Pillars of Eternity ends when you successfully complete the main quest line, or if you cause it to irreversibly fail. You are shown ending slides that depend on choices you have made at the end and throughout the game.
If you decide to let Pillars of Eternity II: Deadfire import a save game, these endings will at least partially be reflected in the successor's game-playing.[1] You import a save during the Prologue, in conversation with Berath. To import, the save must be located in the Pillars of Eternity default save location and must be an endgame save generated by the game after confronting Thaos.
Main end state[ | ]
You can either win or lose the game:
Conditions | Outcome | Slides |
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Complete the main quest line | Win the game
At your command, the ancient device became your instrument, spinning to life with deafening resonance and gathering up the swirling essence like thread on a great spindle. There, in the pale, pulsing glow of the machine that set you on this path long ago, you summoned all your strength, focusing on your objective and blocking out all else. With a single, concussive blast that rocked the chamber and sent you tumbling to the ground, you freed the souls from their stasis. Exhausted, your consciousness slipping away, your last sight was of the machine, dark and dormant. Then your eyes closed, and sleep welcomed you at long last. After coming to and searching for some time, you discovered the route Thaos used to enter Sun in Shadow, and embarked on a long and arduous ascent back to the surface. You emerged in Teir Evron after days of tunneling through the rubble Thaos had left behind, and when you stepped into the daylight, you were faced with a different Dyrwood than the one you had left. |
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Kill Lady Webb in Act 2 | Lose the game
The death of Lady Webb marked a turning point in your search for a cure to your condition. Without her help, the Leaden Key's trail soon ran cold. In time your visions invaded your waking thoughts, as they had for Maerwald, and took over your mind. You would spend the remainder of your days wandering the streets of Defiance Bay, raving at passersby and fleeing the phantoms in your mind. |
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Jump into the Burial Isle pit without finishing Council of Stars in Act 3 | Lose the game
Summoning your courage, you took a leap of faith into the pit at the summit of the Burial Isle. The fall seemed to take ages, but then all at once, the ground rushed to meet you... and end your life. |
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Choose to strike the crystal yourself in the Lair of the Eyeless and have no means to escape | Lose the game
As the fragment of Ionni Brathr crumbled around you, it pulled you into the frigid depths of Cayron's Scar. You died secure in the knowledge that the threat of the Eyeless died with you. |
The remaining ending slides listed below are only applicable if you won the game.Verify
Souls of the Hollowborn[ | ]
At the very end of the main quest line, you must choose what to do with the souls of the Hollowborn. This is how the available choices affect the end-game slides:
Conditions | Outcome | Slides |
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Send souls back into the reincarnation cycle (Berath's choice) |
At your direction, the lost souls of the Hollowborn were funneled back into the churn of Berath's Wheel, to find their way into new vessels and partake in the life they had been denied during Waidwen's Legacy. |
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Return souls to the bodies they were intended for (Hylea's choice) |
At your direction, the souls diverted by Thaos were guided back to the vessels originally meant for them. For the first time, parents of Hollowborn children woke to the cries of their infants, and looked into their eyes to see them staring back. People fell to their knees where they stood, thanking Hylea or Magran, or even Eothas for their forgiveness of whatever guilt they felt they bore. |
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Entropically disintegrate the souls, ending their existence (Rymrgand's choice) |
At your direction, the thousands of souls gathered at the machine in Sun in Shadow were disintegrated, their essence scattered to the winds like a lifting fog, never again to find its way into the body of a living being. |
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Distribute essence to existing souls in Dyrwood to strengthen them (Galawain's choice) |
