0 Pillars of Eternity Quests
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This page lists all quests in Pillars of Eternity and its expansions.
1 Main quests
2 Side quests
3 Faction quests
3.1 The Dozens questline
3.2 Knights of the Crucible questline
3.3 House Doemenel questline
4 Companion quests
5 Tasks
6 Bounties
7 The White March - Part I
7.1 Side quests
7.2 Tasks
7.3 Bounties
8 The White March - Part II
8.1 Side quests
8.2 Tasks
8.3 Bounties
Main quests
Act I
A Moment's Respite
The Ruins of Cilant Lîs
The Gilded Vale
Visions and Whispers
The Old Watcher
You need to solve Never Far from the Queen before the White March will start.
Act II
Part 1
Durgan's Battery
The Ogre Matron
The Recluse of the White March
The White Forge
Act III
Part 2
Act IV
As soon as you jump into the pit, you are unable to finish any previous quests.
End
See: Endings
Side quests
These are miscellaneous quests which are not vital to the main storyline.
Quest Given by Start location Notes
A Mother's Plea Aufra Gilded Vale – Aufra's Home
The Smith's Shipment Tuatanu Gilded Vale – Black Hammer Smithery
Buried Secrets Wirtan Gilded Vale – Temple of Eothas
Lord of a Barren Land Kolsc Gilded Vale or
Esternwood Requires good reputation with Gilded Vale to trigger there or you can
start it in Esternwood.
The Master Below Steward Caed Nua – Great Hall Requires completion of The
Old Watcher.
A Return to Court Palace messenger Caed Nua's claim quest arc
The Battle of Yenwood Field Marshal Forwyn
The Master's Tools Tcharek Endless Paths of Od Nua – Level 12
A Voice from the Past Dalton Copperlane
His Old Self Kaenra Copperlane – The Goose and Fox
Cinders of Faith Fyrga First Fires – Ducal Palace
Rise and Fall - Heritage Hill Cut content
The Wailing Banshee Niah Ondra's Gift
Supply and Demand Maea Ondra's Gift – The Salty Mast
At All Costs Verzano Ondra's Gift – Vailian Trading Company
The Theorems of Pandgram Nedyn Brackenbury
Far from Home Thristwn Brackenbury – The Charred Barrel
The Final Act Kurren Brackenbury – Hadret House No longer available
after completing Act 2.
A Farmer's Plight Rumbald Dyrford Village
Blood Legacy Lord Harond Dyrford Village – Dracogen Inn
The Champion of Berath Frightened villager Hearthsong – The Celestial Sapling
Requires completion of Lord of a Barren Land.
At the Mercy of the Tribes Cwineth
Hunter, Brother Rîdaî Hearthsong – The Passage of the Six
Sacrificial Bloodlines Simoc Elms' Reach – Hall of Warriors
Into the White Void Rymrgand Elms' Reach – Teir Evron
A Servant of Death Berath
The Nest Above the Clouds Hylea or
Casfath and Onŵen Elms' Reach – Teir Evron or
Oldsong Can be received either from Hylea directly or from Casfath and Onŵen in
Oldsong.
The Old Queen and the New King Galawain or
Desthwn Elms' Reach – Teir Evron or
Oldsong – Galawain's Maw Can be received either from Galawain directly or from
Desthwn.
Prison of Ice Larha Oldsong – Galawain's Maw
Faction quests
The Dozens questline
Quest Given by Start location Notes
Rogue Knight Osric Copperlane – Admeth's Den
The Bronze Beneath the Lake Wenan Requires completion of Rogue Knight,
refused if you've accepted The Changing of the Guard or Winds of Steel.
Knights of the Crucible questline
Quest Given by Start location Notes
Built to Last Commander Clyver First Fires – Crucible Keep
Winds of Steel Requires completion of Built to Last, refused if you've accepted
The Bronze Beneath the Lake or The Changing of the Guard.
House Doemenel questline
Quest Given by Start location Notes
A Two Story Job Abrecan Doemenel or
by looting Thieves' Letter Brackenbury – Doemenel Manor or
Copperlane – Thieves' Hideout Can be received directly from Abrecan Doemenel
or by finding the thieves in Copperlane independently.
The Changing of the Guard Gedmar Doemenel Brackenbury – Doemenel Manor
Requires completion of A Two Story Job, refused if you've accepted The Bronze
Beneath the Lake or Winds of Steel.
Companion quests
Every scripted companion has a personal side-quest that you can complete together
with them:
Quest Companion Start location Notes
Fragments of a Scattered Faith Edér Gilded Vale Requires completion of
Visions and Whispers.
The Trials of Durance Durance Magran's Fork Appears not before starting
The Old Watcher.
Time and Tide Kana Rua Caed Nua
The Long Hunt Sagani Woodend Plains
The Child of Five Suns Pallegina Ondra's Gift Requires completion of At All
Costs.
Two-Sided Aloth Copperlane – Copperlane Catacombs Requires completion of
Never Far from the Queen.
Dream and Memory Grieving Mother Dyrford Village
True to Form Hiravias Stormwall Gorge Talk to him after he joins party.
The One That Got Away [WM1] Devil of Caroc Durgan's Battery – Galvino's
Workshop
Secrets of the Tacan [WM2] Zahua Stalwart Village Talk to him after
entering [WM2] and exhausting all his dialogue options.
The Burden of Memory [WM2] Maneha
Tasks
Tasks tend to be less complex and significant than full-fledged side quests.
Task Given by Start location Notes
Vengeance from the Grave Perly's soul Valewood – Bear Cave
Late for Dinner Tenfrith or
Pasca Valewood or
Gilded Vale – The Black Hound Can be received directly from Pasca or by
rescuing Tenfrith in Valewood independently.
Against the Grain N/A Gilded Vale Started when encountering an
argument between Sweynur and Trumbel.
Ferry Flotsam Peregund Madhmr Bridge
A Call to Court Palace messenger Caed Nua Received after returning to Caed
Nua for the first time after visiting Defiance Bay.
Desperate Measures Thulgar Endless Paths of Od Nua – Level 3
The Blade of the Endless Paths N/A Endless Paths of Od Nua Started by
finding any of the blade's pieces on level 2, 5, 9 or 12.
Seals of the Endless Paths N/A Started by finding any of the three overseer
seals on level 4 or 6.
Something Secret Gordy Copperlane
The Parable of Wael Grimda Copperlane – The Hall of Revealed Mysteries
Unwanted Eorn or
by finding Edict of arrest Copperlane – Copperlane Catacombs or
First Fires – Crucible Keep Can be received directly from Eorn or by finding an
Edict of arrest in Crucible Keep.
Missing Sentries Wyla First Fires – Crucible Keep
The Forgotten Vicent Agosti First Fires – Vailian Embassy
Safe Haven N/A Heritage Hill – Valtas Manor Started when encountering the
undead Valtas family in Valtas Manor.
All Hands on Deck Marceno Ondra's Gift
Clandestine Cargo Imatl
Brave Derrin Derrin's soul or
Odda Ondra's Gift or
Ondra's Gift – Odda's House Can be received directly from Odda or by finding
Derrin's soul independently.
Hard Feelings Bricanta Doemenel Brackenbury – Doemenel Manor
Nest Egg Hendyna Dyrford Village
Cat and Mouse Medreth or
Nyfre Dyrford Village or
Dyrford Village – Dracogen Inn Can be received either from Medreth or from
Nyfre.
The Sealed Missive Dying Monk Elmshore
Hard Bargain Rinatto Hearthsong
Songs of the Wild Delem Oldsong
Bounties
Main article: Pillars of Eternity bounties
Bounties are a type of task that require a target to be killed in exchange for a
reward - the bounty - usually in the form of a pouchful of copper pands. They are
typically given in batches.
Task Given by Start location Batch
Bounty: Sly Cyrdel Warden Fyrgen Caed Nua – Warden's Lodge 1
Bounty: The Dweller 1
Bounty: Nalrend the Wise 1
Bounty: Warchief Iklak 1
Bounty: Daroth Grimault 2
Bounty: Thorfen 2
Bounty: Glasdial 2
Bounty: Songsmith Roska 2
Bounty: Foemyna 3
Bounty: Galen Dalgard 3
Bounty: Devŵen 3
Bounty: Captain Muārumi 3
Bounty: High Arcanist Ysly 4
Bounty: Naroc the Prophet 4
Bounty: Sserkal 4
The White March - Part I
The first expansion for Pillars of Eternity. The action takes place in an abandoned
dwarven stronghold, Durgan, where, as rumor has it, one can find tons of incredibly
valuable artifacts.
Side quests
Quest Given by Start location Notes
Siege of Crägholdt Steward Caed Nua – Great Hall Started by talking to
Steward after receiving Durgan's Battery quest.
A Lovely Drop Reyfald Stalwart Village
Regrets Worth Trading Okrun
Overstaying His Welcome Haeferic Stalwart Village – The Gréf's Rest
A Good Haul Feara
The Hunter's Favor Thyrsc Stalwart Village – Thyrsc's House
His Better Half Ygadr's soul Longwatch Falls
The Grey Sleeper N/A Started by pulling out The Grey Sleeper from the stone.
