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Releases: phanto17/eternity-keeper

Eternity Keeper 1.0.1-beta

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@github-actions github-actions released this 09 Oct 08:45

A save editor for Pillars of Eternity, for the current Steam and GOG builds of the game (tested with v3.9.5).

Download

For 64-bit Windows 10 or 11. Take either file below: they hold the same editor, and neither needs Java or anything else installed.

  • EternityKeeper-1.0.1-beta-win64-setup.exe installs it for your user, with no administrator rights, and adds it to the Start menu. It is removed again from Settings → Apps → Installed apps, and a newer version's installer upgrades it.
  • EternityKeeper-1.0.1-beta-win64.zip needs no installing: extract the whole zip anywhere and run Eternity Keeper.exe.

The downloads are not signed, so Windows may say it protected your PC: choose More info, then Run anyway. Each file has a .sha256 beside it to check it against.

On first launch the editor finds your game and your saves, and offers to read item names and icons from your install (a few minutes, once). Names are shown in the language your game is set to.

Your saves are safe. The editor never writes to the save you open: Save writes a new save, which the game lists beside the original. Keep a copy of %USERPROFILE%\Saved Games\Pillars of Eternity all the same until you have loaded an edited save in the game.

Something wrong? Open an issue on this repository and attach eternity.log; Settings shows where it is.


1.0.1-beta (2026-10-09)

Fixed

  • Reading game data stopped on a clean install with "no ingameglobal bundle", and the editor was left without item, ability and stronghold data. The reader took the stronghold upgrades and the deities from ingameglobal.unity3d, a file of the 2015 game that Steam's updates leave behind and that a fresh install — GOG, or Steam installed since the 2025 rebuild — never has. It now reads them from resources.assets, where the current game keeps them. That also corrects two numbers the old file had wrong (the Brighthollow Hearth and the Courtyard Pool cost 600 cp, not 1,600) and adds the two hirelings it lacked (the Bleakwalker of The White March and Raedric's fampyr). Read again in Settings picks these up on an install where the data was read before.

Eternity Keeper 1.0.0-beta

Pre-release

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@github-actions github-actions released this 06 Oct 08:41

A save editor for Pillars of Eternity, for the current Steam and GOG builds of the game (tested with v3.9.5).

Download

For 64-bit Windows 10 or 11. Take either file below: they hold the same editor, and neither needs Java or anything else installed.

  • EternityKeeper-1.0.0-beta-win64-setup.exe installs it for your user, with no administrator rights, and adds it to the Start menu. It is removed again from Settings → Apps → Installed apps, and a newer version's installer upgrades it.
  • EternityKeeper-1.0.0-beta-win64.zip needs no installing: extract the whole zip anywhere and run Eternity Keeper.exe.

The downloads are not signed, so Windows may say it protected your PC: choose More info, then Run anyway. Each file has a .sha256 beside it to check it against.

On first launch the editor finds your game and your saves, and offers to read item names and icons from your install (a few minutes, once). Names are shown in the language your game is set to.

Your saves are safe. The editor never writes to the save you open: Save writes a new save, which the game lists beside the original. Keep a copy of %USERPROFILE%\Saved Games\Pillars of Eternity all the same until you have loaded an edited save in the game.

Something wrong? Open an issue on this repository and attach eternity.log; Settings shows where it is.


1.0.0-beta (2026-10-06)

The first release with an installer and a ready-to-run download. Compared with Eternity Keeper 0.21a (aybrkaknc's update of February 2026, which made the editor read the current game's saves, the turn-based patch included):

Getting started

  • A ready-to-run Windows download. One zip holding Eternity Keeper.exe, the Java 8 runtime it needs and the embedded browser. Nothing to install, and whatever Java the machine has is never used.
  • Or an installer. EternityKeeper-<version>-win64-setup.exe holds the same files and asks for no administrator rights: it installs for your user, adds a Start menu entry and an entry under Installed apps, upgrades an older version in place, and its uninstaller leaves your settings and save backups alone. The release workflow installs, starts and uninstalls every build of it on a clean Windows machine before attaching it to a release, and checks that it upgrades over an older copy, stops while the editor is open, and refuses a folder the editor could not start from.
  • The save list opens at once. A search used to unpack every save whole (5.8 s and 767 MB of temporary files for twelve saves, at every start); it now unpacks only what a tile is drawn from, and the rest of a save when it is opened or compared.
  • A damaged file in the saves folder costs only its own tile. A save cut short, a file that is not a save, a summary with a field missing: the list shows the others and names each one it left out, with the reason. One of them used to end the whole search, and a save that was simply missing left its owner looking for it.
  • Works from any folder. Settings and the log live in %APPDATA%\Eternity Keeper, so the editor runs from Program Files, a shortcut or a USB stick. Settings from an older copy are brought across once.
  • Game data is read for you. Item names and icons, abilities, stronghold upgrades and deities come from your own game install. The editor offers to read them on first launch (a few minutes, once), shows its progress, and can do it again from Settings after the game updates.
  • Names in your game's language. Items, abilities, spells, talents, stronghold upgrades, hirelings and quests are shown as your game shows them: the editor follows the language the game is set to, and Settings lets you pick any other your install has. The editor's own words stay English, and what a language has no word for is shown in English.
  • Finds the game wherever it is installed: Steam libraries on any drive, GOG, Epic, or common folders on every drive. A Microsoft Store copy is detected and explained, because Windows does not let other programs read its files.
  • Saves from the current game (tested with Steam v3.9.5) open, edit and load back in the game correctly.