At your direction, the essence gathered in Sun in Shadow was sent across Dyrwood to meld with and galvanize the souls of its people. In the days that followed, Dyrwoodans confronting adversity and expecting to be at the mercy of their own weakness instead found strength and the will to persevere. The aggrieved found themselves able to carry on after their losses. The desperate found new reasons to live. |
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Allow the souls to pass through the vein to Woedica (Skaen's choice) |
At your direction, the goddess Woedica ultimately received the empowerment she had sought, albeit not in the manner she had expected. The swirling souls held captive in Sun in Shadow were swept into the great adra pillar there, sent barreling down through the world's veins to places unknown to mortal sight. |
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Disperse souls to an unknown location (Wael's choice) |
At your direction, the souls of the Hollowborn, long lost to the people of Dyrwood, were sent to a place or places unknown for reasons as mysterious as the god who suggested it. No sooner had the mystery of their whereabouts been solved than it was renewed - a new riddle for someone yet to be revealed, or perhaps for no one at all. |
Angered gods[ | ]
During Council of Stars, you can make a deal with some of the gods where you promise to make the main end-game choice (see #Souls of the Hollowborn) according to their preference. If you end up breaking your word, the god's reaction will be presented in the end-game slides:
Conditions | Outcome | Slides |
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Renege on your agreement with Galawain | Galawain goes on the hunt
It is said that Galawain is the enforcer of the gods, and is known to hunt down those who wrong them. To wrong Galawain, then, is truly to wake the beast, and the Father of Monsters took great umbrage at your broken promise to him. Along with Magran and Abydon, Galawain embarked upon a more direct approach to claiming his quarry. |
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Renege on your agreement with Hylea | Hylea is infuriated, makes a trade with Berath to scourge Dyrwood
Hylea, who had expected the souls to be returned to the Hollowborn, was infuriated by your duplicity. The goddess of motherhood demanded new births in compensation, and made a bargain with Berath to trade death for new life. |
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Renege on your agreement with Berath | Berath evens the score with an epidemic of deaths
Followers of Berath have a saying that life is a debt all must pay in death, and their god is known to always collect what is owed. In breaking your word to Berath, a debt was created - souls were owed to the Cycle - and the agents of the god of inevitability would not be refused. |
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Renege on your agreement with Rymrgand | Rymrgand and Ondra take their due anyway
The loss of the souls you had promised to entropy would be no setback to Rymrgand, nor to Ondra, for the Beast of Winter trudges ever forward, and the will of the Lady of Lament is as unstoppable as the tide. In Dyrwood, the weather quickly chilled. Unseasonable frosts destroyed the year's harvests before giving way to the coldest winter in memory. Many who survived the famine would soon freeze to death in their own homes. |
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Renege on your agreement with Skaen
Note: Bugged. These slides will not play, even if you do betray Skaen. The variable needed doesn't update when interacting with the machine. |
Skaen sends the effigy as vengeance
Skaen did not take lightly the insult of being lied to about the destination of the souls of the Hollowborn. Feeling that an act of defiance was warranted against all of Dyrwood for daring to reclaim its souls from his queen, Skaen wasted no time in compelling his followers to summon an incarnation of the Effigy into the world to take revenge, something that had not happened for more than a century, and never at the god's own request. |
Thaos[ | ]
Technically this is not a part of the "ending" because it's not shown in the slides. However this decision happens when the player has finished the final battle and unlocked the achievement "Won the Game!!!", so it should be considered a part of the ending. Your choice is referenced in Pillars of Eternity II: Deadfire.
After Thaos is defeated, the player can choose to:
- Return his soul to the cycle.
- Destroy his soul, stating the past he carried has been a burden to himself.
- Banish him to the soul prison, Breith Eaman.
- Erase his memories and let him be reborn free of the burden of the past.
- Destroy his soul, stating that he has caused too much pain for The Watcher and deserves to die.
