander's Frenzy talent is to boost casting speed.
Priest of Skaen
Race | Hearth Orlan (Minor Threat) | ||
---|---|---|---|
Culture | Aedyr | ||
Background | Dissident | ||
Attributes | MIG: 14, CON: 10, DEX: 15, PER: 16, INT: 15, RES: 8 | ||
Skills | Athletics, Lore (3), Stealth | ||
Lvl | Spells | Mastery | Talents |
1 | 1st level spells | - | Holy Radiance |
2 | - | - | Interdiction |
3 | 2nd level spells | - | - |
4 | - | - | Painful Interdiction |
5 | 3rd level spells | - | - |
6 | - | - | Prey Upon the Weak |
7 | 4th level spells | - | - |
8 | - | - | Two-Weapon Style |
9 | 5th level spells | Halt | - |
10 | - | - | Apprentice's Sneak Attack |
11 | 6th level spells | Holy Power | - |
12 | - | - | Vulnerable Attack |
13 | 7th level spells | Dire Blessing | - |
14 | - | - | Weapon Focus - Ruffian |
15 | 8th level spells | Devotions for the Faithful | - |
16 | - | - | Scion of Flame |
In contrast a Priest of an evil deity is built rather more selfishly and plays like a Rogue with the exception that the enemies he engages are already going to be weakened in several ways before he starts stabbing them.
Ranger
Race | Hearth Orlan (Minor Threat) |
---|---|
Culture | Deadfire Archipelago |
Background | Explorer |
Attributes | MIG: 17, CON: 10, DEX: 18, PER: 15, INT: 10, RES: 8 |
Skills | Lore, Stealth, Survival (3) |
Lvl | Options |
1 | Animal Companion (Wolf); Wounding Shot |
2 | Resilient Companion |
3 | Vicious Aim / Predator's Sense |
4 | Vicious Companion |
5 | Stalker's Link |
6 | Faithful Companion |
7 | Heal Companion |
8 | Penetrating Shot |
9 | Binding Roots |
10 | Weapon Focus - Peasant |
11 | Stunning Shots |
12 | Bull's Will |
13 | Twinned Shots |
14 | Apprentice's Sneak Attack |
15 | Vengeful Grief |
16 | Merciless Companion |
Since the USP of a Ranger is the animal companion, it makes sense to build around it. For level 3, either take Predator's Sense or take Vicious Aim and respec when you get to level 13 since Twinned Shots makes other modal abilities obsolete. At level 5, you may prefer Defensive Bond which doesn't require you to pay such close attention to what your companion is up to.
Rogue
Race | Hearth Orlan (Minor Threat) |
---|---|
Culture | Deadfire Archipelago |
Background | Drifter |
Attributes | MIG: 14, CON: 9, DEX: 18, PER: 18, INT: 9, RES: 10 |
Skills | Mechanics (3), Stealth (2) |
Lvl | Options |
1 | Sneak Attack; Blinding Strike |
2 | Two Weapon Style |
3 | Escape |
4 | Weapon Focus - Ruffian |
5 | Reckless Assault |
6 | Vulnerable Attack |
7 | Dirty Fighting |
8 | Vicious Fighting |
9 | Finishing Blow |
10 | Veteran's Recovery |
11 | Deathblows |
12 | Interrupting Blows |
13 | Sap |
14 | Bull's Will |
15 | Feign Death |
16 | Backstab |
At level 1, you only have two choices. Blinding Strike gives the superior debuff but you can pick Crippling Strike which can be used twice as often. The weapon focus suggests something like a sabre and stiletto or a club and stiletto. Two Weapon Style and Vulnerable Attack will cancel each other out. However, combined they give you a way of overcoming high DR without compromising offence too badly. When you don't need the DR bypass, turn Vulnerable Attack off.
Since Deflection is in the crapper, I don't try to repair the penalty from Reckless Assault through Deflecting Assault. If you weren't reckless, you wouldn't play as a Rogue in the first place!