Tasks
Task Given by Start location Notes
The Thermal Pearl Tealdor Stalwart Village
Sacred Instruments Ista
The Fisherman's Penance Galvino Durgan's Battery – Galvino's Workshop
Garodh's Chorus N/A Durgan's Battery – Great Hall or
Russetwood – Flames-That-Whisper Caverns Can be received by picking up one of two
pieces of the broken helm.
Bounties
Task Given by Start location Batch
Bounty: The Gleaming Society Tealdor Stalwart Village 1
Bounty: Meztla 1
Bounty: Disciples of the True Flame 2
Bounty: Laenric 2
The White March - Part II
The second expansion for Pillars of Eternity. The DLC continues the story started
in The White March - Part I, expanding the game world with new locations and
quests.
Side quests
Quest Given by Start location Notes
Iron and Flame Masca Stalwart Village – Temple of Abydon
Whispers in the Dark Foreman Ismey Stalwart Village – Stalwart Mines
Ready the Cannons Deryan Stalwart Village
The Phylactery's Promise Ogne Requires completion of both, the Siege of
Crägholdt and The Iron Flail.
Tasks
Task Given by Start location Notes
Wild Mylla Royse Stalwart Village
Risk Tolerance Tarfos
Bleak Oath Kern Stalwart Village – The Gréf's Rest
Bogged Down Herla Mowrghek Îen
Bounties
Task Given by Start location Batch
Bounty: The Terror of Whitestone Hollow Asca Stalwart Village 1
Bounty: Magran's Faithful 1
Bounty: Redwater Lagufaeth 2
Bounty: Brynlod 2
v·t·e
Pillars of Eternity quests
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Pillars of Eternity
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Pillars of Eternity ends when you successfully complete the main quest line, or if
you cause it to irreversibly fail. You are shown ending slides that depend on
choices you have made at the end and throughout the game.
If you decide to let Pillars of Eternity II: Deadfire import a savegame, these
endings will at least partially be reflected in the successor's game-playing.[1]
You import a save during the Prologue, in conversation with Berath. To import, the
save must be located in the Pillars of Eternity default save location and must be
an endgame save generated by the game after confronting Thaos.
Contents
At your command, the ancient device became your instrument, spinning to life with
deafening resonance and gathering up the swirling essence like thread on a great
spindle.
There, in the pale, pulsing glow of the machine that set you on this path long ago,
you summoned all your strength, focusing on your objective and blocking out all
else. With a single, concussive blast that rocked the chamber and sent you tumbling
to the ground, you freed the souls from their stasis.
Exhausted, your consciousness slipping away, your last sight was of the machine,
dark and dormant. Then your eyes closed, and sleep welcomed you at long last.
After coming to and searching for some time, you discovered the route Thaos used to
enter Sun in Shadow, and embarked on a long and arduous ascent back to the surface.
You emerged in Teir Evron after days of tunneling through the rubble Thaos had left
behind, and when you stepped into the daylight, you were faced with a different
Dyrwood than the one you had left.
Game won 1.jpg
Game won 2.jpg
Game won 3.jpg
Kill Lady Webb in Act 2 Lose the game
Items in italics are quoted directly from the game.
The death of Lady Webb marked a turning point in your search for a cure to your
condition. Without her help, the Leaden Key's trail soon ran cold. In time your
visions invaded your waking thoughts, as they had for Maerwald, and took over your
mind.
You would spend the remainder of your days wandering the streets of Defiance Bay,
raving at passersby and fleeing the phantoms in your mind.
Summoning your courage, you took a leap of faith into the pit at the summit of the
Burial Isle. The fall seemed to take ages, but then all at once, the ground rushed
to meet you... and end your life.
What-did-you-expect.jpg
Choose to strike the crystal yourself in the Lair of the Eyeless and have no means
to escape Lose the game
Items in italics are quoted directly from the game.
As the fragment of Ionni Brathr crumbled around you, it pulled you into the frigid
depths of Cayron's Scar.
You died secure in the knowledge that the threat of the Eyeless died with you.
Moon wins.jpg
The remaining ending slides listed below are only applicable if you won the
game.Verify
Souls of the Hollowborn
At the very end of the main quest line, you must choose what to do with the souls
of the Hollowborn. This is how the available choices affect the end-game slides:
Conditions Outcome Slides
Send souls back into the reincarnation cycle
(Berath's choice)
Items in italics are quoted directly from the game.
At your direction, the lost souls of the Hollowborn were funneled back into the
churn of Berath's Wheel, to find their way into new vessels and partake in the life
they had been denied during Waidwen's Legacy.
Though parents of Hollowborn would remain just that, the end of Waiwen's Legacy
would bring about a spate of new, healthy births, with many of the infants bearing
souls once meant for Hollowborn children. The natural cycle of life and death had
been restored to Dyrwood, and with it came a renewed faith in the providence of the
gods.
Bereth1.jpg
Bereth2.jpg
Return souls to the bodies they were intended for
(Hylea's choice)
Items in italics are quoted directly from the game.
At your direction, the souls diverted by Thaos were guided back to the vessels
originally meant for them. For the first time, parents of Hollowborn children woke
to the cries of their infants, and looked into their eyes to see them staring back.
People fell to their knees where they stood, thanking Hylea or Magran, or even
Eothas for their forgiveness of whatever guilt they felt they bore.
But for all the relief that had come to some parents, others only found new grief,
for many thousands of Hollowborn had died during Waidwen's Legacy, many by their
parents' own hands. For those children there would be no homecoming.
Yet the last Hollow birth was in the past now, and those parents willing to risk
trying for a new child were frequently rewarded, often with twins. Many felt they
saw Hylea's hand in it, and the year would be remembered as the Year of Hylea's
Splendor.
At your direction, the thousands of souls gathered at the machine in Sun in Shadow
were disintegrated, their essence scattered to the winds like a lifting fog, never
again to find its way into the body of a living being.
Though none in Dyrwood would ever know for certain what had become of the missing
souls, many followers of the Beast of Winter were given visions of a mass exodus to
a land of eternal peace. Solemn celebrations were held the following day among his
faithful.
The last Hollow birth in Dyrwood was already in the past, and a new peace of mind
had come not just to the lost souls of the Hollowborn, but to all the people of
Dyrwood.
Rymrgand 1.jpg
Rymrgand 2.jpg
Distribute essence to existing souls in Dyrwood to strengthen them
(Galawain's choice)
Items in italics are quoted directly from the game.
At your direction, the essence gathered in Sun in Shadow was sent across Dyrwood to
meld with and galvanize the souls of its people. In the days that followed,
Dyrwoodans confronting adversity and expecting to be at the mercy of their own
weakness instead found strength and the will to persevere. The aggrieved found
themselves able to carry on after their losses. The desperate found new reasons to
live.
And the new reasons to hope were many, for Waidwen's Legacy had come to an end
after fifteen years. Hollow births ceased in Dyrwood and a country that only days
ago had seemed on the brink of collapse was suddenly on the path to a recovery - a
fitter, more resilient country in the preferred image of the god of the hunt.
Galawain 1.jpg
Galawain 2.jpg
Allow the souls to pass through the vein to Woedica
(Skaen's choice)
Items in italics are quoted directly from the game.
At your direction, the goddess Woedica ultimately received the empowerment she had
sought, albeit not in the manner she had expected. The swirling souls held captive
in Sun in Shadow were swept into the great adra pillar there, sent barreling down
through the world's veins to places unknown to mortal sight.
Though no word would reach your ears of their arrival, by the time you had returned
to Twin Elms, word had spread of a miracle on their Burial Isle, and pious
Glanfathans were already streaming in from all over to observe the statue of
Woedica there, its once-broken crown now fully restored.
But for Dyrwood itself, the last Hollow birth had come and gone, and the country
celebrated the lifting of Waidwen's Legacy none the wiser as to what future costs
its end might hold.
Woedica 1.jpg
Woedica 2.jpg
Disperse souls to an unknown location
(Wael's choice)
Items in italics are quoted directly from the game.
At your direction, the souls of the Hollowborn, long lost to the people of Dyrwood,
were sent to a place or places unknown for reasons as mysterious as the god who
suggested it. No sooner had the mystery of their whereabouts been solved than it
was renewed - a new riddle for someone yet to be revealed, or perhaps for no one at
all.
For the people of Dyrwood, the question would linger as it always had, for even the
truth was beyond belief. One day the Hollow births had stopped with as little
explanation as they had started. For all their joy at the Legacy's end, Dyrwoodans
would have to content themselves with their own theories as to the how and why of
it all. But perhaps this was as Wael intended.
Wael1.jpg
Wael2.jpg
Angered gods
During Council of Stars, you can make a deal with some of the gods where you
promise to make the main end-game choice (see #Souls of the Hollowborn) according
to their preference. If you end up breaking your word, the god's reaction will be
presented in the end-game slides:
Conditions Outcome Slides
Renege on your agreement with Galawain Galawain goes on the hunt
Items in italics are quoted directly from the game.
It is said that Galawain is the enforcer of the gods, and is known to hunt down
those who wrong them. To wrong Galawain, then, is truly to wake the beast, and the
Father of Monsters took great umbrage at your broken promise to him. Along with
Magran and Abydon, Galawain embarked upon a more direct approach to claiming his
quarry.