Gilded Vale[ | ]
This is how your actions in Gilded Vale are reflected in the end-game slides:
Conditions | Outcome | Slides |
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Kill Raedric twice (in Lord of a Barren Land and The Champion of Berath) |
Gilded Vale is a thriving, yet wild free settlement after Lord Raedric's death
Lord Raedric's zeal had brought him back to life once, but it would not do so again. Raedric's destruction at your hands spelled the end of his suffocating rule over Gilded Vale and the surrounding area. In his absence, the village prospered, becoming a popular destination for new settlers anxious to leave Defiance Bay after the riots. |
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Kill Raedric only once (in Lord of a Barren Land) |
Raedric returns from the dead and destroys Gilded Vale
Though you had killed Lord Raedric in his throne room, so strong was his drive to rid his land of Eothasians that he returned to life as a deathguard, a deathless crusader for his brutal cause. With the remains of his humanity stripped away, Raedric came to see all the people of Gilded Vale as worshippers of Eothas, and one day he led his forces into the village personally to see them all purged from his lands. Gilded Vale was left a hollow shell, its buildings ruined and its people slaughtered. Even travelers and would-be squatters knew better than to take refuge inside its borders. |
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Kill Kolsc (in Lord of a Barren Land) |
Gilded Vale remains under Raedric's rule
Gilded Vale remained under the harsh rule of Lord Raedric, who reigned unopposed after the death of his cousin Kolsc. He continued to terrorize the people of Gilded Vale, looking for Eothasians in their midst. |
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Never complete Lord of a Barren Land | Gilded Vale perishes under Raedric's rule
With the birth of his Hollowborn child, the last threads of Lord Raedric's sanity frayed and broke apart, his wife the first victim of his wrath. |
Defiance Bay[ | ]
This is how your actions in Defiance Bay are reflected in the end-game slides:
Factions[ | ]
Conditions | Outcome | Slides |
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always applies | Political upheaval after the assassination
Following the assassinations of Duc Aevar Wolfgrin and Lady Webb, Defiance Bay was thrown into political upheaval. In the ensuing weeks, the streets became the domain of looters and blackguards, and few dared to step outside their own doors alone or unarmed. |
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Side with the Crucible Knights by completing Winds of Steel. | The Crucible Knights reestablish order
But order was soon reestablished by the Knights of the Crucible, who, despite their depleted numbers, had gained favor in the public eye for their role in the unraveling of the conspiracy surrounding Waidwen's Legacy. They were quickly reinforced by returning forces from Fleetbreaker Castle.
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Side with the Crucible Knights, and advise Commander Clyver to stop the Forge Knights research at the end of Winds of Steel. | The Crucible Knights abandon the Forge Knights project and rediscover their old identity
For the Knights, their resurgence marked a return to the tradition as well. Having seen firsthand the dangers presented by dabblers in animancy, the order quickly abolished the practice internally, preferring the familiarity of their hammers and forges to the uncertainties of Essence and ara. Their identity rediscovered, the Knights suppressed their political aspirations and began once again to train their recruits in the art of blacksmithing, recapturing the post-revolutionary ideals of Dyrwood and regaining the respect of its citizens as a result. |
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Side with the Crucible Knights, and advise Commander Clyver to keep going with the Forge Knights research at the end of Winds of Steel. | The Crucible Knights don't abandon the Forge Knights project
Having seen both the ills and the promise of animancy, internally the Knights quietly began a more cautious exploration of the new science. Depleted in numbers but bolstered by their newly forged stock of soul-augmented weaponry and a small contingent of forge knights, the Knights of the Crucible would soon become an order few in Defiance Bay would dare to cross. |
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Side with the Dozens by completing The Bronze Beneath the Lake, and advise Wenan to respect the Crucible Knights ("Defiance Bay needs order now" or "there's a lot to learn from them") | Dozens become the new dominant force in the city, with the help of the Crucible Knights'
But once the Dozens had regrouped in the wake of the riots, they quickly put an end to the criminal activity. They patrolled the streets in droves and administered their brand of law on any perceived offenders. |
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Side with the Dozens by completing The Bronze Beneath the Lake, and advise Wenan to regard the Crucible Knights with contempt ("don't turn into them" or "take matters into your own hands") | Dozens become the new dominant force in the city, without the help of the Crucible Knights'
But once the Dozens had regrouped in the wake of the riots, they quickly put an end to the criminal activity. They patrolled the streets in droves and administered their brand of law on any perceived offenders. |
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Side with House Doemenel by completing The Changing of the Guard and allow them to take responsibility for the murder of Wenfeld. | House Doemenel's reign of terror
But order would soon come from an unexpected source. House Doemenel, realizing that stability was good for business, brought the city's criminal elements in line through a systematic campaign of fear and intimidation. |
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Side with House Doemenel by completing The Changing of the Guard and pin the murder of Wenfeld on the Dozens. | House Doemenel thrives in the shadows
But order would soon come from an unexpected source. House Doemenel, realizing that stability was good for business, brought the city's criminal elements in line through a systematic campaign of fear and intimidation. |
Heritage Hill[ | ]
Conditions | Outcome | Slides |
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Never complete Undying Heritage, or complete it without turning off the machine | Heritage Hill remains abandoned
Heritage Hill never exorcised of whatever curse had caused its inhabitants to turn into cannabalistic monsters, would remain abandoned - a place adolescents and drunks would sneak into on dares and never return.
