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Pillars of Eternity II: Deadfire quests

This page lists all quests in Pillars of Eternity II: Deadfire.

Contents

Main questsEdit

Following the destruction of Caed Nua by Eothas, who occupied the adra statue devoted to Maros Nua, the Watcher ends up with a maimed soul and a desperate need to find the god to save his soul and himself. However, they will find out more than they bargained with, as with their hunt for Thaos.

The Hunt for Eothas

EndEdit

Side questsEdit

Faction questsEdit

Companion questsEdit

Every scripted companion has a personal side-quest that you can complete together with them. Tekehu is technically the exception, although he is heavily featured in The Shadow Under Neketaka.

TasksEdit

BountiesEdit

Expansion questsEdit

Quest levelEdit

The quest level as shown in the journal (by hovering over the the book icon under the quest title) gives the player an indication of the relative difficulty of the quest in relation to their level.

The base quest level is manually set by the game designers. Although this level doesn't actually influence any gameplay mechanics itself, it generally takes into account (and is therefore a good indicator of):

  • The average level of creatures, enemies and traps encountered, in areas related to the quest. This is expressed as a location's "expected player level" (also called "recommended level"). The quest level averages out to be around the same level as the locations prominently featured.
  • The difficulty of dialogue checks.

If the quest level is equal to the player's level, the difficulty of the quest will be as close to as it was originally designed, generally meaning that enemies faced will be close to the player's level, and dialogue checks will be generally passable.

Note that the quest level is adjusted with Level scaling in order to match the perceived difficulty of areas/encounters and in turn the enemies found within the quest, though the quest level itself does not affect scaling whatsoever. This should be kept in mind, as the quest pages on the wiki list the base/unscaled quest level - not one that is adjusted.

Quest experienceEdit

All quests grant a fixed and predetermined amount of experience to each party member. Each time the party completes a quest objective, a weighted portion of the total quest experience is granted. This total experience is divided (usually equally, though some objectives are weighted differently) between all objectives, as well as a final "end state" objective. So if a quest has 4 objectives, the experience is split into 5 portions.

On quest completion, no additional experience is earned (other than that of the "end state" objective), however if there are objectives that have not been completed, the party will be granted experience equal to the value of these remaining objectives. As such, the amount of objectives completed does not influence the amount of experience granted throughout the quest.

The predetermined total quest experience has two multipliers applied to it - a per quest multiplier (always 1), and a global multiplier of 1.35. In addition, the party receives a number of experience multipliers each time they receive experience - though this is not unique to quests.

Quests that do not have this "predetermined" amount instead calculate the granted XP using the quest's level and weighting - though currently there are very few quests that need to do this. For all quests that do not, there is no correlation between the quest's "XP level", "XP type" and the amount of experience gained. These values and any code that references them only exist as remnants from how experience was calculated in Pillars of Eternity.

The only quests that calculate their XP amount with their experience level and type are:

Objective experienceEdit

Upon completion of a quest objective, the exact amount of experience gained is calculated using:

  • totalObjectiveWeight - The sum of the experience weights of all objectives in the quest, plus one for the end state. Most experience weights are 1, so this is commonly just the amount of objectives in the quest plus one.
  • objectiveWeight - The experience weight of the completed objective in question, which is used as a multiplier for the objective experience.
  • experienceAmount - The amount of experience granted by the quest. This refers to the ExperienceAmount in "global.gamedatabundle", and is shown on the wiki page as "Experience amount". Remember that this is then multiplied by a global "QuestXPMultiplier" of 1.35.

The objective experience is then:

xp = (experienceAmount / totalObjectiveWeight) * objectiveWeight
If a quest has 4 objectives with an experience weight of 1, completing any objective would grant a 1/5 of the total quest experience. Using the above formula, and a total quest experience of 1000 (including QuestXPMultiplier), each objective would grant a base 200 XP.
If one of the objectives has a higher weighting, it is granted more "portions" of objective experience, and the experience granted to other objectives is reduced to make up for the fact. Using the same example of 1000 total quest experience, and a weight of 3 for one of the objectives, the singular weighted objective would grant 428.5... XP (3 portions), and the others (and end state) would grant 142.8... XP each.

Upon quest completion, the end state XP is granted, and each party member will have earned the experienceAmount, not counting the below bonuses, which are applied on every experience gain.

Party size bonusEdit

After this initial amount is determined, a party-size bonus is applied, which gives more experience the fewer characters there are in the party. A bonus of +25% experience is granted per missing party member under 5. The bonus is calculated with the formula: 0.25 * (5 - numPartyMembers).

Party size Bonus XP
5 -
4 +25%
3 +50%
2 +75%
1 +100%

Player–companion adjusted experienceEdit

The amount of experience given to each party member is adjusted individually based on the difference between the player and the companion's level (this adjustment is not applied to the player). The adjustment multiplier is calculated with:

((playerLevel - companionLevel) * 0.2) + 1

For example, if the player's level is 7, and the companion's is 5, the companion will be granted an additional 40% experience. Note that the difference between levels is limited to a range of -5 to 5.

Level difference Adjustment
0 -
±1 ±20%
±2 ±40%
±3 ±60%
±4 ±80%
±5 (and beyond) ±100%