In the months that followed, the frontier settlements of Dyrwood were inexplicably
attacked by packs of beasts and monsters, suddenly organised and unafraid to
approach kith on their own land. Many such villages were all but destroyed by the
time troops could be dispatched from local garrisons.
Those that weren't destroyed by the beasts of Galawain often found themselves at
the mercy of the fires of Magran. A dry spell throughout Dyrwood led to a rash of
forest fires on a scale not seen since the War of Black Trees, and many settlements
paid the price for their proximity to the wilderness.
In the cities, meanwhile, dabblers in animancy who had placed the souls into golems
and other moving vessels soon found that their creations had risen up against them.
Such constructs terrorised their surroundings, killing indiscriminately and often
in great numbers before being subdued.
Galawain-betrayed-1.jpg
Galawain-betrayed-2.jpg
Renege on your agreement with Hylea Hylea is infuriated, makes a trade with
Berath to scourge Dyrwood
Items in italics are quoted directly from the game.
Hylea, who had expected the souls to be returned to the Hollowborn, was infuriated
by your duplicity. The goddess of motherhood demanded new births in compensation,
and made a bargain with Berath to trade death for new life.
The skies of Dyrwood darkened, blotted with swarms of birds and other winged
creatures called together to claim what the Sky-mother believed to be hers by
right. For months, the people of Dyrwood were forced to stay under shelter for fear
of the vicious, unexplained attacks from the sky. The incidents left entire
villages decimated and littered the streets of Defiance Bay with corpses covered in
a thousand puncture wounds.
Followers of Berath have a saying that life is a debt all must pay in death, and
their god is known to always collect what is owed. In breaking your word to Berath,
a debt was created - souls were owed to the Cycle - and the agents of the god of
inevitability would not be refused.
An epidemic of unexplained deaths struck Dyrwood in the days that followed the
Legacy. Most often the dead would be travelers on the road, known to be a favorite
target of Bareth's Pallid Knight, who exacts impossible tolls from those who have
journeyed for too long. The elderly, too, seemed to pass on in alarming numbers.
But just as often the deaths appeared to strike randomly and for no reason at all.
Those who sensed the involvement of the Twinned God dubbed the calamity "Berath's
Price," supposing it a payment for the end of Waidwen's Legacy.
The loss of the souls you had promised to entropy would be no setback to Rymrgand,
nor to Ondra, for the Beast of Winter trudges ever forward, and the will of the
Lady of Lament is as unstoppable as the tide. In Dyrwood, the weather quickly
chilled. Unseasonable frosts destroyed the year's harvests before giving way to the
coldest winter in memory. Many who survived the famine would soon freeze to death
in their own homes.
The oceans proved no safer. A barrage of squalls pounded the harbors along the
Dyrwoodan coast for months, sending many ships to be forever lost in the depths of
Ondra's domain, either mourned or forgotten- both to the Lady's liking.
Rymrgand-betrayed-1.jpg
Rymrgand-betrayed-2.jpg
Renege on your agreement with Skaen
Note: Bugged. These slides will not play, even if you do betray Skaen. The variable
needed doesn't update when interacting with the machine.
Skaen sends the effigy as vengeance
Items in italics are quoted directly from the game.
Skaen did not take lightly the insult of being lied to about the destination of the
souls of the Hollowborn. Feeling that an act of defiance was warranted against all
of Dyrwood for daring to reclaim its souls from his queen, Skaen wasted no time in
compelling his followers to summon an incarnation of the Effigy into the world to
take revenge, something that had not happened for more than a century, and never at
the god's own request.
In the heart of the bustling city of New Heomar, Skaenites maimed and disfigured
one of their own number, removing eyes, hair, nose, and genitals, carving the body
bloody and replacing its eyes with black stones. The chosen vessel was given blood
to drink - not of a noble, as the ritual ordinarily called for - but a dozen
ordinary Drywoodans. The incarnation of the Effigy born into that body was as
brutal as any in recorded history, tirelessly slaying hundreds and ritualistically
maiming their bodies before falling dead, satisfied.
Technically this is not a part of the "ending" because it's not shown in the
slides. However this decision happens when the player has finished the final battle
and unlocked the achievement "Won the Game!!!", so it should be considered a part
of the ending. Your choice is referenced in Pillars of Eternity II: Deadfire.
Gilded Vale
This is how your actions in Gilded Vale are reflected in the end-game slides:
Conditions Outcome Slides
Kill Raedric twice
(in Lord of a Barren Land and The Champion of Berath) Gilded Vale is a
thriving, yet wild free settlement after Lord Raedric's death
Items in italics are quoted directly from the game.
Lord Raedric's zeal had brought him back to life once, but it would not do so
again. Raedric's destruction at your hands spelled the end of his suffocating rule
over Gilded Vale and the surrounding area. In his absence, the village prospered,
becoming a popular destination for new settlers anxious to leave Defiance Bay after
the riots.
Without a nearby ruler, it also grew more wild, with many settlers moving on as
soon as they'd arrived, turned off by lawlessness that was excessive even by
Dyrwoodan standards. Nevertheless, despite the challenges of living there, Gilded
Vale had survived, and would continue to survive for the foreseeable future.
Though you had killed Lord Raedric in his throne room, so strong was his drive to
rid his land of Eothasians that he returned to life as a deathguard, a deathless
crusader for his brutal cause. With the remains of his humanity stripped away,
Raedric came to see all the people of Gilded Vale as worshippers of Eothas, and one
day he led his forces into the village personally to see them all purged from his
lands. Gilded Vale was left a hollow shell, its buildings ruined and its people
slaughtered. Even travelers and would-be squatters knew better than to take refuge
inside its borders.
Lord Raedric returned to Raedric's Hold, where he remained, keeping eternal watch
over his barren domain.
Raedric undead.jpg
Kill Kolsc
(in Lord of a Barren Land) Gilded Vale remains under Raedric's rule
Items in italics are quoted directly from the game.
Gilded Vale remained under the harsh rule of Lord Raedric, who reigned unopposed
after the death of his cousin Kolsc. He continued to terrorize the people of Gilded
Vale, looking for Eothasians in their midst.
But to Raedric, the sudden and unexpected end to Waidwen's Legacy came as a sign of
the success and righteousness of his efforts, and in time his own people came to
believe it, too. He relaxed his use of authority, no longer seeing his own people
as potential threats, and Gilded Vale began to regain some of its old luster.
Kill Kolsc.jpg
Never complete Lord of a Barren Land Gilded Vale perishes under Raedric's rule
Items in italics are quoted directly from the game.
With the birth of his Hollowborn child, the last threads of Lord Raedric's sanity
frayed and broke apart, his wife the first victim of his wrath.
With a fortress to protect him and a garrison of loyal soldiers at his command, he
continued to snuff out all signs of resistance from the Gilded Vale, real or
perceived. In the end, all would hang from the boughs of the village's trees,
watching over the dead town with vacant eyes.
Raedric alive.png
Defiance Bay
This is how your actions in Defiance Bay are reflected in the end-game slides:
Factions
Conditions Outcome Slides
always applies Political upheaval after the assassination
Items in italics are quoted directly from the game.
Following the assassinations of Duc Aevar Wolfgrin and Lady Webb, Defiance Bay was
thrown into political upheaval. In the ensuing weeks, the streets became the domain
of looters and blackguards, and few dared to step outside their own doors alone or
unarmed.
But order was soon reestablished by the Knights of the Crucible, who, despite their
depleted numbers, had gained favor in the public eye for their role in the
unraveling of the conspiracy surrounding Waidwen's Legacy. They were quickly
reinforced by returning forces from Fleetbreaker Castle.
Note: If you don't abolish animancy, extra text is shown here about it.
For the Knights, their resurgence marked a return to the tradition as well. Having
seen firsthand the dangers presented by dabblers in animancy, the order quickly
abolished the practice internally, preferring the familiarity of their hammers and
forges to the uncertainties of Essence and ara. Their identity rediscovered, the
Knights suppressed their political aspirations and began once again to train their
recruits in the art of blacksmithing, recapturing the post-revolutionary ideals of
Dyrwood and regaining the respect of its citizens as a result.
But the opportunity to build upon their new found power proved too great a
temptation for the High Justice. What was at first a measured approach to animancy
soon gave way to a rapid build-up of armaments. The High Justice would eventually
seize control of the city of his order, and place Defiance Bay under indefinite
martial law.
Forgeknight1.jpeg
Forgeknight2.jpeg
Side with the Dozens by completing The Bronze Beneath the Lake, and advise Wenan to
respect the Crucible Knights ("Defiance Bay needs order now" or "there's a lot to
learn from them") Dozens become the new dominant force in the city, with the
help of the Crucible Knights'
Items in italics are quoted directly from the game.
But once the Dozens had regrouped in the wake of the riots, they quickly put an end
to the criminal activity. They patrolled the streets in droves and administered
their brand of law on any perceived offenders.
This was not the erratic justice of the mob, however. The Dozens had taken to heart
the strengths of their adversaries, the Knights of the Crucible and emerged as a
far more organized, disciplined force. With the waning strength of the other
Defiance Bay powers, the leadership of the Dozens took the opportunity to establish
its own group as the dominant peacekeeping force in the city.
The Dozens would soon find themselves overwhelmed by the problems of a leaderless
metropolis. But they found an uneasy new partner in the surviving forces of the
Crucible Knights, who understood the city's infrastructure and were able to keep
the worst of its problems under control.