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Turn off the machine during Undying Heritage, but don't destroy it | Heritage Hill gets another zombie outbreak, is abandoned for good
Though the machine atop Teir Nowneth had been disabled, it had not seen its last use. Heritage Hill was rebuilt, and no sooner had the first families moved in to resettle the district than members of the Leaden Key, acting under standing orders from their grandmaster, climbed the tower and reactivated the machine.
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Blow up the machine during Undying Heritage | Heritage Hill gets rebuilt
The destruction of the machine atop Teir Nowneth spelled the end of the reanimated corpses in Heritage Hill. Though at first few were willing to venture into the abandoned district, it was soon cleared out and rebuilt. The district's horrors still fresh in people's minds, it would be some time before it was fully repopulated, but eventually the lure of cheap, prime land would all but erase the memory. |
Animancy[ | ]
Conditions | Outcome | Slides |
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The duc wanted to rule in favor of animancy. (see Animancy hearings) |
Animancy is acquitted, Sanitarium is rebuilt
The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, but those who had escaped the melee in the palace hearings remembered the testimonies of the strange guest who had shown up that day and absolved animancy, implicating the Leaden Key instead. |
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The duc was neutral at the end of the animancy hearing. (see Animancy hearings) |
Animancy is blamed for the Legacy and mostly stamped out
The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, and few animancer survived the first day. |
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The duc wanted to rule against animancy. (see Animancy hearings) |
Animancy never recovers
The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, and few animancers survived the first day. |
Dyrford[ | ]
This is how your actions in Dyrford Village are reflected in the end-game slides. (Note that if Edér became the mayor of Dyrford, then the Skaenites will always be purged by him and neither of the below descriptions will be shown.)
Conditions | Outcome | Slides |
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Wipe out the cult during Blood Legacy | The Cult of Skaen troubles Dyrford no more
The town of Dyrford had seen the last of the Cult of Skaen. Dark rumors about the town's many curses quickly faded, and travelers soon returned. |
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You allow the murderous cult to continue | Dyrford becomes the place to destroy the wealthy's lives
In the town of Dyrford, an underground cult dedicated to Skaen insinuated itself into the town's institutions. |
Caed Nua[ | ]
This is how your actions regarding your stronghold Caed Nua are reflected in the end-game slides:
Conditions | Outcome | Slides |
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Security ≥ 30, Prestige ≥ 30 | Caed Nua becomes a bastion of stability and a beacon for travelers
The fortress of Caed Nua emerged as a bastion of security in the midst of an untamed land, becoming the envy of every thayn and erl of Dyrwood. Legend grew over time of its impregnability, and stories of formidable invaders easily scattered by the keep's defenses became popular around the hearths of Dyrwoodan inns. |
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Security < 30, Prestige ≥ 30 | Caed Nua becomes a beacon for travelers
The fortress of Caed Nua became a beacon to travelers, merchants, and visiting dignitaries alike. Reputed as the finest fortress in all Dyrwood, people would journey from near and distant lands alike to experience its fabled hospitality and grandeur. |
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Security ≥ 30, Prestige < 30 | Caed Nua becomes a bastion of stability
The fortress of Caed Nua emerged as a bastion of security in the midst of an untamed land, becoming the envy of every thayn and erl in Dyrwood. Legend grew over time of its impregnability, and stories of formidable invaders easily scattered by the keep's defenses became popular around the hearths of Dyrwoodan inns. |
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Security < 30, Prestige < 30 | Caed Nua is kinda rubbish
The rejuvenation of Caed Nua was a short-lived endeavor. While the rise of a new master had presented new hopes of the keep being restored to its former glory, time proved otherwise. Plans for maintenance of the structure were postponed time and time again, until ultimately they were scrapped altogether, their master's priorities lying elsewhere. |
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Clean out the Endless Paths, kill The Master Below | Attacks from below cease
