Pillars of Eternity II: Deadfire quests

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

Main quests
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.

Side quests
These are miscellaneous quests which are not vital to the main storyline.

Companion quests
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.
 * The Painted Masks (Aloth)
 * The Lighted Path (Eder)
 * The Courier's Calling (Maia)
 * The Man of Chimes (Pallegina)
 * A Sorcerer and a Gentleman (Serafen)
 * The Lantern of Gaun (Xoti)

Tasks
Tasks tend to be less complex and significant than full-fledged side quests.

Bounties
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 Winter
Main quests:
 * An Honored Guest
 * To Rise and Decline
 * Death's Depthless Dominion
 * The Drowned Kingdom
 * The Endless Queries
 * The Bridge Ablaze

Side quests:
 * Toasting the Dead
 * The Higher-Ups
 * The Last Pilgrimage

Seeker, Slayer, Survivor
Main quests:
 * The Proving
 * The Rite of Passage
 * The Crucible
 * The Champion of the Hunt
 * The Hunter Hunted

Side quests:
 * Potions of Plenty

Face quests:
 * The Seeking Face
 * The Seeking Face's Hunt for the Adra Pearl
 * The Seeking Face's Hunt for the Fortuneteller's Ear
 * The Seeking Face's Hunt for the Hunt for the Haemneg's Handmaiden
 * The Slaying Face
 * The Slaying Face's Hunt for the Luckless Coin
 * The Slaying Face's Hunt for the Titan's Heart
 * The Slaying Face's Hunt for the Hunter's Head
 * The Surviving Face
 * The Surviving Face's Hunt for the Matron's Skull
 * The Surviving Face's Hunt for the Uncut Gem
 * The Surviving Face's Hunt for the Finger of the Exiled Queen

The Forgotten Sanctum
Main quests:
 * Hidden Depths
 * Annotated History
 * The Inner Mysteries

Complementary quests:
 * Wasting Minds
 * A Rising Star
 * Out of Eternal Horizons
 * Under Observation
 * A Shout in the Dark
 * Root and Branch
 * The Seeds of Deception

Quest level
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.