Dozens regrouped.jpg
Dozens regrouped 2.jpg
Side with the Dozens by completing The Bronze Beneath the Lake, and advise Wenan to
regard the Crucible Knights with contempt ("don't turn into them" or "take matters
into your own hands") Dozens become the new dominant force in the city, without
the help of the Crucible Knights'
Items in italics are quoted directly from the game.
But once the Dozens had regrouped in the wake of the riots, they quickly put an end
to the criminal activity. They patrolled the streets in droves and administered
their brand of law on any perceived offenders.
They also took the opportunity to depose the weakened Knights of the Crucible from
their position of authority, branding them traitors to the people for their actions
during the riots. Whatever Knights weren't stoned to death in front of their keep
were forced into exile. The external contingent of Knights stationed at
Fleetbreaker Castle would remain there, their High Justice plotting the city's
recapture.
The Dozens would soon find themselves overwhelmed by the problems of a leaderless
metropolis, and in the days and months ahead, Defiance Bay remained on the brink of
collapse.
Dozens regrouped and banish Knights.png
Dozens regrouped and banish Knights2.png
Side with House Doemenel by completing The Changing of the Guard and allow them to
take responsibility for the murder of Wenfeld. House Doemenel's reign of terror
Items in italics are quoted directly from the game.
But order would soon come from an unexpected source. House Doemenel, realizing that
stability was good for business, brought the city's criminal elements in line
through a systematic campaign of fear and intimidation.
Defiance Bay would not fare so well. Squeezed by the Doemenels for every piece of
copper, prices soared, and trade ground to a halt. Many commoners found themselves
unable to make a living, or forced from their homes to make room for others more
favored by House Doemenel. Petty crime, prostitution, and vagrancy would reach new
heights under their watch, and many would flee the city in droves for the more
favorable economy of New Heomar.
But order would soon come from an unexpected source. House Doemenel, realizing that
stability was good for business, brought the city's criminal elements in line
through a systematic campaign of fear and intimidation.
Capitalizing on the mutual antipathy of the Dozens and the Knights of the Crucible,
House Doemenel continued to manipulate both groups from the shadows, ensuring their
decline and eventually supplanting their authority in Defiance Bay.
Defiance Bay was served well by the Doemenels' rise. Their subtle political
maneuvers and lack of legal oversight allowed them to broker a number of favorable
trade deals, rekindling the city's economy.
Although their cautious approach in the Legacy's aftermath had perhaps denied them
broad notoriety outside of Defiance Bay, House Doemenel's wealth and influence both
continued to grow unchecked.
Doemenel1.png
Doemenel2.png
Heritage Hill
Conditions Outcome Slides
Never complete Undying Heritage, or complete it without turning off the machine
Heritage Hill remains abandoned
Items in italics are quoted directly from the game.
Heritage Hill never exorcised of whatever curse had caused its inhabitants to turn
into cannabalistic monsters, would remain abandoned - a place adolescents and
drunks would sneak into on dares and never return.
At night, strange noises - gutteral vocalizations and shambling footsteps - would
eventually drive away residents who lived just outside the district as well.
Though the machine atop Teir Nowneth had been disabled, it had not seen its last
use. Heritage Hill was rebuilt, and no sooner had the first families moved in to
resettle the district than members of the Leaden Key, acting under standing orders
from their grandmaster, climbed the tower and reactivated the machine.
The initiates slew a handful of the new settlers under cover of night and watched
as history repeated itself, the victims reanimating and devouring the survivors.
After this second incident, the district would remain abandoned.
The destruction of the machine atop Teir Nowneth spelled the end of the reanimated
corpses in Heritage Hill. Though at first few were willing to venture into the
abandoned district, it was soon cleared out and rebuilt. The district's horrors
still fresh in people's minds, it would be some time before it was fully
repopulated, but eventually the lure of cheap, prime land would all but erase the
memory.
The rumor spread quickly, and soon the popular belief was that the assassin had
been a Leaden Key spy.
When the Legacy had lifted, people came to see it not as a sign that the riots had
been according to the gods' wishes, as Thaos had hoped, but as a confirmation that
animancy had never been the source of the problem in the first place.
Dyrwoodans instead convinced themselves that the riots had somehow purged Defiance
Bay of Leaden Key spies, and that the end of Waidwen's Legacy was their well-
deserved reward.
The rage against animancers was quickly forgotten, and those who had survived were
permitted to return to Brackenbury Sanitarium and rebuild it so they might resume
their studies.
Many Dyrwoodans took the end of Waidwen's Legacy as a sign both that the gods did
not approve of animancy and that the purging of animancer in Defiance Bay had been
enough to satisfy them. In time, their rage would subside, and a number of
surviving animancer remained in and around Defiance Bay, often taking to the wilds
to practice their science without repercussions.
In the weeks that followed, angry citizens, their rage stoked by word that the duc
had been about to ban the practice, formed vigilante mob and hunted down the
survivors.
The sanitarium was decorated with the dismembered heads and torsos of those who had
practiced the science, and anyone caught studying it thereafter was soon added to
the macabre display. The age of animancy in Dyrwood had come to an abrupt halt.
This is how your actions in Dyrford Village are reflected in the end-game slides.
(Note that if Edér became the mayor of Dyrford, then the Skaenites will always be
purged by him and neither of the below descriptions will be shown.)
Conditions Outcome Slides
Wipe out the cult during Blood Legacy The Cult of Skaen troubles Dyrford no
more
Items in italics are quoted directly from the game.
The town of Dyrford had seen the last of the Cult of Skaen. Dark rumors about the
town's many curses quickly faded, and travelers soon returned.
Dyrford De-Skaenfied.jpg
You allow the murderous cult to continue Dyrford becomes the place to destroy the
wealthy's lives
Items in italics are quoted directly from the game.
It became a popular travel destination for the wealthy, who were actively courted
by the town's leadership. But few who visited the town would ever return, as they
soon found their fortunes plummeting and their reputations destroyed by their own
kin.
This is how your actions regarding your stronghold Caed Nua are reflected in the
end-game slides:
Conditions Outcome Slides
Security ≥ 30, Prestige ≥ 30 Caed Nua becomes a bastion of stability and a beacon
for travelers
Items in italics are quoted directly from the game.
The fortress of Caed Nua became a beacon to travelers, merchants, and visiting
dignitaries alike. Reputed as the finest fortress in all Dyrwood, people would
journey from near and distant lands alike to experience its fabled hospitality and
grandeur.
After the death of the Master Below, a strange quiet fell over the Endless Paths of
Od Nua. The attacks of the fortress above ceased, Od Nua's silent titan the closest
remaining thing to a master in its musty, forgotten passages.
The adra dragon known as the Master Below, her soul now housed in the body of the
huntress Falanroed, passed out of Dyrwood in relative anonymity, her final
destination unknown, even to herself.
She was last seen in the port town of Road's End, boarding a ship, an adra talisman
glowing about her neck.
Pallegina had missed the opportunity to complete her mission from the ducs bels.
With the Dyrwood's people strengthened by the Watcher's gift of souls, they quickly
resumed brisk trade with the tribes of Eir Glanfath. For her repeated
insubordination and loss of lucrative trade, Pallegina was cast out of the
Brotherhood of the Five Suns. She traveled north of the Eastern Reach where she
tried to avoid trouble as a caravan guard, but she could not escape the strange
looks and unwanted attention her appearance brought.
Pallegina disgraced.jpg
Pallegina obeys her orders, and Dyrwood isn't strengthened by souls Pallegina is
honored by ducs; becomes ducess Spireno's personal guard
Items in italics are quoted directly from the game.
Pallegina had followed her orders from the ducs bels, helping establish an
exclusive trade arrangement between the Vailian Republics and the tribes of Eir
Glanfath. With the Dyrwood's people still weakened by Waidwen's Legacy, the Vailian
Repubics easily pushed their would-be competitors out of the market. The Dyrwood
suffered as terribly from the lost trade as the Republics benefited from it.
Pallegina was honored for her service by being assigned as the personal guard of
the ducess Spireno. Despite her success, she regretted the choices she had made
along the way.
Pallegina had followed her orders from the ducs bels, helping establish an
exclusive trade arrangement between the Vailian Republics and the tribes of Eir
Glanfath. Strenghened by the Watcher's gift of souls, the furious Dyrwoodans waged
war against the Republics for two long years. The Republics gained a great deal of
wealth in trade, but suffered the loss of many trade vessels and thousands of
lives. Several of the ducal families lost favor with their citizens. Riots in
Selona claimed the life of that city's duc, and the other ducs bels were pressured
into relinquishing the exclusive trade rights to end the conflict with the Dyrwood.
Pallegina had been honored for her service at the opening of trade, but her
reputation among the ducs and within the Brotherhood was not tarnished by what
followed.
Pallegina had gone against the ducs bels' orders by inventing a new trade
arrangement with the anamenfath to accommodate the recovering Dyrwoodan market.
With the Dyrwood's people still weakened by Waidwen's Legacy, the Vailian Republics
easily pushed their would-be competitors out of the market. For her outrageous
insubordination and audacity, Pallegina was banished from the Republics. She
traveled north in the Eastern Reach, avoiding Vailian ports and entering the ranks
of the Kind Wayfarers. Despite her bravery and dedication to those in her care, her
strange appearance made her feel like an outsider wherever she went.