After the death of the Master Below, a strange quiet fell over the Endless Paths of Od Nua. The attacks of the fortress above ceased, Od Nua's silent titan the closest remaining thing to a master in its musty, forgotten passages. |
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Clean out the Endless Paths, let The Master Below take over Falanroed | The Master Below makes off
The adra dragon known as the Master Below, her soul now housed in the body of the huntress Falanroed, passed out of Dyrwood in relative anonymity, her final destination unknown, even to herself. |
Companions[ | ]
Pallegina[ | ]
This is how your influence on Pallegina is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Never finish her quest | Pallegina is disgraced
Pallegina had missed the opportunity to complete her mission from the ducs bels. With the Dyrwood's people strengthened by the Watcher's gift of souls, they quickly resumed brisk trade with the tribes of Eir Glanfath. For her repeated insubordination and loss of lucrative trade, Pallegina was cast out of the Brotherhood of the Five Suns. She traveled north of the Eastern Reach where she tried to avoid trouble as a caravan guard, but she could not escape the strange looks and unwanted attention her appearance brought. |
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Pallegina obeys her orders, and Dyrwood isn't strengthened by souls | Pallegina is honored by ducs; becomes ducess Spireno's personal guard
Pallegina had followed her orders from the ducs bels, helping establish an exclusive trade arrangement between the Vailian Republics and the tribes of Eir Glanfath. With the Dyrwood's people still weakened by Waidwen's Legacy, the Vailian Repubics easily pushed their would-be competitors out of the market. The Dyrwood suffered as terribly from the lost trade as the Republics benefited from it. Pallegina was honored for her service by being assigned as the personal guard of the ducess Spireno. Despite her success, she regretted the choices she had made along the way. |
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Pallegina obeys her orders, and Dyrwood is strengthened by souls | Pallegina is honored by ducs; reputation not tarnished by war
Pallegina had followed her orders from the ducs bels, helping establish an exclusive trade arrangement between the Vailian Republics and the tribes of Eir Glanfath. Strenghened by the Watcher's gift of souls, the furious Dyrwoodans waged war against the Republics for two long years. The Republics gained a great deal of wealth in trade, but suffered the loss of many trade vessels and thousands of lives. Several of the ducal families lost favor with their citizens. Riots in Selona claimed the life of that city's duc, and the other ducs bels were pressured into relinquishing the exclusive trade rights to end the conflict with the Dyrwood. Pallegina had been honored for her service at the opening of trade, but her reputation among the ducs and within the Brotherhood was not tarnished by what followed. |
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Pallegina disobeys her orders, and Dyrwood isn't strengthened by souls | Pallegina is banished; joins the Kind Wayfarers
Pallegina had gone against the ducs bels' orders by inventing a new trade arrangement with the anamenfath to accommodate the recovering Dyrwoodan market. With the Dyrwood's people still weakened by Waidwen's Legacy, the Vailian Republics easily pushed their would-be competitors out of the market. For her outrageous insubordination and audacity, Pallegina was banished from the Republics. She traveled north in the Eastern Reach, avoiding Vailian ports and entering the ranks of the Kind Wayfarers. Despite her bravery and dedication to those in her care, her strange appearance made her feel like an outsider wherever she went. |
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Pallegina disobeys her orders, and Dyrwood is strengthened by souls | Pallegina is banished, then pardoned
Pallegina had gone against the ducs bels' orders by inventing a new trade agreement with the anamenfath to accommodate the recovering Dyrwoodan market. With the Dyrwood's people strengthened by the Watcher's gift of souls, the Vailian Republics found themselves struggling to keep up with their new competitors. For her outrageous insubordination and audacity, Pallegina was banished from the Republics for several years. After the southern forest of Eir Glanfath opened to both the Republics and Dyrwood, the Valians found that the combined efforts of all three nations had created a robust trade network. The Ducessa of Biageppe granted Pallegina a pardon for her foresight, though it took many years for her to regain the trust of her superiors and brothers in the order. |
Hiravias[ | ]
This is how your influence on Hiravias is reflected in the end-game slides. These will only show if you completed his personal quest. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Complete True to Form with a Wael ending.
