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0 Pillars of Eternity Quests

This document provides a detailed list of all quests in Pillars of Eternity and its expansions. It includes the main quests that drive the overall story, as well as many side quests, faction quests, companion quests, tasks and bounties. The quests are grouped and organized by type and location. Additional details are given for many quests, such as the NPC who provides the quest and any requirements or notes. Sections are also included to summarize the questlines added in the two White March expansions.

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0% found this document useful (0 votes)
470 views58 pages

0 Pillars of Eternity Quests

This document provides a detailed list of all quests in Pillars of Eternity and its expansions. It includes the main quests that drive the overall story, as well as many side quests, faction quests, companion quests, tasks and bounties. The quests are grouped and organized by type and location. Additional details are given for many quests, such as the NPC who provides the quest and any requirements or notes. Sections are also included to summarize the questlines added in the two White March expansions.

Uploaded by

Paul Savvy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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in: Pillars of Eternity quests


Pillars of Eternity quests
Edit

The quest-tracking journal

This page lists all quests in Pillars of Eternity and its expansions.

For a general discussion of experience earned, see Experience and Advancement.


Contents

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

The Hollowing of the Dyrwood The White March


The Hollowing of the Dyrwood is the main quest line in the game, centering on
Waidwen's Legacy, its impact on the people of the Free Palatinate of Dyrwood, and
the protagonists' struggle to come to terms with their status as a Watcher. The
White March is an additional main quest line added by the expansion The White March
- Part I and continued by the expansion The White March - Part II. It is integrated
into the main campaign, so you don't have to start a separate game.

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

Never Far from the Queen


The Man Who Waits
Undying Heritage
Through Death's Gate
The Hermit of Hadret House

Part 1

Durgan's Battery
The Ogre Matron
The Recluse of the White March
The White Forge

Act III

The Assassin at Large


Council of Stars
Court of the Penitents

Part 2

The Forgotten Army


The Iron Flail
The Rising Tide
Lair of the Eyeless

Act IV

Memories of the Ancients

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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in: Verify, Pillars of Eternity


Pillars of Eternity endings
Edit
Book tome icon.png This article or text contains significant spoilers relating
to the story of Pillars of Eternity.

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

1 Main end state


2 Souls of the Hollowborn
2.1 Angered gods
2.2 Thaos
3 Gilded Vale
4 Defiance Bay
4.1 Factions
4.2 Heritage Hill
4.3 Animancy
5 Dyrford
6 Caed Nua
7 Companions
7.1 Pallegina
7.2 Hiravias
7.3 Edér
7.4 Aloth
7.5 Kana Rua
7.6 Grieving Mother
7.7 Durance
7.8 Sagani
7.9 Zahua
7.10 Devil of Caroc
7.11 Maneha
8 The Watcher
9 Stalwart and Abydon [WM2]
10 Flames-That-Whisper Clan
11 References

Main end state

You can either win or lose the game:


Conditions Outcome Slides
Complete the main quest line Win the game
Items in italics are quoted directly from the game.

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.

Lady webb dead.jpg


Jump into the Burial Isle pit without finishing Council of Stars in Act 3 Lose
the game
Items in italics are quoted directly from the game.

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.

Return Souls 1.jpg


Return Souls 2.jpg
Entropically disintegrate the souls, ending their existence
(Rymrgand's choice)
Items in italics are quoted directly from the game.

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.

Hylea Scorned 1.jpg


Hylea Scorned 2.jpg
Renege on your agreement with Berath Berath evens the score with an epidemic
of deaths
Items in italics are quoted directly from the game.

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.

Berath betrayed 1.png


Berath betrayed 2.png
Renege on your agreement with Rymrgand Rymrgand and Ondra take their due anyway
Items in italics are quoted directly from the game.

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.

Skaen betrayed 1.jpg


Skaen betrayed 2.jpg
Thaos

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.

After Thaos is defeated, the player can choose to:

Return his soul to the cycle.


Destroy his soul, stating the past he carried has been a burden to himself.
Banish him to the soul prison, Breith Eaman.
Erase his memories and let him be reborn free of the burden of the past.
Destroy his soul, stating that he has caused too much pain for The Watcher and
deserves to die.

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.

Raedric killed twice.jpg


Kill Raedric only once
(in Lord of a Barren Land) Raedric returns from the dead and destroys Gilded
Vale
Items in italics are quoted directly from the game.

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.

Defiance Bay 1.jpg


Side with the Crucible Knights by completing Winds of Steel. The Crucible
Knights reestablish order
Items in italics are quoted directly from the game.

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.

Crucible Knights aligned.jpg


Side with the Crucible Knights, and advise Commander Clyver to stop the Forge
Knights research at the end of Winds of Steel. The Crucible Knights abandon the
Forge Knights project and rediscover their old identity
Items in italics are quoted directly from the game.

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.

Crucible Knights abandon animancy.jpg


Side with the Crucible Knights, and advise Commander Clyver to keep going with the
Forge Knights research at the end of Winds of Steel. The Crucible Knights don't
abandon the Forge Knights project
Items in italics are quoted directly from the game.
Having seen both the ills and the promise of animancy, internally the Knights
quietly began a more cautious exploration of the new science. Depleted in numbers
but bolstered by their newly forged stock of soul-augmented weaponry and a small
contingent of forge knights, the Knights of the Crucible would soon become an order
few in Defiance Bay would dare to cross.

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.

Capitalizing on a reputation for brazen fearlessness earned with the murder of a


marshal of the Crucible Knights, the Doemenels aggressively pressed their
authority, murdering all would-be rivals and collecting coin from all transactions
in the city and becoming arguably the most influential house in all of Dyrwood.

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.

Doemenel aligned 1.png


Doemenel aligned 2.png
Side with House Doemenel by completing The Changing of the Guard and pin the murder
of Wenfeld on the Dozens. House Doemenel thrives in the shadows
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.

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.

Notes: This ending is received irrespective of whether or not Aloth succeeds


Thaos as grandmaster of the Leaden Key.

Heritage Hill never exorcised.jpg


Turn off the machine during Undying Heritage, but don't destroy it Heritage
Hill gets another zombie outbreak, is abandoned for good
Items in italics are quoted directly from the game.

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.

Notes: This ending is received irrespective of whether or not Aloth succeeds


Thaos as grandmaster of the Leaden Key.