Pallegina disgraced.jpg
Pallegina disobeys her orders, and Dyrwood is strengthened by souls Pallegina is
banished, then pardoned
Items in italics are quoted directly from the game.
Pallegina had gone against the ducs bels' orders by inventing a new trade agreement
with the anamenfath to accommodate the recovering Dyrwoodan market. With the
Dyrwood's people strengthened by the Watcher's gift of souls, the Vailian Republics
found themselves struggling to keep up with their new competitors. For her
outrageous insubordination and audacity, Pallegina was banished from the Republics
for several years. After the southern forest of Eir Glanfath opened to both the
Republics and Dyrwood, the Valians found that the combined efforts of all three
nations had created a robust trade network. The Ducessa of Biageppe granted
Pallegina a pardon for her foresight, though it took many years for her to regain
the trust of her superiors and brothers in the order.
Pallegina redeemed.jpg
Hiravias
This is how your influence on Hiravias is reflected in the end-game slides. These
will only show if you completed his personal quest. (Obviously, an additional
condition for these is that you recruited him at least once, and that he is still
alive by the end of the game.)
Conditions Outcome Slides
Complete True to Form with a Wael ending. Hiravias is finally content and
wanders the world as the wise Autumn Druid
Items in italics are quoted directly from the game.
Hiravias took his leave of the party and, after his first bath in years, returned
to his nomadic lifestyle.
With his homesickness expunged, he found renewed joy and tranquility in his
wandering survey of the wilderness. For the first time in his life, he ventured
beyond sight of the mountains of Eir Glanfath. During his travels, he penned
numerous journals and sketches detailing his travels through frozen tundra, searing
desert and tropical forests.
With your business concluded, Hiravias quietly took his leave and headed home to
Thein Bog.
The elders of the Fisher Crane had not warmed to Hiravias in his absence, and when
he arrived, he was denounced and scorned. Hiravias spoke of his deeds and of his
communion with Galawain - yet none would support his petition to return to the
tribe.
One by one, starting with the oldest, Hiravias challenged each member of the
council to single combat - humiliating the riow in a series of savage duels.
With half the council bloodied and shamed, the elders at least acknowledged
Hiravias' strength, announcing him a hunter of the Fisher Crane tribe.
Upon being granted this title, Hiravias calmly left the village and embarked again
on his life of wandering.
This is how your influence on Edér is reflected in the end-game slides. (Obviously,
an additional condition for these is that you recruited him at least once, and that
he is still alive by the end of the game.)
Conditions Outcome Slides
Never complete his quest. Still conflicted, Edér goes back to the Aedyre Empire
Items in italics are quoted directly from the game.
Edér chose not to return home. Still conflicted as to his role in the Saint's War
and unsure of his place in the Dyrwood, he took a ship to Aedyr and reunited with
his parents. There, he resumed the quiet lifestyle he had grown accustomed to in
his years as a farmhand in Gilded Vale.
Faith ≥ 0
His faith in Eothas renewed, Edér joins a secret Eothasian organization
Items in italics are quoted directly from the game.
Eder chose not to return home to Gilded Vale. Through a number of quiet inquiries,
he soon found his way into the underground organization of Eothasians known as the
Night Market.
Ironically, in learning that the gods had been fabricated, Eder found his faith in
Eothas renewed, and that his god was neither alive nor truly a god had become
irrelevant. He rose quickly through the ranks of the Night Market for his optimisim
and for his bold leadership, his ultimate goal to make the Dyrwood a place that
would welcome followers of the Shining God once again.
Faith < 0
Knowing the gods are fake, Edér settles down in Dyrford
Items in italics are quoted directly from the game.
Eder chose not to return home to Gilded Vale. Still most comfortable far from
cities, he settled in Dyrford, which, like many towns in the Dyrwood, was beginning
the slow process of rebuilding.
Believing now that it was the obligation of kith to be the leaders their gods had
not, Eder was soon named mayor of the town, and under his guidance, Dyrford soon
began to prosper. He expelled the last of the Skaenites from the area and drew new
settlers with the offer of land, a trick he had learned from someone he otherwise
preferred to forget. With each passing day, Dyrford would come to more closely
resemble the Gilded Vale of Eder's childhood - the one worthy of its name.
Autonomy ≥ Authority
Aloth dedicates himself to dismantling the Leaden Key
Items in italics are quoted directly from the game.
When the dust settled in Sun in Shadow, Aloth looked upon the remains of Thaos ix
Arkannon, his former master. He saw where the grandmaster had gone wrong, and what
would be required to undo the harm Thaos had wrought.
With a flick of his wrist, he burned Thaos' robe, headdress and every other symbol
of the man's power. Never again, he vowed, should kith live in fear and blind
obedience to an authority they did not understand.
Armed with the knowledge and courage he had gained on his journeys with the
Watcher, he set out on the long and lonely task of dismantling the Leaden Key.
Aloth start.jpg
Aloth hunts leaden key.jpg
Convince him that some secrets are better kept out of kith's hands and that
animancy is dangerous.
When the dust settled in Sun in Shadow, Aloth looked upon the remains of Thaos ix
Arkannon, his former master. He saw where the grandmaster had gone wrong, and he
knew what he would do better.
The secret of the gods would be preserved, and with it, the sanity and well being
of all kith. He donned the remains of Thaos' ceremonial garb and prepared himself
for the long and lonely task ahead.
Aloth grandmaster.jpg
Banish him after learning about his Leaden Key ties. Aloth sacrifices himself to
one of the Engwithan machines
Items in italics are quoted directly from the game.
After the Watcher sent him away, Aloth found himself cut off from every authority
and ally he had ever known – his family, his homeland, the Leaden Key, and,
finally, the Watcher.
He wandered on his own for several days, passing through villages and settlements.
The Dyrwoodans he passed looked on the ragged Aedyran with suspicion, and he did
not linger long enough to let their misgivings turn to violence.
Finally, he passed the last township and reached the wilds of Eir Glanfath, alive
with hunter and beast alike. Yet none accosted him, and he eventually found himself
among the ruins of the Engwithans.
He found one of the ancient machines easily enough. When he did, he remembered the
rituals he had learned from the Watcher. With a final sigh, he activated the
device, surrendering his soul to the powers beyond.
This is how your influence on Kana Rua is reflected in the end-game slides.
(Obviously, an additional condition for these is that you recruited him at least
once, and that he is still alive by the end of the game.)
Conditions Outcome Slides
Discourage Kana in conversations and quest dialogues.
Truthseeker, Confident, Idealist ≤ 5
Kana becomes disillusioned and a voice for traditionalists and isolationists
Items in italics are quoted directly from the game.
With the Watcher's goals accomplished, and his own vows fulfilled, Kana Rua sailed
back to Takowa. His fiends and family found him much changed, for a pall had fallen
upon the man, smothering his former enthusiasm.
Called before the lore college, Kana told them of the pain the Engwithan legacy
brought to the lands abroad. He insisted that a search for answers abroad could
only fragment the Rauatai people, as it had done to the Dyrwood. His findings were
met with much respect, and Kana Rua's voice came to be considered an influential
one in the growing move towards Rauatai's isolation.
Kana disillusioned.jpg
Support Kana's truth-seeking and confident traits in conversations and quest
dialogues.
Truthseeker, Confident ≥ 6
Idealist ≤ 5
Kana becomes an eccentric, influential voice for welcoming foreign influence
Items in italics are quoted directly from the game.
With both their aims fulfilled, Kana Rua bid the Watcher farewell, and sailed back
to his beloved Rauatai. There he reported on his findings to the lore college. Kana
spoke of the Engwithan people, describing both their vile experiments and their
inspiring accomplishments.
He spoke too of the destruction of the tablet by the Leaden Key, and the group's
efforts to erase the Engwithan legacy from the world. Both inspiration and
cautionary tales, he said, could be found in the world beyond Rauatai's borders.
Kana urged his people to continue to pursue knowledge abroad, so that the lessons
found there might benefit Takowa.
Kana's inability to prove his theory of Engwithan influence diminished his academic
standing, but his passion drew much interest from those less concerned with
degrees. Kana swiftly became an influential figure in the move toward a more
collaborative approach to expansion on the northern continent. In his personal
life, he came to enjoy the reputation of an affable eccentric, willing to share
grand and impossible secrets along with a drink and a song.
Truthseeker ≤ 5
Confident, Idealist ≥ 6
Kana inspires a new age of growth in Rauatai culture
Items in italics are quoted directly from the game.
With both their aims fulfilled, Kana Rua bid the Watcher farewell, and sailed back
to his beloved Rauatai. There, he came before the lore college, determined to guide
his people down a better path.
Before his intrigued peers, he spoke of the accomplishments of the great people of
Engwith, and their efforts to bring peace to Rautai and the myriad cultures of
Eora. He presented the shattered tablet as proof of the Tanvii ora Toha's existence
beyond Rauatai's borders, and the shared ideals of Eora's peoples.
Kana called for a new age in Rauatai culture, where his people might take their
place at the forefront of progress, and pave the way toward a better future. Kana
Rua's speech proved inspiring, and his voice came to be considered an influential
one in the push toward continued progress in the northern continent.