Wizard (Ranged)
Race | Moon Godlike (Silver Tide) | ||
---|---|---|---|
Culture | The White that Wends | ||
Background | Mystic | ||
Attributes | MIG: 16, CON: 8, DEX: 14, PER: 14, INT: 18, RES: 8 | ||
Skills | Lore (4), Mechanics | ||
Lvl | Spells | Mastery | Talents |
1 | Arkemyr's Dazzling Lights; Chill Fog; Slicken; Wizard's Double | - | Arcane Assault |
2 | Slicken | - | Blast |
3 | Concelahaut's Corrosive Siphon; Fetid Caress | - | - |
4 | Bulwark Against the Elements | - | Dangerous Implements |
5 | Deleterious Alacrity of Motion; Kalakoth's Minor Blights | - | - |
6 | Arduous Delay of Motion | - | Penetrating Blast |
7 | Minor Grimoire Imprint; Pull of Eora | - | - |
8 | Maura's Writing Tentacles | - | Envenomed Strike |
9 | Call to Sleep; Llengrath's Safeguard | Eldritch Aim | - |
10 | Arkemyr's Wondrous Torment | - | Weapon Focus - Noble |
11 | Chain Lightning; Gaze of the Adragan | Bulwark Against the Elements | - |
12 | Arkemyr's Capricious Hex | - | Marksman |
13 | Llengrath's Warding Staff; Tayn's Chaotic Orb | Arduous Delay of Motion | - |
14 | Substantial Phantom | - | Apprentice's Sneak Attack |
15 | Caedebald's Blackbow; Wall of Many Colors | Pull of Eora | - |
16 | Major Grimoire Imprint | - | Deep Pockets |
This is primarily a ranged build with a mix of damaging and disabling magic. The trick is using implements (rods, staves and wands) and having them do AoE damage through (Penetrating) Blast. You can use AoE blasts to deliver Envenomed Strike. Dangerous Implements increases your damage output and helps proc Silver Tide by damaging you with each blast.
Wizard (Melee)
Race | Pale Elf (Elemental Endurance) | ||
---|---|---|---|
Culture | Living Lands | ||
Background | Mercenary | ||
Attributes | MIG: 18, CON: 10, DEX: 15, PER: 12, INT: 15, RES: 8 | ||
Skills | Athletics, Lore (3), Mechanics | ||
Lvl | Spells | Mastery | Talents |
1 | Concelhaut's Parasitic Staff; Eldritch Aim; Spirit Shield; Wizard's Double | - | Arcane Assault |
2 | Fleet Feet | - | Arcane Veil |
3 | Infuse with Vital Essence; Merciless Gaze | - | - |
4 | Bulwark Against the Elements | - | Two-Handed Style |
5 | Deleterious Alacrity of Motion; Expose Vulnerabilities | - | - |
6 | Concelhaut's Draining Touch | - | Hardened Veil |
7 | Flame Shield; Ironskin | - | - |
8 | Pull of Eora | - | Weapon Focus - Noble |
9 | Citzal's Spirit Lance; Llengrath's Safeguard | Wizard's Double | - |
10 | Arkemyr's Wondrous Torment | - | Apprentice's Sneak Attack |
11 | Minoletta's Precisely Piercing Blast; Arkemyr's Capricious Hex | Eldritch Aim | - |
12 | Citzal's Martial Power | - | Veteran's Recovery |
13 | Llengrath's Warding Staff; Wall of Draining | Deleterious Alacrity of Motion | - |
14 | Substantial Phantom | - | Superior Deflection |
15 | Major Grimoire Imprint; Minoletta's Piercing Sigil | Flame Shield | - |
16 | Wall of Many Colors | - | Bear's Fortitude |
The spell selection focuses on self-buffs and spells with a fast casting time. Arcane Veil doesn't last that long so you may want to have an escape plan (Fleet Feet or similar). The Parasitic Staff is great for the early game and the Spirit Lance and Warding Staff are even better later on.
- Previous: Universal Talents
- Next: Companions
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