Editing

  • Inventory: every party member's pack, their equipment and the shared stash, with real names and icons, and the equipment laid out around the character the way the game's own inventory screen has it. Move items between characters, equip and unequip them (the game's slot, class and race rules are enforced), change stack sizes, add any of the game's items, sell junk in bulk, tidy stacks.
  • Quick slots and weapon sets follow the game's own rules: a two-handed weapon only goes in the main hand and shares its set with nothing, a soulbound item stays with its owner, a big stash stack splits at the item's stack size, and swaps work even with full packs. A refused edit says why.
  • Abilities and talents: see what a character knows and add anything their class, race or companion could learn, including the abilities a talent grants.
  • Grimoires: edit a wizard's spellbook four spells to a level, the way the game lays it out.
  • Vendors: every store in the save with what it holds, read from the area files the game keeps it in. Pick what to take out of a vendor's stock — what you sold there, say — and Apply removes exactly that. Nothing is picked for you, and the vendor's original stock, uniques included, is marked, because the game never restocks it.
  • Stronghold: build and demolish Caed Nua's upgrades with the game's own Prestige and Security arithmetic, dismiss hirelings and release prisoners the way the game's own buttons do, and edit turns, debt and taxes.
  • Identity: race, subrace, class, culture, background, deity and paladin order, showing what each choice does to the character sheet.
  • Skills edited as the ranks the game shows, not raw points.
  • Portraits: pick any portrait on your install, including ones you added. The game's load list shows the new faces too: Save redraws the party thumbnails stored in the save, which the game only updates when it saves.
  • Resurrect dead companions, including their failed personal quest and Sagani's pet.
  • Party management from anywhere: swap companions between the party and the stronghold roster.
  • Find anything (Ctrl+F): one box above the character list that finds characters, items wherever they are (packs, quick slots, worn, weapon sets, the stash), abilities, talents and global variables, with or without accents, and opens each on its own tab with the item or ability picked out.
  • Compare two saves (Compare on the save list): what differs between them, in the editor's own words — money, difficulty and game time; each character's stats, health and records; items gained, lost and moved, with where they went; abilities, grimoires, the stronghold, global variables, quests by their journal titles with the objectives reached, and each store's stock. The save picked is compared with the one it was made from, so after a Save it shows exactly what the edit changed. Positions and the game's timers are counted rather than listed; everything else is still shown.
  • Heal, level up and resupply the party in one place: bring everyone in the party back to full health and stamina (the game works out each maximum itself when the save loads, as its own HealParty does), raise everyone below a level to it without lowering anyone's experience, and refill camping supplies to what the difficulty allows.
  • Console tab: re-enable achievements, and run the save-representable console commands (experience, attributes, skills, money, globals, stronghold), with a searchable reference of the in-game-only ones.
  • Difficulty, Expert Mode, Trial of Iron and turn-based mode, and party money.
  • Import and export characters as .chr files.
  • Loadouts: save what a character wears, holds and keeps in quick slots to a .loadout file from the Inventory tab, and put it on anyone, in the same save or another playthrough. Each item goes on as a copy with its enchantments, so the originals stay where they are, and whatever it replaces goes to the stash. Before anything changes, the plan says item by item where each piece goes and what is left out and why: a slot the character does not have, gear for another class, or a soulbound item bound to someone else.
  • Revert and Apply on every panel. Save shows the exact file name and folder it will write.
  • Undo and Redo beside the Save button (Ctrl+Z, Ctrl+Y): everything changed since the save was opened or last saved, one step at a time, each said in words (“Phantom’s Might, 18 to 25”, “Stronghold: 1 change”). That covers what was typed and what an Apply wrote: undoing an Apply puts the save back exactly as it was before it. A tab’s staged changes have their own Revert, and Undo waits until they are applied or reverted.
  • Selling items in the Inventory tab is staged like every other change there: the money is added when Apply takes the items out of the save, as one step that Undo takes back whole. It used to be added at once, so Revert left it behind and a Save before Apply wrote the money beside the items.
  • A resurrection, an import and a party change wait while a tab has changes that are not applied yet, and say which tab, instead of dropping them.
  • The character sheet’s Revert puts back the portrait picture as well as the portrait’s paths.

Safety

  • Your original save is never written to. Edits go to a private working copy, and Save writes a new file.
  • Backups. Before the editor deletes a save, renames one or replaces a file of the same name when saving, it keeps a copy. File → Backups lists the ten most recent and puts any of them back; restoring never replaces a save that is there.
  • Delete on the save list only ever deletes a .savegame file.
  • Unsaved edits survive every Apply: a change made on one tab is not lost ...
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