Heritage Hill abandoned.jpg


Blow up the machine during Undying Heritage Heritage Hill gets rebuilt
Items in italics are quoted directly from the game.

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.

Teir nowneth destroyed.jpg


Animancy
Conditions Outcome Slides
The duc wanted to rule in favor of animancy.
(see Animancy hearings) Animancy is acquitted, Sanitarium is rebuilt
Items in italics are quoted directly from the game.

The duc's assassination at the apparent hands of an animancer had caused


catastrophic rioting in the streets of Defiance Bay, but those who had escaped the
melee in the palace hearings remembered the testimonies of the strange guest who
had shown up that day and absolved animancy, implicating the Leaden Key instead.

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.

Testified for animancy.jpg


Sanitarium Rebuilt.jpg
The duc was neutral at the end of the animancy hearing.
(see Animancy hearings) Animancy is blamed for the Legacy and mostly stamped
out
Items in italics are quoted directly from the game.

The duc's assassination at the apparent hands of an animancer had caused


catastrophic rioting in the streets of Defiance Bay, and few animancer survived the
first day.

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.

Riots against animancy.jpg


The duc wanted to rule against animancy.
(see Animancy hearings) Animancy never recovers
Items in italics are quoted directly from the game.

The duc's assassination at the apparent hands of an animancer had caused


catastrophic rioting in the streets of Defiance Bay, and few animancers survived
the first day.

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.

Animancy outlawed 1.jpg


Animancy outlawed 2.jpg
Dyrford

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.

In the town of Dyrford, an underground cult dedicated to Skaen insinuated itself


into the town's institutions.

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.

Dyrford skaenite wealthy.jpeg


Caed Nua

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 emerged as a bastion of security in the midst of an


untamed land, becoming the envy of every thayn and erl of Dyrwood. Legend grew over
time of its impregnability, and stories of formidable invaders easily scattered by
the keep's defenses became popular around the hearths of Dyrwoodan inns.

Likewise, it also 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.

Caed nua gains fame.jpg


Security < 30, Prestige ≥ 30 Caed Nua becomes 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.

Ending Caed Nua Traveler Beacon.png


Security ≥ 30, Prestige < 30 Caed Nua becomes a bastion of stability
Items in italics are quoted directly from the game.

The fortress of Caed Nua emerged as a bastion of security in the midst of an


untamed land, becoming the envy of every thayn and erl in Dyrwood. Legend grew over
time of its impregnability, and stories of formidable invaders easily scattered by
the keep's defenses became popular around the hearths of Dyrwoodan inns.

Ending Caed Nua Security Bastion.png


Security < 30, Prestige < 30 Caed Nua is kinda rubbish
Items in italics are quoted directly from the game.
The rejuvenation of Caed Nua was a short-lived endeavor. While the rise of a new
master had presented new hopes of the keep being restored to its former glory, time
proved otherwise. Plans for maintenance of the structure were postponed time and
time again, until ultimately they were scrapped altogether, their master's
priorities lying elsewhere.

Ending Caed Nua Not Restored.png


Clean out the Endless Paths, kill The Master Below Attacks from below cease
Items in italics are quoted directly from the game.

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.

Adra lizard ate dirt.jpg


Clean out the Endless Paths, let The Master Below take over Falanroed The Master
Below makes off
Items in italics are quoted directly from the game.

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.

Master Below freed.jpeg


Companions
Pallegina

This is how your influence on Pallegina 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 her quest Pallegina is disgraced
Items in italics are quoted directly from the game.

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 obeys ducs and Dyrwood is not strengthened by souls.jpg


Pallegina obeys her orders, and Dyrwood is strengthened by souls Pallegina is
honored by ducs; reputation not tarnished by war
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. 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 obeys ducs and Dyrwood is strengthened by souls .jpg


Pallegina disobeys her orders, and Dyrwood isn't strengthened by souls
Pallegina is banished; joins the Kind Wayfarers
Items in italics are quoted directly from the game.

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.

Wherever he went, Hiravias left behind stories of the Autumn Druid - a


temperamental, one-eyed wise man of the forest known to bring food to lost
travelers and unusual advice to anyone willing to ask him a question.

Hiravias travels 1.jpg


Hiravias travels 2.jpg
Complete True to Form with the Galawain ending. Hiravias goes back to his
village, challenges the council to get accepted as a hunter of the tribe, then
leaves to wander
Items in italics are quoted directly from the game.

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.

Hiravias galawain 1.jpg


Hiravias galawain 2.jpg
Edér

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.

Ending eder do nothing.jpg


Convince him that the Gods influence can be positive and complete his quest.

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.

Eder joins night market.jpg


Convince him to question the influence of the Gods and their followers and complete
his quest.

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.

Eder settles down.jpg


Aloth

This is how your influence on Aloth 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
Convince him that spreading knowledge is better than keeping secrets.

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.

Authority > Autonomy


Aloth becomes the grandmaster of 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 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.

Aloth exiled 1.jpg


Aloth exiled 2.jpg
Kana Rua

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.

Kana is multicultural 1.jpg


Kana is multicultural 2.jpg
Support Kana's confident and idealist traits in conversations and quest dialogues.

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.

Kana inspires 1.jpg


Kana inspires 2.jpg
Support Kana's truth-seeking trait in conversations and quest dialogues.

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.

What became of him remains a mystery.

Kana disappears.jpg

Discourage Kana and don't finish his quest.

Truthseeker, Confident, Idealist ≤ 5


Kana abandons his mission and goes home, crushed
Items in italics are quoted directly from the game.
After all that he had learned in the Watcher's company, Kana Rua could no longer
see meaning in his pursuit of the Tanvii ora Toha. He decided to leave what
remained of it within the depths of the Endless Paths, and return home. Kana bid
the Watcher farewell and sailed back to Rauatai, spending the tempestuous journey
reflecting on the time he had lost to the pursuit of falsehoods.

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

This is how your influence on Durance 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
Convince him that Magran conspired with Woedica Durance abandons Magran and
dedicates himself to revenge
Items in italics are quoted directly from the game.
Durance used Magran's strength only until Thaos had been cast from the world and
then swore off her influence entirely. Regret came to weigh heavily on his mind,
and a man who had never previously lacked for words or opinions came to embrace
silence and contemplation.