Wael ≥ Galawain |
Hiravias is finally content and wanders the world as the wise Autumn Druid
Hiravias took his leave of the party and, after his first bath in years, returned to his nomadic lifestyle. |
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Complete True to Form with the Galawain ending.
Galawain > Wael |
Hiravias goes back to his village, challenges the council to get accepted as a hunter of the tribe, then leaves to wander
With your business concluded, Hiravias quietly took his leave and headed home to Thein Bog. |
Edér[ | ]
This is how your influence on Edér is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Never complete his quest. | Still conflicted, Edér goes back to the Aedyre Empire
Edér chose not to return home. Still conflicted as to his role in the Saint's War and unsure of his place in the Dyrwood, he took a ship to Aedyr and reunited with his parents. There, he resumed the quiet lifestyle he had grown accustomed to in his years as a farmhand in Gilded Vale. |
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Convince him that the Gods influence can be positive and complete his quest.
Faith ≥ 0 |
His faith in Eothas renewed, Edér joins a secret Eothasian organization
Edér chose not to return home to Gilded Vale. Through a number of quiet inquiries, he soon found his way into the underground organization of Eothasians known as the Night Market. |
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Convince him to question the influence of the Gods and their followers and complete his quest.
Faith < 0 |
Knowing the gods are fake, Edér settles down in Dyrford
Edér chose not to return home to Gilded Vale. Still most comfortable far from cities, he settled in Dyrford, which, like many towns in the Dyrwood, was beginning the slow process of rebuilding. |
Aloth[ | ]
This is how your influence on Aloth is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Convince him that spreading knowledge is better than keeping secrets.
Autonomy ≥ Authority |
Aloth dedicates himself to dismantling the Leaden Key
When the dust settled in Sun in Shadow, Aloth looked upon the remains of Thaos ix Arkannon, his former master. He saw where the grandmaster had gone wrong, and what would be required to undo the harm Thaos had wrought. |
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Convince him that some secrets are better kept out of kith's hands and that animancy is dangerous.
Authority > Autonomy |
Aloth becomes the grandmaster of the Leaden Key
When the dust settled in Sun in Shadow, Aloth looked upon the remains of Thaos ix Arkannon, his former master. He saw where the grandmaster had gone wrong, and he knew what he would do better. |
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Banish him after learning about his Leaden Key ties. | Aloth sacrifices himself to one of the Engwithan machines
After the Watcher sent him away, Aloth found himself cut off from every authority and ally he had ever known – his family, his homeland, the Leaden Key, and, finally, the Watcher. |
Kana Rua[ | ]
This is how your influence on Kana Rua is reflected in the end-game slides. Much of his fate is determined by the Watcher's interactions during Time and Tide, which determine his attitude across three axes: Idealist (regarding Engwithans), Confidence, and Truthseeking.
Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.
Conditions | Outcome | Slides |
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Discourage Kana in conversations and quest dialogues, complete his quest.
