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Endless Paths of Od Nua Level 11 is an area in Pillars of Eternity, and the eleventh floor of the Endless Paths of Od Nua.

Background[ | ]

This large, cavernous area marks the boundary of the central part of the Endless Paths, before the terminal part of Od Nua's domain is reached.

Points of interest[ | ]

  • The Master Staircase can be accessed from the west side, immediately north of where you enter from Level 10. The stairs to Level 12 are at the right edge of the area.
  • The north part of the area contains several Dank Spores. These are some of the most difficult enemies in the game to fight, even at level 12, because they frequently launch an attack that Dominates party members, turning them against you for a time. Swamp Spores and Sporelings inhabit the northwestern corner, one of which drops Cgadob's Hazel, a unique wand. More spores, lurkers, and a lone mênpŵgra are to the northeast, as well as the body of Vierina tucked into the corner, which can be looted for Vierina's Leaves, a unique rapier.
  • You can avoid the enemies in the north part of the area by pushing through the thorns in the south-east, though you will not be able to return the same way without looping around - it's a one-time crossing. Crossing unscathed requires at least Survival 5 on all party members, otherwise the character with the lowest Survival gets a Concussion (-2 Intellect, -2 Resolve).

Enemies[ | ]

Loot[ | ]

Notable loot[ | ]

  • Cgadob's Hazel: A unique wand, dropped by a Swamp Spore in the northwestern corner.
  • Vierina's Leaves: A unique rapier, looted from the corpse of Vierina in the far northeastern corner.
  • Ring of Thorns: Dropped by the Mênpŵgra.

Containers[ | ]

Note: For a complete list of fixed and random loot found in Endless Paths of Od Nua Level 11, see here.
Sand (Hidden, Difficulty 9):
Corpse (NW):
Dead Adventurer:
Container:
Dead Adventurer (NE):
Skeleton:

Behind the scenes[ | ]

  • This area contains developer commentary, however there is no way to trigger it in-game.
We called this one the "fungus floor" for obvious reasons. It was basically intended to break up the architecture of the dungeon a little. I'm sure the artists got tired of us continuously asking for more mushrooms and plants. It was more-or-less immediately suggested by everyone who read the initial design doc that we place a giant dank spore here, feeding on the still-living bodies of unfortunate adventurers - so that ended up the obvious choice for a final encounter.
~ Olivia Veras, Junior Designer

Map[ | ]

Gallery[ | ]

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