Pillars of Eternity II: Deadfire quests
This page lists all quests in Pillars of Eternity II: Deadfire.
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
- Prologue: After Eothas awakens in Maros Nua's titan and destroys Caed Nua, the Watcher awakens in the Beyond.
- Stranded: The storm hurls you against Vilario's Rest and you need to figure out how to get off the island to hunt the god of light.
- To Hunt a God: You need to figure out how to hunt the god as well.
- The Veins of Eora: Luminous adra matters to Eothas - and to you. Find a way to locate them, so that you can commune with Eothas.
- A Distant Light: Investigate Hasongo, which recently witnessed the god's passing.
- He Waits in Fire: Follow Eothas up Ashen Maw in Magran's Teeth and confront him.
- The Coming Storm: Find a way to navigate through Ondra's Mortar.
- The City Lost to Time: Confront Eothas at Ukaizo.
These are miscellaneous quests which are not vital to the main storyline.
|Quest||Given by||Start location||Notes|
|Trade Secrets||Prince Aruihi||Kahanga Palace|
|The Last Sanctuary|
|From the Wreckage||Automatic||World map|
|The Shadow Under Neketaka||Queen Onekaza II||Kahanga Palace|
|Taking Out the Traders|
|Quest||Given by||Start location||Notes|
|Blow the Man Down||Captain Furrante||World map|
|Symbols of Death||Dunnage|
|A Shrewd Proposition|
|Honor Among Thieves||Automatic||World Map|
|A Dance with Death||Captain Furrante / Captain Aeldys||Dunnage / Fort Deadlight|
|Aeldys' quest line|
|Goods and Services||Captain Mad Morena / Captain Aeldys||Undercroft / Fort Deadlight|
Royal Deadfire Company questlineEdit
|Quest||Given by||Start location||Notes|
|The Brass Empire||Automatic||Kahanga Palace|
|Dim Prospects||Atsura||Imperial Command|
|A Matter of Import||Hazanui Karū|
|Overgrowth||Fleet Master Okaya||Sayuka|
|Clearing Out Crookspur||Atsura||Imperial Command|
|The Final Maneuver||Hazanui Karū|
Vailian Trading Company questlineEdit
Tasks tend to be less complex and significant than full-fledged side quests.
|Task||Given by||Start location||Notes|
|Basic Provisions||Automatic||World map|
|Burning Bridges||Rinco||Port Maje Harbor|
|The Better Man||Thorel|
|The Drunk Sailor||Rum-Dumb Riggere|
|Wandering Stars||Maren||Unobtainable (cut content)|
|The Shipwright's Plight||Zamar||Neketaka: Queen's Berth|
|Coming to Terms||Tawenu|
|Salt in the Wound||Nera Bardatto|
|Her Last Request||Muhai||Neketaka: Serpent's Crown|
|A Cordial Invitation||Automatic||Neketaka: Periki's Overlook||Arkemyr's quest arc|
|Velvet Glove, Brass Fist||Fassina|
|Refined Arrangement||Ganor||Unobtainable (cut content)|
|All Aboard||Biha||Neketaka: The Gullet|
|Delver's Row||Prince Aruihi / Pitli /
Enoi / Dereo the Lean
|Iron Gut||Pietro||Dunnage: The King's Coffin|
|A Tidy Performance||Calandra||Dunnage: Radiant Court|
|The Lost Grimoires||Nemnok the Devourer||Drowned Barrows|
Bounties are particularly difficult combat quests that serve to provide a late game challenge - and a good source of coin. If you happen to kill a bounty target without the quest active, you can simply turn in the bounty immediately after receiving it.
Beast of WinterEdit
- An Honored Guest
- To Rise and Decline
- Death's Depthless Dominion
Seeker, Slayer, SurvivorEdit
- The Seeking Face
- The Slaying Face
- The Surviving Face
The Forgotten SanctumEdit
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.
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:
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
ExperienceAmountin "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|
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.
|±5 (and beyond)||±100%|