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 rejects magran.jpg


Never convince him of Magran's conspiracy with Woedica Durance remains faithful
to Magran and commits suicide
Items in italics are quoted directly from the game.

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.

Durance remains faithful.png


Sagani

This is how your influence on Sagani 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
Choose "It doesn't matter what you say. He's dying, and you're doing this for your
village." after you found Persoq, or choose "Trust your instincts." and say that
the journey is pointless in previous conversations. Sagani doesn't feel satisfied
back in the village, goes missing in a blizzard in one of her hunts
Items in italics are quoted directly from the game.

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.

Sagani is depressed 1.jpg


Sagani is depressed 2.jpg
Choose "Tell him about his family." after you found Persoq, or choose "Trust your
instincts." and lean to family is the most important thing in previous
conversations. Sagani returns to her village and retires with her family
Items in italics are quoted directly from the game.

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.

Sagani uncompleted 1.png


Sagani uncompleted 2.png
Sagani uncompleted 3.png
Zahua

This is how your influence on Zahua 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
Don't complete his quest, but encourage his traits.

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.

ZZahua reestablishes Nalpazca 1.jpg


Zahua reestablishes Nalpazca 2.jpg
Don't complete his quest, but increase his legacy trait.

Legacy ≥ 0, Persistence is < 0


At peace with no resolution, Zahua returns home and establishes a new 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 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.

ZZahua reestablishes Nalpazca 1.jpg


Zahua establishes new order 2.jpg
Don't complete his quest, but encourage his persistence trait.

Legacy < 0, Persistence is ≥ 0


Zahua takes an apprentice
Items in italics are quoted directly from the game.

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 takes an apprentice.jpg


Don't complete his quest and discourage his traits.

Legacy < 0, Persistence < 0


Zahua blames himself and seeks suffering
Items in italics are quoted directly from the game.

Zahua saw that his master's teachings were lost to the world, and that he was to
blame for it.

He began to journey aimlessly, seeking punishment and suffering, craving the


moments of clarity they brought him.

But they would remain only moments, as true enlightenment continued to elude him.

Zahua blames himself.jpg


Complete his quest and encourage his legacy trait.

Legacy is ≥ 0, Persistence < 0


Zahua records knowledge of the Tacan and their way of life
Items in italics are quoted directly from the game.

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 records tacan knowledge 1.jpg


Zahua records tacan knowledge 2.jpg
Complete his quest and encourage his legacy and persistence traits.
Legacy ≥ 0, Persistence ≥ 0
Zahua creates a new tribe and shares his teachings
Items in italics are quoted directly from the game.

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.

New tribe 1.jpg


New tribe 2.jpg
Complete his quest, but discourage his legacy trait.

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.

Zahua finds enlightenment 1.jpg


Zahua finds enlightenment 2.jpg
Devil of Caroc

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.

Doc rusted 1.jpg


Doc rusted 2.jpg
Doc rusted 3.jpg
Spare Harmke The Devil of Caroc is unsatisfied and meets a violent end
Items in italics are quoted directly from the game.

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.

Doc unsatisfied 1.jpg


Doc unsatisfied 2.jpg
Maneha

This is how your influence on Maneha 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
Help her forget. Maneha begins a new life of adventure
Items in italics are quoted directly from the game.

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 remembered 1.jpg


Maneha remembered 2.jpg
Never resolve her conflict. Maneha continues her duties as a Giftbearer
Items in italics are quoted directly from the game.

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.

Maneha no resolution 1.jpg


Maneha no resolution 2.jpg
The Watcher

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.

Ending hero baby.jpg


Receive "The Forgotten Army" [WM2], but never complete it. The Eyeless army hunts
you down
Items in italics are quoted directly from the game.

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]

What happens to Stalwart and Abydon


Conditions Outcome Slides
Eyeless allowed to return to Abydon Abydon renewed, Stalwart grows proud
Items in italics are quoted directly from the game.

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.

Additionally, Abydon's restored interest in preservation led to redoubled efforts


to survey Engwithan ruins. Animancers and craftsmen alike found much to study, but
tensions with Eir Glanfath rose.

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.

It would be many generations before the region saw peace.

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.

With this newfound prosperity came a generation of peace.

Abydon Tempered 1.jpg


Abydon Tempered 2.jpg
Stalwart Peace 1.jpg
Stalwart Peace 2.jpg
Eyeless fully destroyed Ondra emboldened, Stalwart becomes a trapping town
Items in italics are quoted directly from the game.

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

What happens to Beregan and her clan.


Conditions Outcome Slides
Deal with the Flames-That-Whisper clan peacefully and Beregan's help is accepted
[WM2] Ogres and Stalwart learn to co-exist
Items in italics are quoted directly from the game.

The Flames-That-Whisper clan found a cautious peace with Stalwart, particularly


once the villagers heard of the aid the ogres had offered against the Eyeless.

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.

Flames Leave 1.jpg


Flames Leave 2.jpg
References

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."

Categories
Community content is available under CC BY-NC-SA 3.0 unless otherwise noted.
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in: Pillars of Eternity II: Deadfire unique weapons


List of unique weapons (Deadfire)
Edit
Main article: Weapons (Deadfire)

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

Arbalests • Arquebuses • Battle axes • Blunderbusses • Clubs • Crossbows • Daggers


• Estocs • Flails • Great swords • Hatchets • Hunting bows • Maces • Morning stars
• Pikes • Pistols • Pollaxes • Quarterstaffs • Rapiers • Rods • Sabres • Scepters •
Spears • Stilettos • Swords • Wands • War bows • War hammers
Arbalests
Icon Name Damage Value Enchantments
Mechanical Marvel icon.png Mechanical Marvel [SSS]
(Unique) 10-20
Pierce Copper pands (cp)4,889

Blunted Criticals: -15% Crit damage


Unfit For Melee: -10 Deflection against Melee weapons
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Spring Assisted Reload: -10% Reload Time
Streamlined Bolts: Reduced base damage, attacks in a line (maximum 3 targets)

Poe2 arbalest spearcaster icon.png Spearcaster


(Unique) 25-36
Pierce Copper pands (cp)4,064

Blunted Criticals: -15% Crit damage


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Forceful Impact: 50% chance to Knockback and Daze target on Hit
Rune Bolts: +5 Ranged Accuracy (Increases with Arcana skill)

