Pillars of Eternity Wiki

In response to patch v1.3.7.0.1377 to Pillars of Eternity (June 6, 2024), the random loot tables shown on the wiki have been updated. These changes may take time to propegate.

As a result, random loot data is no longer accurate to old versions of the game, including all console ports. We'll be working to provide a mechanism to switch between pre-patch and post-patch loot for console players.

READ MORE

Pillars of Eternity Wiki
Advertisement

Endless Paths of Od Nua Level 2 is an area in Pillars of Eternity, and the second floor of the Endless Paths of Od Nua.

Background[ | ]

Ruins start right below the lowest point of Caed Nua. This level once served as a burial ground, judging by the recesses, and was recently taken over by xaurips, seeking to serve the wyrms and drakes populating the lower levels.

Points of interest[ | ]

  • This is a xaurip-infested area, as the name suggests and an introduction to what waits below: lots and lots of enemies. The effigy by the entrance marks xaurip territory, but that won't dissuade you from invading it.
  • Following the northeastern corridor you'll reach a room with a dying xaurip with strange discoloration on its scales.
    • With Perception 16, you note that the discoloration coincides with the placement of the ritualistic paint.
    • With Survival 5, you can tell that it matches the symptoms of a common poison, known as "Mocga's Tears".
    • You can then put it out of its misery (Hiravias, Sagani or Edér will note that it's the merciful thing to do.)
  • In the adjacent corridor, once you clear it of reptiles, you can save a freshly hatched Tiny White Wurm (inspect the broken egg). Further down the corridor, in the north-eastern corner, are stairs to level 3.
  • The small room next to the stairs, with a dead body - that of Faramund, contains a trap in the doorframe, the unique breastplate Hand and Key, and a note: Faramund's Curse.
  • The center of the level contains a xaurip sacrificial pit, where the high priest is in the middle of conducting a sacrifice. Blood-spattered xaurips fill the room, dabbing themselves with blood before joining the rites. The xaurip high priest, wearing the long skull of a young drake, leads the ceremony. They attack immediately.
  • The high priest and her honor guard stand around a chasm, which provides a one-way passage to the Endless Paths of Od Nua Level 5, which contains much higher level monsters than those in level 2, so be warned. You can choose to either:
    • Jump into the pit — The entire party gains Minor Fatigue (-10 Accuracy, -10% Maximum Endurance). Note however that this is broken, the party will not sustain any injury.
    • Climb down the pit — Descend the rocky edge of the pit. To avoid losing their grip, the entire party must pass an Athletics 3 check. If failed, the party member with the worst Athletics gains Bruised Ribs (-4 Constitution), and all party members who failed the check gain Minor Fatigue.
    • Use a grappling hook to descend into the pit — Safely descend with no checks.
  • To the left of the pit, on a hidden corpse (Mechanics 4), is the unique rapier Measured Restraint.
  • The room in the south-western corner contains the high priest's camp. The trapped tent contains a broken blade, part of The Blade of the Endless Paths quest.

Enemies[ | ]

Loot[ | ]

Notable loot[ | ]

Containers[ | ]

Note: For a complete list of fixed and random loot found in Endless Paths of Od Nua Level 2, see here.
Southwestern half:
Shelf:
Vase:
Tent (Trapped, Difficulty 1 / Hidden, Difficulty 3):
Vase:
Northeastern half:
Vase:
Table:
Shelf:
Bone Pile (Hidden, Difficulty 3):
Central area:
Shelf:
Shelf:
Skeleton (Hidden, Difficulty 4):

Behind the scenes[ | ]

  • Level 2 was part of the vertical slice for the Endless Paths, containing all of its distinctive elements, such as varied combat encounters for all difficulties, unique scenery, and design that fed into the overall narrative of the Endless Paths.
  • This area contains developer commentary.
Level two was the psuedo-vertical slice of Od Nua, and was the first level where an excessive amount of effort and polish was pushed into it, for both art and area design, and contained a lot of major elements we wanted as recurring experiences through the endless paths. Among those major elements were: a mix of both challenging and rewarding combat for all difficulties, an interesting interaction with the environment or an engaging visual set piece, ties to the narrative of the endless paths as a whole, and a set of creatures that match and support the structure of the area.
~ Ryan Torres, Design Intern

Map[ | ]

Advertisement