Truthseeker ≥ 6
Confident, Idealist ≤ 5
Kana sails to search for knowledge
Items in italics are quoted directly from the game.
With the Watcher's goals accomplished, and his own vows fulfilled, Kana Rua sailed
back toward Rauatai, thinking on the lessons his travels had provided him. By the
time he landed at Tâkowa, he understood what his path must be.
Standing before the lore college, Kana Rua explained that the tablet he sought had
been destroyed, and so a true interpretation of the Tanvii ora Toha could no longer
exist - the people of Rauatai would have to create their own. He described the many
strange things he had seen in his travels, and announced his intent to pursue the
accumulation of knowledge abroad, seeking answers to new questions.
True to his word, Kana soon set sail on yet another expedition - and in Tâkowa, his
passionate accounts inspired many to follow in his footsteps.
Kana sails1.jpg
Kana sails2.jpg
Support Kana's truth-seeking and confident traits, but don't finish his quest.
Truthseeker, Confident ≥ 6
Kana descends into Od Nua and disappears
Items in italics are quoted directly from the game.
After parting ways with the Watcher, Kana Rua set out once more in search of the
Tanvii ora Toha. Gathering up his supplies, he descended into the Endlass Paths of
Od Nua to seek out the holy tome on his own - and there vanished.
Kana disappears.jpg
His family found Kana much changed, his fiery excitement replaced with a weary
solemnity. Determined to change his wandering ways, Kana took up a quiet life as a
lore keeper at the college, teaching young students the traditions of their people.
Kana abandons.jpg
Grieving Mother
This is how your influence on Grieving Mother is reflected in the end-game slides.
(Obviously, an additional condition for these is that you recruited her at least
once, and that she is still alive by the end of the game.)
Conditions Outcome Slides
Never finish Dream and Memory, or don't wipe her memory after completing it.
Grieving Mother becomes a midwife in Dyrford
Items in italics are quoted directly from the game.
With Thaos defeated and the souls released from Sun in Shadow, healthy children
were born once again in the Dyrwood.
The Grieving Mother sought a place where she might do penance for the Birthing
Bell. She returned to Dyrford, where, to the astonishment of the villagers, she
delivered the first healthy child in over a decade. She remained there, and with
each new birth, she saw a measure of hope restored to the Dyrwood and a measure of
grace for her own troubled past.
GM midwife.jpg
Wipe her memory after finishing her quest.
Note: There is a possible bug that may incorrectly give this ending, even if you
choose not to wipe her memory. See talk page.
Grieving Mother returns to the Birthing Bell
Items in italics are quoted directly from the game.
With Thaos defeated and the souls released from Sun in Shadow, healthy children
were born once again in the Dyrwood.
Pleasant and peaceful memories rose to fill the cracks in the Grieving Mother's
mind. She returned to the Birthing Bell, unaware that the village nearby had become
an empty desolation in her absence. Thus she began her tireless vigil atop the
adra, awaiting mothers and children who never came.
GM midwife 2.jpg
Durance
He continued to wander, penniless and destitute, searching now not for the reason
for his goddess's silence, but for a mechanism for revenge. The charred robes he
continued to wear as a reminder that he had been burned by his goddess, and not
just by the flames of the Godhammer.
Durance continued to blame Woedica for the atrocities of the Saint's War. Believing
Magran to have been a pawn in the machinations of the Queen that Was, and feeling
that Thaos' expulsion had been a step towards reconciliation with his goddess,
Durance tried for a time to reopen communication with her. When only silence came,
he took it as a condemnation of his continued existence.
Ultimately, he built a pyre and threw himself upon it, using his own shattered
staff as kindling.
In her four-month journey back to Naasitaq, Sagani found that the landscapes she
traveled had become strangely colorless, the food bland and unsatisfying. She
watched the Dyrwood, Eir Glanfath, The Vailian Republics and the lands beyond slide
by with a dull sense of dread.
She returned home to great celebration, yet the words of joy and congratulations
rang hollow to her.
Old, beloved songs sounded toneless, the rituals of changing seasons became
drudgery, and Sagani experienced her life back in Massuk as if in someone else's
skin.
So she fought to feel the worth of her actions or, at least, to let her village
feel them. She led ever-longer and more ambitious hunts, mentoring the younger
rangers who followed her. On one such expedition, her party was beset by a
blizzard, and she pressed on where her companions turned back. She did not return
to Massuk.
After five years of searching for Persoq, Sagani's four-month journey home felt
longer still. The Dyrwood, Eir Glanfath, the Vailian republics became places on a
map, endless expanses of green between her and Naasitaq.
Her homecoming was celebrated by all of Massuk, yet it was the reunion with Kallu
and their chilren that truly brought her joy. She relinquished her role in the long
hunts, and ever after, she an Itumaak spent their days working in the village and
their nights at her hearth. She watched her own children and their children grow
and thrive.
When she finally passed, she lay surrounded by the affection and tears of five
generations.
Sagani happy1.jpg
Sagani happy2.jpg
Choose "Remind him of his impact on Massuk." after you found Persoq, or choose
"Trust your instincts." and lean to tradition is the most important thing in
previous conversations. Sagani becomes respected elder
Items in italics are quoted directly from the game.
Sagani experienced the four months of her journey back to Massuk in vivid colors.
She strove to memorize every moment of her final trip through the Dyrwood, Eir
Glanfanth, the Vailian Republics, and beyond, preparing to tell her village of what
she had seen on her long journey.
All of Massuk shared in her triumph, and she felt her pride and elation magnified
by the joy of her village. Never again did she doubt the value of all her
sacrifices.
After decades as a long hunter, Sagani finally became one of Massuk's most
respected elders. She guided her community with wise counsel, and a generation
after she finally passed, another huntress journeyed into the world to find her
soul.
Sagani-elder-1.jpg
Sagani-elder-2.jpg
Never finish her quest Persoq's trail goes cold and Sagani returns to Mussuk many
years later
Items in italics are quoted directly from the game.
You and Sagani never found Persoq together. The adra figurine had gone dark by the
time they emerged from Sun in Shadow, and it was another month before Sagani
finally accepted that Persoq's trial had gone cold again.
Her search took her beyond the Dyrwood and as far as the Living Lands. She saw the
great coastal cities of Rauatai and the ruins of Old Vailia, absorbing the details
of these strange and distant lands.
Twenty years passed before the adra figurine finally glowed again. When it did, she
followed its signal to a quiet hamlet on the outskirts of Aedyr. There, she met a
young farmer and told her of her past as an elder of Mussuk.
Sagani returned to a village that had forgotten her face but remembered her story.
Mussuk greeted her with cautious warmth, and Sagani found that their ways had
become strange to her.
She also learned that Kallu had perished of winter fever a few years before, and
her middle child, Najuo, had died in a raid.
But she found her daughter Yakona a hunter and mother of three and her son Malaak a
builder of mighty walls. In them, she came to find her place in the village and the
familiar contours of a world that had changed in her absence.
Legacy ≥ 0, Persistence ≥ 0
At peace with no resolution, Zahua returns home and reestablishes the
Nalpazca order
Items in italics are quoted directly from the game.
Zahua came to peace with the loss of his master's knowledge, and decided instead to
start anew.
He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams
remained empty.
There, he reestablished the Nalpazca order, and taught all he could remember of his
master's teachings.
Would-be disciples traveled great distances to learn from the old master, and in
time, they took disciples of their own in turn.
Zahua came to peace with the loss of his master's knowledge, and decided instead to
start anew.
He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams
remained empty.
There, he founded a new order, with a new philosophy based upon his own experiences
and unusual beliefs.
Would-be disciples traveled great distances to learn from the old master, and in
time, they took disciples of their own in turn.
Seeing himself as the last messenger of the teachings of Ixepillo, Zahua sought out
an apprentice who embodied the spirit of the Nalpazca.
Finding one in a vicious Defiance Bay bar fight, Zahua took her under his wing and
taught her everything he remembered learning from his master.
He asked her to promise to do the same before sending her onward, and she obliged.
Zahua saw that his master's teachings were lost to the world, and that he was to
blame for it.
But they would remain only moments, as true enlightenment continued to elude him.
Zahua came to peace with the end of the Tacan people, and decided instead to start
anew. He traveled to Defiance Bay, where he took up residence with the scriveners
of the Hand Occult for a time.
He spent his time there writing down everything he could remember of the Tacan and
their way of life.
When he was finished, the voluminous set of tomes was given to the Hall of Revealed
Mysteries, so that the Tacan legacy might live on.
Zahua came to believe that the Tacan had survived through him. He returned to
Ixamitl, where he united a number of small, vulnerable tribes under the beliefs of
his people.
He called them Tacanaquin - kin of Tacan - and under his tutelage they became
strong enough to resist would-be conquerors.
Zahua taught his secrets not to one chosen person, but to all, that the line of
knowledge might never be broken.
Legacy < 0
Zahua finds enlightenment and becomes the Anitlei
Items in italics are quoted directly from the game.
Zahua came to understand that the time of the Tacan had passed. With his soul no
longer fettered to worldly concerns, he grew to become the enlightened Anitlei his
shaman had foreseen.