Arquebuses
Icon Name Damage Value Enchantments
Poe2 arquebus dragons dowry icon.png Dragon's Dowry
(Unique) 32-42
Pierce Copper pands (cp)9,050

Inaccurate: -5 Ranged Accuracy with Arquebus attacks


Blunted Criticals: -15% Crit damage
Unfit For Melee: -10 Deflection against Melee weapons
Veil Piercing: Attacks ignore Arcane Veil
Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Dragon's Breath: Grants Dragon's Breath (1 per rest)
Runelock: 10% chance for wielder to suffer 10 Burn Damage on launching attack,
+20% Damage as Burn

Poe2 arquebus three bells icon.png Three Bells Through


(Unique) 15-22
Pierce Copper pands (cp)4,250

Inaccurate: -5 Ranged Accuracy with Arquebus attacks


Blunted Criticals: -15% Crit damage
Unfit For Melee: -10 Deflection against Melee weapons
Veil Piercing: Attacks ignore Arcane Veil
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Unstoppable Shot: Reduced base Damage, Attacks in a line (maximum 3 targets)
Armor Piercing: +1 Penetration

Poe2 arquebus the-red-hand icon.png The Red Hand


(Unique) 26-34
Pierce Copper pands (cp)2,000

Inaccurate: -5 Ranged Accuracy with Arquebus attacks


Blunted Criticals: -15% Crit damage
Unfit For Melee: -10 Deflection against Melee weapons
Veil Piercing: Attacks ignore Arcane Veil
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Double Barrel: Fires two shots before reloading, but has a reduced range
No Rest for the Wicked: 1% Damage dealt and received on Kill until rest (Stacks
20 times)

Poe2 arquebus blightheart icon.png Blightheart


(Soulbound)(Chanter, Ranger, Wizard) 26-34
Pierce Copper pands (cp)1,625

Inaccurate: -5 Ranged Accuracy with Arquebus attacks


Blunted Criticals: -15% Crit damage
Unfit For Melee: -10 Deflection against Melee weapons
Veil Piercing: Attacks ignore Arcane Veil
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Living Wood: 20% chance to cast Corrode Damage cone AoE from self and Hobble
target on attack

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

Bonus Crit Damage: +20% Crit damage


Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Burning Lash: +15% Damage as Burn
Fiery Core: +2 All Fire Power Levels

Lax02 axe of woedica icon.png Oathbreaker's End [BW]


(Unique) 26-35
Slash Copper pands (cp)4,432

Bonus Crit Damage: +20% Crit damage


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Executioner's Axe: Requires 2 hands to wield, but deals increased damage.
Scales of Justice: Scoring a Critical Hit causes the target to take 5 Raw
Damage per 3.0 sec for 25.0 sec (Duration increases when the target deals Damage)

Battle axe LAX01 Slayer icon.png Slayer's Claw [SSS]


(Soulbound)(Barbarian, Fighter, Paladin) 19-28
Slash Copper pands (cp)2,807

Bonus Crit Damage: +20% Crit damage


Stelgaer's Ferocity: Might Inspirations applied to the wielder are increased by
1 Tier.
Superb: +45% Damage, +12 Accuracy, +3 Penetration

Poe2 battle axe amra icon.png Amra


(Unique) 23-31
Slash Copper pands (cp)2,557

Bonus Crit Damage: +20% Crit damage


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Amra: Requires 2 hands to wield, but deals increased damage.
Temper: 25% Chance on scoring a kill with this weapon to Frenzy the wielder
Gore: If the wielder's Might is 25 or above, Critical Hits with this weapon
cause 25% of base weapon damage in an area around the wielder

Poe2 battle axe obsidian icon.png Mātakau


(Unique) 13-19
Slash Copper pands (cp)157

Bonus Crit Damage: +20% Crit damage


Black Glass: +1 Penetration against Vessel targets
Fragile: -5% Damage

Blunderbusses
Icon Name Damage Value Enchantments
Poe2 blunderbuss 01 icon.png Fire in the Hole
(Unique) 16-22
PierceSlash Copper pands (cp)2,407

Inaccurate: -10 Accuracy with Blunderbuss attacks


Veil Piercing: Attacks ignore Arcane Veil
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Explosive Shot: Basic attacks deal best of Pierce or Slash Damage in small AoE

Poe2 blunderbuss 03 icon.png Xefa's Empirical Explication


(Unique) 4-8
Pierce Copper pands (cp)1,307

Inaccurate: -10 Accuracy with Blunderbuss attacks


Blunted Criticals: -15% Crit damage
Multi-Shot: Fires multiple projectiles
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Transmogrified Shot: +15% Damage as Raw
Matter Repulsion: Target knocked back on Crit

Poe2 blunderbuss 02 icon.png Kitchen Stove


(Unique) 4-8
Pierce Copper pands (cp)1,207
Inaccurate: -10 Accuracy with Blunderbuss attacks
Blunted Criticals: -15% Crit damage
Multi-Shot: Fires multiple projectiles
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Hurried: -15% Reload Time
Wild Shot: Grants Wild Shot (1 per rest)

Poe2 blunderbuss 01 icon.png Hand Mortar


(Unique) 13-17
PierceSlash Copper pands (cp)207

Inaccurate: -10 Accuracy with Blunderbuss attacks


Veil Piercing: Attacks ignore Arcane Veil
Fine: +15% Damage, +4 Accuracy, +1 Penetration
Explosive Shot: Basic attacks deal best of Pierce or Slash Damage in small AoE

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

Aretezzos cane icon.png Aretezzo's Cane [FS]


(Unique) 14-20
Crush Copper pands (cp)2,957

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

Poe2 club unique 01 icon.png Shattered Vengeance


(Unique) 13-18
Crush Copper pands (cp)1,007

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

Bonus Crit Chance: 10% of Hits converted to Crits


Unfit For Melee: -10 Deflection against Melee weapons
Inaccurate: -10 Accuracy with Crossbow attacks
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Whistling Bolts: Distracted (-5 Perception, Flanked) for 4.0 sec on Critical
Hit
Multi-Shot: Fires 3 projectiles but has decreased Damage and Penetration

Poe2 crossbow fleetbreaker icon.png Fleetbreaker


(Unique) 22-29
Pierce Copper pands (cp)3,914

Bonus Crit Chance: 10% of Hits converted to Crits


Unfit For Melee: -10 Deflection against Melee weapons
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Precision: 15% of Misses converted to Grazes
Steady: +8 Accuracy