Truthseeker, Confident, Idealist ≤ 5 |
Kana becomes disillusioned and a voice for traditionalists and isolationists
With the Watcher's goals accomplished, and his own vows fulfilled, Kana Rua sailed back to Takowa. His friends and family found him much changed, for a pall had fallen upon the man, smothering his former enthusiasm. |
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Support Kana's truth-seeking and confident traits in conversations and quest dialogues, complete his quest.
Truthseeker, Confident ≥ 6 Idealist ≤ 5 |
Kana becomes an eccentric, influential voice for welcoming foreign influence
With both their aims fulfilled, Kana Rua bid the Watcher farewell, and sailed back to his beloved Rauatai. There he reported on his findings to the lore college. Kana spoke of the Engwithan people, describing both their vile experiments and their inspiring accomplishments. |
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Support Kana's confident and idealist traits in conversations and quest dialogues, complete his quest.
Truthseeker ≤ 5 Confident, Idealist ≥ 6 |
Kana inspires a new age of growth in Rauatai culture
With both their aims fulfilled, Kana Rua bid the Watcher farewell, and sailed back to his beloved Rauatai. There, he came before the lore college, determined to guide his people down a better path. |
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Support Kana's truth-seeking trait in conversations and quest dialogues, complete his quest.
Truthseeker ≥ 6 Confident, Idealist ≤ 5 |
Kana sails to search for knowledge
With the Watcher's goals accomplished, and his own vows fulfilled, Kana Rua sailed back toward Rauatai, thinking on the lessons his travels had provided him. By the time he landed at Tâkowa, he understood what his path must be. |
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Support Kana's truth-seeking and confident traits, but don't finish his quest.
Truthseeker, Confident ≥ 6 |
Kana descends into Od Nua and disappears
After parting ways with the Watcher, Kana Rua set out once more in search of the Tanvii ora Toha. Gathering up his supplies, he descended into the Endlass Paths of Od Nua to seek out the holy tome on his own - and there vanished. |
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Discourage Kana and don't finish his quest.
Truthseeker, Confident, Idealist ≤ 5 |
Kana abandons his mission and goes home, crushed
After all that he had learned in the Watcher's company, Kana Rua could no longer see meaning in his pursuit of the Tanvii ora Toha. He decided to leave what remained of it within the depths of the Endless Paths, and return home. Kana bid the Watcher farewell and sailed back to Rauatai, spending the tempestuous journey reflecting on the time he had lost to the pursuit of falsehoods. |
Grieving Mother[ | ]
This is how your influence on Grieving Mother is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Never finish Dream and Memory, or don't wipe her memory after completing it. | Grieving Mother becomes a midwife in Dyrford
With Thaos defeated and the souls released from Sun in Shadow, healthy children were born once again in the Dyrwood. |
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Wipe her memory after finishing her quest.
Note: There is a possible bug that may incorrectly give this ending, even if you choose not to wipe her memory. See talk page. |
Grieving Mother returns to the Birthing Bell
With Thaos defeated and the souls released from Sun in Shadow, healthy children were born once again in the Dyrwood. |
Durance[ | ]
This is how your influence on Durance is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Convince him that Magran conspired with Woedica | Durance abandons Magran and dedicates himself to revenge
Durance used Magran's strength only until Thaos had been cast from the world and then swore off her influence entirely. Regret came to weigh heavily on his mind, and a man who had never previously lacked for words or opinions came to embrace silence and contemplation. |
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Never convince him of Magran's conspiracy with Woedica | Durance remains faithful to Magran and commits suicide
Durance continued to blame Woedica for the atrocities of the Saint's War. Believing Magran to have been a pawn in the machinations of the Queen that Was, and feeling that Thaos' expulsion had been a step towards reconciliation with his goddess, Durance tried for a time to reopen communication with her. When only silence came, he took it as a condemnation of his continued existence. |
Sagani[ | ]
This is how your influence on Sagani is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Choose "It doesn't matter what you say. He's dying, and you're doing this for your village." after you found Persoq, or choose "Trust your instincts." and say that the journey is pointless in previous conversations. | Sagani doesn't feel satisfied back in the village, goes missing in a blizzard in one of her hunts