He took up in an empty monastery near Coldflow Lake, and word began to spread of
his presence there. He taught pilgrims and students how to leave behind their
vanity, their fear, and even their past.
He invited those who studied with him to share their newfound knowledge, so that
all might free themselves from suffering.
This is how your influence on Devil of Caroc is reflected in the end-game slides.
(Obviously, an additional condition for these is that you recruited her at least
once, and that she is still alive by the end of the game.)
Conditions Outcome Slides
Kill Harmke. The Devil of Caroc completes a long journey and turns to rust
Items in italics are quoted directly from the game.
Harmke's death had brought the Devil of Caroc little satisfaction. In time, her
taste for vengeance soured. What replaced it was a hunger to feel something -
anything - new.
Summer had thinned the snowpack twice over when she felt the joint at her elbow
first begin to stiffen. She turned her back on the hopes of animancy and
civilization and walked east.
She pushed through the mountains, past Readceras, and into the broad plains of
Ixamitl. She had forgotten what it was like to simply journey, no goal or
destination in mind.
Though she felt nothing more than the steady thump of her feet on the road, the
endless horizons and grassy meadows were new to her. She measured her time in the
gradual rusting of her body and was satisfied.
Her movements slowed, but so did the world around her. Waist-high grasses undulated
and tacked in the wind, as gradual as the tides. Sparrows and blackjays made steady
pilgrimages across the sky, each flap of their wings a solemn salute.
She could hardly move when she found something she had never seen before - the
ocean. With the last of her strength, she pulled herself beneath the waves, content
at last to feel the movement of currents and the constant caress of the waves.
Releasing Harmke left the Devil of Caroc with a gnawing dissatisfaction that
continued to eat at her long after the Watcher confronted Thaos.
She resumed her search for the men and women who had razed Cold Morn, clinging to
the hope that enacting her revenge might one day allow her to feel something.
Yet as she hunted and killed, the futility of her actions grew like a leaden weight
in her gut. Her movements grew stiff and sluggish as her zeal deserted her.
One day, she found herself surrounded in Maiden Falls. As she tried to fight back
against the villagers, she felt her arms stick in their sockets and her legs buckle
beneath her.
The villagers tore her body apart and shattered its segments while she screamed,
feeling none of it.
Free from the burden of her memory, Maneha soon left the Giftbearers and resumed
adventuring. Now that she had a taste for the world, she wanted to experience it
anew.
Maneha rediscovered her zest for battle, extravagance, and romance. She kept her
gaze on the horizon, looking from one journey to another more distant, from the
lover in her arms to another more fervent. Hers was a life of excitement, violence,
and passion.
She moved too quickly for regret to catch up with her, and she hoped only that she
might outpace it in the next life, as well.
Maneha forgets 1.jpg
Maneha forgets 2.jpg
Help Maneha come to terms with her past. At peace with her past, Maneha returns
home
Items in italics are quoted directly from the game.
Once Maneha had made peace with her memory, she decided the time had come to face
her more recent past.
For the first time in decades, she returned home to Rauatai, and she found that it
had changed as much as she had. New districts had sprung up along the coast while
others withered into crumbling husks, and the streets had changed their course as
surely as rivers.
Her parents wept with joy at her return. They still ran the old spice shop, and in
its many aromas and flavors, she found memories of the places she'd traveled and
the people she'd known. She told her story, bottle by bottle, and began to build a
life on the soil she knew best.
Maneha never found the Salt Well, but she found a kind of peace in her duties as a
Giftbearer and in the ebb and flow of her journeys.
As she traveled and accepted burdens from Ondra's supplicants, she saw in their
eyes a kind of peace that she had not previously noticed.
It was faith, not that Ondra had freed them of their pain, guilt, and regret, but
that she would, a little more each year.
With that realization, Maneha learned to accept that Ondra's ways were as gradual
as they were inexorable.
This is what the end-game slides reveal about The Watcher's own fate:
Conditions Outcome Slides
Always applies You are no longer troubled by visions
Items in italics are quoted directly from the game.
For you, the death of Thaos brought an end to your waking visions, and a silence to
the whispers of the past. In their absence, you were able to sleep.
The questions of a distant lifetime ceased to trouble your soul. All that remained
was what to make of the answer.
Final 1.jpg
Don't have the Orlan baby. There is a long journey ahead of you
Items in italics are quoted directly from the game.
But at that moment, there was little to be done, and the matter would have to wait.
A long journey loomed ahead.
Final 2.jpg
Have the Orlan baby. There is a long journey ahead of you, with a baby
Items in italics are quoted directly from the game.
But at the moment, there was little to be done, and the matter would have to wait.
A long journey loomed ahead, made no easier by your decision to bring an infant to
Sun in Shadow.
Unfortunately, you would have little time to contemplate the matter. Soon after
your victory at Sun in Shadow, rumors of a monstrous army swept the Dyrwood.
What first sounded like superstition and drunkards' tales turned out to be much
more. Enormous creatures of flesh and iron found you and brought the walls of your
keep down upon you.
Eyeless wins.jpg
Stalwart and Abydon [WM2]
Abydon's renewal brought new vigor and purpose to a god long known for quiet,
steady labor. Handicraft saw a revival in the Dyrwood, and no smith wanted for an
apprentice.
As for Stalwart, the Battle of Cayron's Scar only strengthened their resolve to
unlock the mysteries of Durgan steel and build new marvels with the White Forge.
However, Stalwart's ambitions brought them into further conflict with the
Readcerans as more and more impoverished communities gathered at the border and
vowed to finish the work of the Iron Flail.
Abydon Renewed.jpg
Stalwart Resolved.jpg
Readcerans Gather.jpg
Eyeless allowed to return to Abydon, but with tempered memories Abydon tempered,
Stalwart welcomes others to the Forge
Items in italics are quoted directly from the game.
Abydon was restored but tempered, and the compromise that he and Ondra sought
played out in the Dyrwood, too.
Skilled labor saw a revival in the Dyrwood, and the country's architects,
engineers, and masons transformed the broken nation into a modern marvel. Defiance
Bay was rebuilt into a grand capital, and the roads that connected the country were
paved into broad highways.
On the other hand, expeditions to Engwithan ruins steadily declined, and the
Dyrwood found a more stable, peaceful relationship with Eir Glanfath.
With the Eyeless defeated, Stalwart redoubled its efforts to unlock the mysteries
of Durgan steel and create new marvels upon the White Forge.
However, the villagers also realized that they would never achieve their ambitions
on their own. To that end, they set aside their grievances and welcomed newcomers -
Dyrwoodan and Readceran alike - to their town.
Stalwart grew not only as a hub for mining and metalworking, but also as a trading
outpost, which Durgan's Battery stood ready to protect.
The destruction of the Eyeless and the permanent loss of Abydon's memory emboldened
Ondra.
She considered the knowledge that kith might have found - both of the origin of the
gods and her part in concealing it - and vowed that such a calamity must never come
to pass.
She churned up a fury in her seas - underwater mountains rose and fell, and the
seabed was swallowed and spat out again by the great maws that divide the
continents of kith.
Only a fraction of this chaos reached land, but it was enough to swell rivers and
spread earthquakes throughout the Dyrwood and Eir Glanfath. Coastal towns suffered
so that few noticed the damage that had been done to Engwithan ruins from Thein Bog
to Twin Elms.
Meanwhile, with the Eyeless defeated, the people of Stalwart counted their dead and
reconsidered what their ambition had cost them.
In the end, they realized that their greatest strengths had come not from Durgan's
Battery, but rather from the men and women who had come seeking new opportunities.
Thus, they sealed off the White Forge and abandoned their pursuit of Durgan steel.
Durgan's Battery became a trading post once more, and Stalwart thrived in its
shadow.
Stalwart's revival brought trappers, traders, and artisans from all over the
Dyrwood, and from Readceras, too. Prosperity brought peace to the border region as
Dyrwoodans and Readcerans alike left old quarrels behind.
Ondra Vow 1.jpg
Ondra Vow 2.jpg
Ondra Vow 3.jpg
Ondra Vow 4.jpg
Flames-That-Whisper Clan
The clan moved back into the Russetwood, and as Stalwart grew in prestige, the
villagers formed a tighter alliance with their ogre neighbors. Within a generation,
ogre traders visited Stalwart, and village hunters were welcome in the Russetwood.
Flames Peace.jpg
Deal with the Flames-That-Whisper clan peacefully and Beregan's help is not
accepted [WM2] May also occur if no peace is made?[WM1]Verify Ogres leave to
find a new home
Items in italics are quoted directly from the game.
The battle against the Eyeless left Stalwart more hostile than ever toward the
ogres in its midst, and the villagers grew bolder as they grew more prosperous.
After a handful of bloody skirmishes, the Flames-That-Whisper clan left the
Russetwood to seek a quieter, more isolated home in the White March.
While many such places existed in the mountains, the crossing was treacherous, and
the ogres often found themselves embattled with other clans whose territory they
passed.
Less than half of the Flames-That-Whisper survived the journey, but those that did
found a haven far from kith lands.
Josh Sawyer on Fig – "[…] At the start of Deadfire, you will have the option to
import a special end of game save from Pillars of Eternity. This will import your
Watcher and the choices that you made in the Dyrwood, including quest states,
conversation choices, and how you personally dealt with your companions, friends,
foes, and orlan babies. […] This is the first time that the Obsidian team has the
freedom to explore this type of cross game reactivity and progression, and we are
very excited to add long term choice and consequence to Deadfire."