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)

Poe2 dagger marux amanth icon.png Marux Amanth


(Soulbound)(Paladin, Priest, Rogue) 10-14
Slash Copper pands (cp)1,207

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

Poe2 dagger 01 icon.png Lover's Embrace


(Unique) 13-18
Slash Copper pands (cp)1,007

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

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Vehemence: Scoring a Critical Hit grants +2 Accuracy and 5% Action Speed
(Stacks 4 times)
Bounding Strikes: Scoring a Hit on a Near Death target also damages nearby
enemies

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)

Poe2 engoliero me espirsl icon.png Engoliero do Espirs


(Unique) 22-35
Pierce

Legendary: +60% Damage, +15 Accuracy, +4 Penetration


Cruel Blade: Casts Ghost Blades on Kill
Soul Devourer: Grants Soul Hunger, Sated Hunger (-2 Might, Constitution and
Dexterity. Scoring a kill inverts this effect, granting +2 for 45.0 sec)

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

Arcing Blows: 10% of Grazes converted to Hits


Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Twin Gods: Hits twice, but with reduced damage (Sun adds 25% Burn damage) (Moon
adds 25% Freeze damage)
Celestial Attunement: Grants Celestial Attunement (Day): During day time: +2
All Fire Power Levels • Grants Celestial Attunement (Night): During night time: +2
All Frost Power Levels

Poe2 flail ball and chain icon.png Ball and Chain


(Unique) 15-20
Crush Copper pands (cp)3,015

Arcing Blows: 10% of Grazes converted to Hits


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Crushing Yoke: -2% Action Speed for 30.0 sec on target on Hit (Stacks 10 times)
Chain Breaker: Grants Chain Breaker (1 per encounter)

Flail LAX01 keeperoftheflame icon.png Keeper of the Flame [SSS]


(Unique) 14-20
Crush Copper pands (cp)2,865

Arcing Blows: 10% of Grazes converted to Hits


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Magran's Wrath: 2 Burn Damage to everyone around the target on scoring Hit
(Scaled with Religion skill)

Poe2 flail sungrazer icon.png Sungrazer


(Unique) 15-20
Crush Copper pands (cp)2,415

Arcing Blows: 10% of Grazes converted to Hits


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Cometfall: +15% Damage dealt as Burn
Blunt Rock: -1 Crush Armor Rating on Critical Hit

Poe2 flail endres flog of obedience icon.png Endre's Flog of Obedience


(Unique) 13-18 Crush, +10% Damage as Pierce
Copper pands (cp)1,065

Arcing Blows: 10% of Grazes converted to Hits


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Will Breaker: 10% Chance to apply Frightened (-5 Resolve, -3 All Power Levels,
Cannot use Hostile abilities) for 8.0 sec on scoring Hit (excludes Grazes)

Poe2 flail skullcrusher icon.png Skullcrusher


(Unique) 13-18
Crush Copper pands (cp)915

Arcing Blows: 10% of Grazes converted to Hits


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Concussive: 10% chance to Daze (-5 Might, Cannot engage, -4 Penetration) target
for 10.0 sec and knock Prone on scoring Hit

Great swords
Icon Name Damage Value Enchantments
LAX03 great sword burden icon.png Burden [FS]
(Unique) 29-38
SlashPierce Copper pands (cp)8,710

Legendary: +60% Damage, +15 Accuracy, +4 Penetration


Colossal: 10% chance to knock the target Prone on scoring Hit when above 25
Might, -1 Penetration when below 15 Might
Grieving: +1 Might until the end of combat whenever a Party Member is KO'd
(Stacks 4 times)

Poe2 great sword sanguine icon.png Sanguine Great Sword


(Unique) 29-38
SlashPierce Copper pands (cp)8,635

Legendary: +60% Damage, +15 Accuracy, +4 Penetration


Blood Gift: +5 Health Restored per 3.0s for 6.0 sec on Critical Hit with Great
Sword attacks
Thirsty Blade: 20% of Misses converted to Grazes

Lax02 great sword the twin eels icon.png The Twin Eels [BW]
(Unique) 26-35
SlashPierce Copper pands (cp)4,585

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Breath of Life: 10 Health restored to all nearby allies on scoring Kill (Scaled
with Religion)
Death's Embrace: +5% Hit to Crit chance with weapon attacks (Scales with
Religion skill).

Poe2 great sword karaboru icon.png Karabörü


(Unique) 26-35
SlashPierce Copper pands (cp)4,510

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Annihilation: +10% Crit damage
Bloody Slash: Critical Hits with this weapon have a 33% chance to launch a Cone
AoE towards the target

Poe2 great sword voidwheel icon.png Voidwheel


(Unique) 26-35
SlashPierce Copper pands (cp)4,360

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Soul Breaker: Wielder takes 10% Damage dealt as Raw Damage to self, +10% Damage
as Raw
Necrotic Heart: 15% chance to cast Necrotic Lance at target on scoring Crit, -3
Corrode Armour Rating +10% Damage as Corrode

Poe2 great sword effort icon.png Effort


(Unique) 23-31
SlashPierce Copper pands (cp)2,410

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Lacerating: Hits with this weapon cause 10% Damage as Raw Damage over time
Determined Demise: Immune to Resolve Afflictions while under 25% Health

Poe2 great sword whispers of the endless paths icon.png Whispers of the Endless
Paths
(Unique) 12-20
SlashPierce Copper pands (cp)1,810

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Increased Reach: Increased weapon range
Two-hander: Attacks in a cone, +1 Penetration
Heavy Blade: +15% Damage as Crush

Poe2 great sword distraho icon.png Distraho


(Unique) 23-31
SlashPierce Copper pands (cp)1,735

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Menace: Chance to Shaken (-5 Resolve, -3 Power level) target on Critical Hit
Red Tear: Grants Red Tear - Self: +35 Health Restored (1 per rest)

Poe2 great sword queens rule icon.png Queen's Rule


(Unique) 23-31
SlashPierce Copper pands (cp)1,660

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Capture: Grants Capture

Hatchets
Icon Name Damage Value Enchantments
Poe2 hatchet unique 02 icon.png Acolyte's Frostbite
(Unique) 15-20
Slash Copper pands (cp)2,807

Deflector: +3 Deflection against Melee weapons


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Freezing Lash: +15% Damage as Freeze
Solitude: Gain 1 Concentration every 6.0 seconds when 4m or farther away from
the nearest ally

Poe2 hatchet unique 01 icon.png Vion-ceth


(Unique) 16-22
Slash Copper pands (cp)1,107

Deflector: +3 Deflection against Melee weapons


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Wood Splitter: +20% Melee Damage to Plant targets and targets with Plant status
effect
Hewing Step: +15 all Defences against Plant attacks while above 0% Health
Poe2 hatchet xotis sickle icon.png Xoti's Sickle
(Unique) 10-14
PierceSlash Copper pands (cp)7

Deflector: +3 Deflection against Melee weapons


Soul Reaper: +5% sickle Damage until combat end on scoring Kill (stacks 4
times) (increases with Religion skill)

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

Poe2 hunting bow aamiinas-legacy icon.png Aamiina's Legacy


(Unique) 18-31
PierceSlash Copper pands (cp)2,264

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

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Forged in Ice: Weapon attacks deal best of Crush/Freeze
Blessed by the Void: 25% chance to apply a random Tier 1 Affliction to a nearby
enemy after being Hit by an Affliction

Poe2 mace unique 01 icon.png Bardatto's Luxury


(Unique) 14-20
Crush Copper pands (cp)1,407

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Taxing: 5% Chance to Sicken target for 10.0 sec on Hit (-5 Constitution, -25%
Healing done)
Nobility: Resistance to Constitution afflictions while above 50% Health

Poe2 mace gulfaryc icon.png Magistrate's Cudgel


(Soulbound)(Cipher, Fighter, Monk) 14-20
Crush Copper pands (cp)1,407

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Judge: Marked for 30.0 s on scoring Hit, +10 Accuracy against targets affected
by Judged effects
Morning stars
Icon Name Damage Value Enchantments
Poe2 morning star fine icon.png The Willbreaker
(Unique) 20-32
CrushPierce Copper pands (cp)4,514

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Relentless: -3 Will on target for 30.0 sec on scoring Hit (Stacks 5 times),
+10% Action Speed
Oppressive Fear: 25% chance Shaken attack on target on scoring Hit

Poe2 morning star saru sichr icon.png Saru-Sichr


(Unique) 18-29
CrushPierce Copper pands (cp)1,739

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Poison Dipped: 3 Corrode Damage per 12.0 sec for 60.0 sec on Hit

Pikes
Icon Name Damage Value Enchantments
Poe2 pike wicked beast l.png Wicked Beast
(Unique) 29-38
Pierce Copper pands (cp)8,414

Increased Reach: Increased weapon range


Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Bad Dog: 10% chance to deal Pierce Damage to self or nearby ally on launching
attack
Hounding: Chance to inflict Hobbled, Knockdown, Raw Damage over time for 12s,
or -25% Action Speed on target on scoring Crit

Pike LAX01 ngatistusk icon.png Ngati's Tusk [SSS]


(Unique) 27-35
Pierce Copper pands (cp)4,964

Increased Reach: Increased weapon range


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Barbed: 5% of Hits converted to Crits, +10% Crit damage
Metani's Traps: Grants Searing Seal: Hazard AoE: 21-36 Burn, If successful:
Blinded for 15.0 sec

Poe2 pike lance of the midwood stag icon.png Lance of the Midwood Stag
(Unique) 23-31
Pierce Copper pands (cp)1,364

Increased Reach: Increased weapon range


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Warrior of the Forest: Casts Woodskin when then wielder first becomes Bloodied
(25-50% Health). Grants Woodskin (combat only)

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

Blunted Criticals: -15% Crit damage


Veil Piercing: Attacks ignore Arcane Veil
Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Runestone Flint: Basic attack deals lesser Raw Damage
Imbued Ammunition: Grants Imbued Ammunition (Modal, Attacks do additional 8-12
CrushCorrode damage, +35% Reload Time)

Poe2 pistol scordeos trophy icon.png Scordeo's Trophy


(Unique) 22-28
Pierce Copper pands (cp)2,907

Blunted Criticals: -15% Crit damage


Veil Piercing: Attacks ignore Arcane Veil
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Opening Shot: Scoring Hits with this weapon grants a stacking -5% Recovery time
with Melee weapons for 30.0s
Critical Shot: +15% Crit damage

Poe2 pistol thundercrack icon.png Thundercrack Pistol


(Unique) 20-25
Pierce Copper pands (cp)1,207

Blunted Criticals: -15% Crit damage


Veil Piercing: Attacks ignore Arcane Veil
Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Crackling Shots: +15% Damage dealt as Shock
Conductive Blast: Grants Conductive Blast (1 per rest)

Pollaxes
Icon Name Damage Value Enchantments
Poe2 pollaxe wahai-poraga icon.png Wahai Pōraga
(Unique) 12-17
CrushSlash Copper pands (cp)1,820

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Reckless Cyclone: Standard Attack AoE hits primary target and up to +3
additional targets, friend or foe
At Blade's Reach: -20% Melee Damage Received for 2.0 sec on launching attack

Poe2 pollaxe soulbound icon.png Lord Darryn's Voulge


(Soulbound)(Barbarian, Druid, Fighter) 18-29
SlashShock Copper pands (cp)1,820

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Bolting Strikes: 10% Chance on Hit with weapons to activate Lightning Strikes

Quarterstaffs
Icon Name Damage Value Enchantments
Poe2 quarterstaff chromoprismatic icon.png Chromoprismatic Quarterstaff
(Unique) 29-38
Crush Copper pands (cp)8,414

Increased Reach: Increased weapon range


Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Bound Blights: +1 All Acid, Electricity, Fire, and Frost Power Levels.
Soul Charge: +5% staff Damage (Increases with Metaphysics skill), +5% Action
Speed (Increases with Metaphysics skill)

Quarterstaff LAX01 sheaswarstaff icon.png Shea's War Staff [FS]


(Unique) 26-35
Crush Copper pands (cp)4,289
Increased Reach: Increased weapon range
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Combat Casting: Concentration for 8.0 sec on Critical Hit with Melee attacks