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Unique weapons are a major part of the game, as with the overhaul of the crafting
system the ability to upgrade generic pieces of equipment was removed. Now each
weapon has its own upgrades and frequently with many unique options.
List
Arquebuses
Icon Name Damage Value Enchantments
Poe2 arquebus dragons dowry icon.png Dragon's Dowry
(Unique) 32-42
Pierce Copper pands (cp)9,050
Battle axes
Icon Name Damage Value Enchantments
Poe2 battle axe magran icon.png Magran's Favor
(Unique) 21-30
Slash Copper pands (cp)5,607
Blunderbusses
Icon Name Damage Value Enchantments
Poe2 blunderbuss 01 icon.png Fire in the Hole
(Unique) 16-22
PierceSlash Copper pands (cp)2,407
Clubs
Icon Name Damage Value Enchantments
Poe2 sword kapana taga icon.png Kapana Taga
(Unique) 14-20
CrushSlash Copper pands (cp)3,207
Accurate: +5 Accuracy
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Razor Bladed Bludgeon: Deals best of Crush or Slash Damage, +5% Damage as Raw
Staggering Force: 20% Chance to Daze on Hit
Champion's Implement: 3% Melee Damage for each Engaged target, +1 enemies
Engaged
Accurate: +5 Accuracy
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Pure Class: 50% chance on scoring a Crit to lower enemy Deflection by -5 for
8.0 sec
Cane: +20 All Defenses against Dexterity Affliction attacks
Accurate: +5 Accuracy
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Shards of Woedica: 33% Chance to apply Curse of Pain on the target upon scoring
Graze or Crit, increasing their damage received by 5% (Stacks 5 times)
Crossbows
Icon Name Damage Value Enchantments
Crossbow scourge of batero icon.png Scourge of Bezzello [FS]
(Unique) 7-10
Pierce Copper pands (cp)4,289
Daggers
Icon Name Damage Value Enchantments
Poe2 dagger 02 icon.png Pukestabber
(Unique) 15-20
Slash Copper pands (cp)3,107
Accurate: +5 Accuracy
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Epic Hangover: 75% chance to vomit every 12s while hungover, -1 all Power
Levels while hungover
Mean Drunk: +15% Action Speed with Dagger attacks, +15% Melee Damage with
Dagger attacks (while under the effects of alcohol)
Accurate: +5 Accuracy
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Corona of the Soul: Self: 10% chance to cast Burn Damage AoE on Hit with Marux
Amanth
Accurate: +5 Accuracy
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
True Love's Kiss: 8 Raw Damage per 6s on Hits from Stealth
Estocs
Icon Name Damage Value Enchantments
Poe2 eager blade icon.png Eager Blade
(Unique) 20-32
Pierce Copper pands (cp)4,514
Poe2 blade of the endless paths icon.png Blade of the Endless Paths
(Unique) 18-29
Pierce Copper pands (cp)1,514
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Quickened Blade: -15% Recovery Time
Seeker's Prize: +1 Melee Accuracy per 6s until combat ends (Stacks 10 times)
Flails
Icon Name Damage Value Enchantments
Poe2 flail sun and moon icon.png Sun and Moon
(Unique) 6-11
Crush Copper pands (cp)5,715
Great swords
Icon Name Damage Value Enchantments
LAX03 great sword burden icon.png Burden [FS]
(Unique) 29-38
SlashPierce Copper pands (cp)8,710
Lax02 great sword the twin eels icon.png The Twin Eels [BW]
(Unique) 26-35
SlashPierce Copper pands (cp)4,585
Poe2 great sword whispers of the endless paths icon.png Whispers of the Endless
Paths
(Unique) 12-20
SlashPierce Copper pands (cp)1,810
Hatchets
Icon Name Damage Value Enchantments
Poe2 hatchet unique 02 icon.png Acolyte's Frostbite
(Unique) 15-20
Slash Copper pands (cp)2,807
Hunting bows
Icon Name Damage Value Enchantments
Poe2 Hunting Bow U Animancer.png Essence Interrupter
(Unique) 18-31
PierceShock Copper pands (cp)2,414
Accurate: +5 Accuracy
Unfit For Melee: -10 Deflection against Melee weapons
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Experimental Souls: Critical Hits with this weapon transfer experimental soul
energy into the target, morphing them into a sentient creature when the target dies
Charged Copper: Deals Best of Pierce/Shock
Accurate: +5 Accuracy
Unfit For Melee: -10 Deflection against Melee weapons
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Precision Impact: 5% chance to Daze target for 6.0 sec on scoring Hit (double
the chance if wielder is a Dwarf)
Massuk Arrows: +15% Damage as Crush
Maces
Icon Name Damage Value Enchantments
Lax02 mace superb frostfall icon.png Frostfall [BW]
(Unique) 16-22
CrushFreeze Copper pands (cp)3,057
Pikes
Icon Name Damage Value Enchantments
Poe2 pike wicked beast l.png Wicked Beast
(Unique) 29-38
Pierce Copper pands (cp)8,414
Poe2 pike lance of the midwood stag icon.png Lance of the Midwood Stag
(Unique) 23-31
Pierce Copper pands (cp)1,364
Pistols
Icon Name Damage Value Enchantments
Poe2 pistol ecceas arcane blaster icon.png Eccea's Arcane Blaster
(Unique) 8-11
Raw Copper pands (cp)5,707
Pollaxes
Icon Name Damage Value Enchantments
Poe2 pollaxe wahai-poraga icon.png Wahai Pōraga
(Unique) 12-17
CrushSlash Copper pands (cp)1,820
Quarterstaffs
Icon Name Damage Value Enchantments
Poe2 quarterstaff chromoprismatic icon.png Chromoprismatic Quarterstaff
(Unique) 29-38
Crush Copper pands (cp)8,414
Poe2 quarterstaff spine of thicket green icon.png The Spine of Thicket Green
(Unique) 23-31
Crush Copper pands (cp)1,814
Rapiers
Icon Name Damage Value Enchantments
Poe2 rapier squids grasp icon.png Squid's Grasp
(Unique) 16-22
Pierce Copper pands (cp)5,907
Accurate: +5 Accuracy
Legendary: +60% Damage, +15 Accuracy, +4 Penetration
At the Ready: Cannot be Flanked
Squid's Escape: Grants Squid's Escape
Calmo's Curse: -50 All Defenses against Intellect Affliction attacks to allies
and self in 5m radius
Accurate: +5 Accuracy
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Spider's Cunning: +25% Trap Effectiveness
Accurate: +5 Accuracy
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Thrusting: +4 Melee Accuracy
Flurry: +10% Action Speed
Rods
Icon Name Damage Value Enchantments
Poe2 rod amiraswing icon.png Amira's Wing
(Unique) 22-35
PierceSlash Copper pands (cp)4,507
Sabres
Icon Name Damage Value Enchantments
Poe2 sabre grave-calling icon.png Grave Calling
(Unique) 22-32
Slash Copper pands (cp)5,707
Accurate: +5 Accuracy
Torch Flame: Emits light (increases fog reveal radius by 4m)
Undying Flame: 20% chance to deal additional 20% Burn Damage on hit
Scepters
Icon Name Damage Value Enchantments
Poe2 sceptre skull 01 icon.png Amaliorra
(Unique) 14-21
CrushSlash Copper pands (cp)5,807
Revelation: Frighten Kith targets on Critical Hit, Attacks with the Keybreaker
Scepter can bounce
Spears
Icon Name Damage Value Enchantments
Poe2 spear 04 icon.png Stalker's Patience
(Unique) 21-30
Pierce Copper pands (cp)5,807
Accurate: +5 Accuracy
Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Wounding: Hits with this weapon cause 10% Damage as Raw Damage over time
Ambushing: +10% Damage to Flanked targets (Increases with Stealth skill)
Accurate: +5 Accuracy
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Knapped Glass: Deals Pierce/Slash Damage
Obsidian Blade: -1 Penetration, +15% Damage
Feather Light: +10% Action Speed
Accurate: +5 Accuracy
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Red Flag Flying: 5 Raw Damage per 3.0 sec for 9.0 sec on scoring Crit
Gaff: Grants Gaff
Stilettos
Icon Name Damage Value Enchantments
Poe2 stiletto rusts poignard icon.png Rust's Poignard
(Unique) 13-19
Pierce Copper pands (cp)5,607
Swords
Icon Name Damage Value Enchantments
Poe2 sword hel beckoning icon.png Hel Beckoning
(Unique) 21-30
SlashPierce Copper pands (cp)5,707
Wands
Icon Name Damage Value Enchantments
Wand ageals wand icon.png The Weyc's Wand [FS]
(Soulbound) 12-20
Pierce Copper pands (cp)3,207
War bows
Icon Name Damage Value Enchantments
War bow windsong icon.png Windsong [SSS]
(Unique) 21-30
PierceSlash Copper pands (cp)9,089
War hammers
Icon Name Damage Value Enchantments
Lax02 glacierbane war hammer icon.png Glacierbane [BW]
(Unique) 11-15
CrushPierce Copper pands (cp)2,957
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