Poe2 quarterstaff street sweeper icon.png Street Sweeper


(Unique) 26-35
Crush Copper pands (cp)4,064

Increased Reach: Increased weapon range


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Spring Cleaning: -5 sec Duration of Beneficial and Hostile effects (on target),
on scoring Hit with Quarterstaff attacks
You Can't Be Serious...: 15% chance to Distract target for 15.0 sec on scoring
Hit

Poe2 quarterstaff spine of thicket green icon.png The Spine of Thicket Green
(Unique) 23-31
Crush Copper pands (cp)1,814

Increased Reach: Increased weapon range


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Purge Decay: +20% damage against Vessels, +5 Accuracy against Vessels
Bracken Call: +2 All Plant ability Power Levels

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

Rapier seeker spider icon.png Seeker's Fang [SSS]


(Soulbound)(Cipher, Ranger, Rogue, Wizard) 14-20
Pierce Copper pands (cp)2,807

Accurate: +5 Accuracy
Superb: +45% Damage, +12 Accuracy, +3 Penetration
Spider's Cunning: +25% Trap Effectiveness

Poe2 rapier ranniqs wrath icon.png Rännig's Wrath


(Unique) 13-18
Pierce Copper pands (cp)1,207

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

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Hylean Squall: Grants Hylean Squall (AoE: 5-15 Crush, -65% Stride for 10.0 sec,
4m Push) (1 per rest)
Wind Calling: Grants Wilting Wind (AoE: 55-68 Raw, Weakened for 12.0 sec),
Winter Wind (AoE: 17-25 Freeze, 2m Push)

Poe2 rod deephunter icon.png Rod of the Deep Hunter


(Unique) 20-31
PierceSlash Copper pands (cp)1,657

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Crushing Depths: -1 Deflection, +3% Recovery Time for 45.0s on scoring Hit
(excludes grazes)

Poe2 rod exceptional icon.png Watershaper's Focus


(Unique) 10-14
PierceSlash Copper pands (cp)457

Fine: +15% Damage, +4 Accuracy, +1 Penetration


Leaping Arc: Ranged Attacks bounce +1 times with Rod attacks

Sabres
Icon Name Damage Value Enchantments
Poe2 sabre grave-calling icon.png Grave Calling
(Unique) 22-32
Slash Copper pands (cp)5,707

Sharp: +10% Damage with Sabre attacks


Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Frosted Edge: +2% Freeze damage for 60.0 sec on Hit (stacks 10 times)
Vessel Seeking: +15 Accuracy against Vessel targets

Poe2 sabre scordeos edge icon.png Scordeo's Edge


(Unique) 20-29
Slash Copper pands (cp)3,007

Sharp: +10% Damage with Sabre attacks


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Highwayman: +2 Accuracy with Ranged weapons for 30.0 sec on scoring Hit (stacks
10 times)
Double Strike: 5% chance to Recover instantly on scoring Hit

Poe2 sabre sashas-singing-scimitar icon.png Sasha's Singing Scimitar


(Unique) 20-29
Slash Copper pands (cp)3,007

Sharp: +10% Damage with Sabre attacks


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Prelude: 2% stacking Action Speed bonus for each held Chanter Phrase
Finale: Empowering an Invocation returns 3 Chanter Phrases

Poe2 sabre aldis icon.png Aldris Blade of Captain Crow


(Unique) 18-27
Slash Copper pands (cp)1,357

Sharp: +10% Damage with Sabre attacks


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Storm Blade: Deals +10 Shock Damage on target on Critical Hit, +10% Damage as
Shock
Corvid's Bounty: Wielder gains +8 Health on Critical Hit

Sabre LAX01 diretalon icon.png Dire Talon [SSS]


(Unique) 17-25
Slash Copper pands (cp)1,257

Sharp: +10% Damage with Sabre attacks


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Tooth and Claw: +10 Accuracy and +10% Damage against Beasts

Poe2 sabre tarns-respite icon.png Tarn's Respite


(Unique) 18-27
Slash Copper pands (cp)1,157

Sharp: +10% Damage with Sabre attacks


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Cold Steel: +1 Penetration +15% Damage as Freeze

Poe2 sabre mins-fortune icon.png Min's Fortune


(Unique) 17-25
Slash Copper pands (cp)1,107

Sharp: +10% Damage with Sabre attacks


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Long Odds: Stacking +2% Crit chance on Hit (stacks 50 times and resets on Crit)

Poe2 sabre bezas toothed blade icon.png Beza's Toothed Blade


(Unique) 17-25
Slash Copper pands (cp)1,107

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Biting Cuts: -1 Armor Rating for 10.0 sec on Critical Hit
Veil Piercing: Attacks ignore Arcane Veil

Poe2 sabre animancers energy blade icon.png Animancer's Energy Blade


(Unique) 11-16
Raw Copper pands (cp)307

Sharp: +10% Damage with Sabre attacks


Fine: +15% Damage, +4 Accuracy, +1 Penetration
Ethereal Blade: Deals Raw Damage and attacks more quickly than a standard blade

Poe2 torch skull icon.png St. Drogga's Skull


(Unique) 13-19 Slash, +20% Damage as Burn
Copper pands (cp)102

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

Legendary: +60% Damage, +15 Accuracy, +4 Penetration


Bend the Will: Shaken attack on Kith or Wilder on scoring Crit
Ashes and Dust: +10 Accuracy against Vessels

Poe2 sceptre eye of wael icon.png The Eye of Wael


(Unique) 13-19
CrushSlash Copper pands (cp)3,007

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Obfuscation: 10% chance to become Invisible for 8.0 sec on scoring Critical Hit
Illusive Spell: 5% chance to cast random Illusion spell on target on scoring
Hit

Lax02 sceptre currents rush icon.png Current's Rush [BW]


(Unique) 13-19
CrushSlash Copper pands (cp)2,957

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Ebb: Gain 1% Hit to Crit every 1.0 s. This effect is reset on a successful
Crit.
Flow: 20% Chance to launch an interrupting Crush Damage AoE on scoring a Crit.

Poe2 sceptre aloth icon.png Keybreaker Scepter


(Unique) 9-13
CrushSlash Copper pands (cp)7

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)

Poe2 spear 01 icon.png Kahua Hozi


(Unique) 21-30
PierceSlash Copper pands (cp)3,357

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

Poe2 spear 03 icon.png Mohorā Tanga


(Unique) 17-25
Pierce Copper pands (cp)1,407

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

Legendary: +60% Damage, +15 Accuracy, +4 Penetration


Knife in the Back: 3 Raw Damage per 3.0s for 9.0s on scoring Hit on Flanked
target
Bring Low: 30% chance to knock target prone and lower their Defences by -10 for
6.0 sec on scoring Crit

Poe2 stiletto 01 icon.png Azure Blade


(Unique) 10-16
Pierce Copper pands (cp)1,107

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Mob Rule: +10 Accuracy when 3 or more allies are within 2m.

Swords
Icon Name Damage Value Enchantments
Poe2 sword hel beckoning icon.png Hel Beckoning
(Unique) 21-30
SlashPierce Copper pands (cp)5,707

Legendary: +60% Damage, +15 Accuracy, +4 Penetration


Tainted Blade: +2% Corrode Damage for 60.0s on Hit (stacks 10 times)
Spirit Seeking: +15 Accuracy against Spirit targets, Veil piercing attack

Poe2 sword duskfall icon.png Duskfall


(Unique) 17-25
SlashPierce Copper pands (cp)1,407

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Devious: +1 Penetration when attacking the same target as an ally
Feather Light: +10% Action Speed

Poe2 sword whispers of yenwood icon.png Whispers of Yenwood


(Unique) 17-25
SlashPierce Copper pands (cp)1,257

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Reliable: 25% of Misses converted to Grazes
Soul Cutter: +20% Damage against Spirits, +15 Accuracy against Spirits
Whispers of the Dead: -5 Will, Receiving Critical Hits causes an additional -5
Will until combat ends (stacks 5 times)

Poe2 sword griffin icon.png Griffin's Blade


(Unique) 17-25
SlashPierce Copper pands (cp)1,207

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Howling Blade: 50% Chance to Daze target and nearby enemies on Crit
Loyal Companion: Grants Steadfast (+5 Resolve) to allies in 5m radius when the
wielder is Bloodied (25-50% Health). 1 per encounter

Poe2 sword modwyr icon.png Modwyr


(Soulbound)(Only usable by Watcher) 15-22
SlashPierce Copper pands (cp)557
Fine: +15% Damage, +4 Accuracy, +1 Penetration
Jealous: Restricted to the Watcher
Emotional: 20% damage dealt as burn when above 50% health and and +20% damage
dealt as freeze when below 50% health.

Poe2 sword u ordinary sword icon.png Watcher's Blade


(Unique) 15-22
SlashPierce Copper pands (cp)557

Fine: +15% Damage, +4 Accuracy, +1 Penetration


Soul Severing: +10% Damage dealt as Raw

Poe2 sword gladiator icon.png Gladiator Sword


(Unique) 15-22
SlashPierce Copper pands (cp)357

Fine: +15% Damage, +4 Accuracy, +1 Penetration


Skrim: +10% Melee Damage when wielded with a shield, +5 Deflection when wielded
with a shield
Corroded Blade: -1 Penetration

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

Unfit For Melee: -5 Deflection against Melee weapons


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Follower of the Obscured: After Empowering an ability, the wielder's Recovery
is immediately refreshed

Poe2 wand 01 icon.png A Whale of a Wand


(Unique) 12-20
Pierce Copper pands (cp)3,007

Unfit For Melee: -5 Deflection against Melee weapons


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Beasts Imagined: Hits with this weapon have an 5% chance to cast Form of the
Helpless Beast on their target
Sea Stories: Spell Hits have a 10% chance to Charm targets

War bows
Icon Name Damage Value Enchantments
War bow windsong icon.png Windsong [SSS]
(Unique) 21-30
PierceSlash Copper pands (cp)9,089

Unfit For Melee: -10 Deflection against Melee weapons


Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Loose the Wind: 30% chance on scoring Crit to deal Freeze Damage to enemies in
a line
Flurry of Arrows: Wingsong's weapon proficiency modal has a 75% chance to apply
Distracted (-5 Perception, Flanked) to Near Death (< 25% Health) enemies for 8.0
sec on scoring Hit.

Poe2 war bow veilpiercer icon.png Veilpiercer


(Unique) 21-30
PierceSlash Copper pands (cp)7,514
Unfit For Melee: -10 Deflection against Melee weapons
Legendary: +60% Damage, +15 Accuracy, +4 Penetration
Ethereal Arrows: +15 Accuracy against Spirits, Veil piercing attack, +10%
Damage as Raw
Suppressive Shots: -10% Beneficial effect duration on scoring Hit

Poe2 war bow st-omakus-mercy icon.png Saint Omaku's Mercy


(Unique) 20-29
PierceSlash Copper pands (cp)4,814

Unfit For Melee: -10 Deflection against Melee weapons


Superb: +45% Damage, +12 Accuracy, +3 Penetration
Heavy Draw: -10% Action Speed, +5% Damage (Increases with Survival skill), +1
Penetration
Galawain's Favor: Restore +10 Health to nearby allies on scoring Kill
(Increases with Religion skill)

Poe2 war bow frostseeker icon.png Frostseeker


(Unique) 4-7
PierceSlash Copper pands (cp)1,964

Unfit For Melee: -10 Deflection against Melee weapons


Exceptional: +30% Damage, +8 Accuracy, +2 Penetration
Garland's Tears: Fires multiple projectiles at slightly reduced damage +10%
Damage as Freeze
Garland's Rake: Freeze/Slash Damage AoE at target location on scoring Crit

War hammers
Icon Name Damage Value Enchantments
Lax02 glacierbane war hammer icon.png Glacierbane [BW]
(Unique) 11-15
CrushPierce Copper pands (cp)2,957

Superb: +45% Damage, +12 Accuracy, +3 Penetration


Serrated: 10% Damage as Raw

Poe2 war hammer last word icon.png Last Word


(Unique) 14-20
CrushPierce Copper pands (cp)1,157

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Shortened Haft: +5% Weapon Damage per Engaged Enemy
Quieting: Cannot use active abilities for 2.0 sec on Critical Hit

Poe2 war hammer resounding call icon.png Resounding Call


(Unique) 14-20
CrushPierce Copper pands (cp)1,007

Exceptional: +30% Damage, +8 Accuracy, +2 Penetration


Cacophony: Attacks with this weapon are Very Loud, +100% Damage to
destructibles, 50% chance random Mind Affliction for 12s on target on scoring Crit

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