In her four-month journey back to Naasitaq, Sagani found that the landscapes she traveled had become strangely colorless, the food bland and unsatisfying. She watched the Dyrwood, Eir Glanfath, The Vailian Republics and the lands beyond slide by with a dull sense of dread. |
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Choose "Tell him about his family." after you found Persoq, or choose "Trust your instincts." and lean to family is the most important thing in previous conversations. | Sagani returns to her village and retires with her family
After five years of searching for Persoq, Sagani's four-month journey home felt longer still. The Dyrwood, Eir Glanfath, the Vailian republics became places on a map, endless expanses of green between her and Naasitaq. |
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Choose "Remind him of his impact on Massuk." after you found Persoq, or choose "Trust your instincts." and lean to tradition is the most important thing in previous conversations. | Sagani becomes respected elder
Sagani experienced the four months of her journey back to Massuk in vivid colors. She strove to memorize every moment of her final trip through the Dyrwood, Eir Glanfanth, the Vailian Republics, and beyond, preparing to tell her village of what she had seen on her long journey. |
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Never finish her quest | Persoq's trail goes cold and Sagani returns to Mussuk many years later
You and Sagani never found Persoq together. The adra figurine had gone dark by the time they emerged from Sun in Shadow, and it was another month before Sagani finally accepted that Persoq's trial had gone cold again. |
Zahua[ | ]
This is how your influence on Zahua is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)
Conditions | Outcome | Slides |
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Don't complete his quest, but encourage his traits.
Legacy ≥ 0, Persistence ≥ 0 |
At peace with no resolution, Zahua returns home and reestablishes the Nalpazca order
Zahua came to peace with the loss of his master's knowledge, and decided instead to start anew. He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams remained empty. There, he reestablished the Nalpazca order, and taught all he could remember of his master's teachings. Would-be disciples traveled great distances to learn from the old master, and in time, they took disciples of their own in turn. |
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Don't complete his quest, but increase his legacy trait.
Legacy ≥ 0, Persistence is < 0 |
At peace with no resolution, Zahua returns home and establishes a new order
Zahua came to peace with the loss of his master's knowledge, and decided instead to start anew. He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams remained empty. There, he founded a new order, with a new philosophy based upon his own experiences and unusual beliefs. Would-be disciples traveled great distances to learn from the old master, and in time, they took disciples of their own in turn. |
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Don't complete his quest, but encourage his persistence trait.
Legacy < 0, Persistence is ≥ 0 |
Zahua takes an apprentice
Seeing himself as the last messenger of the teachings of Ixepillo, Zahua sought out an apprentice who embodied the spirit of the Nalpazca. Finding one in a vicious Defiance Bay bar fight, Zahua took her under his wing and taught her everything he remembered learning from his master. He asked her to promise to do the same before sending her onward, and she obliged. |
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Don't complete his quest and discourage his traits.
Legacy < 0, Persistence < 0 |
Zahua blames himself and seeks suffering
Zahua saw that his master's teachings were lost to the world, and that he was to blame for it. He began to journey aimlessly, seeking punishment and suffering, craving the moments of clarity they brought him. But they would remain only moments, as true enlightenment continued to elude him. |
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Complete his quest and encourage his legacy trait.
Legacy is ≥ 0, Persistence < 0 |
Zahua records knowledge of the Tacan and their way of life
Zahua came to peace with the end of the Tacan people, and decided instead to start anew. He traveled to Defiance Bay, where he took up residence with the scriveners of the Hand Occult for a time. He spent his time there writing down everything he could remember of the Tacan and their way of life. When he was finished, the voluminous set of tomes was given to the Hall of Revealed Mysteries, so that the Tacan legacy might live on. |
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Complete his quest and encourage his legacy and persistence traits.
Legacy ≥ 0, Persistence ≥ 0 |
Zahua creates a new tribe and shares his teachings
Zahua came to believe that the Tacan had survived through him. He returned to Ixamitl, where he united a number of small, vulnerable tribes under the beliefs of his people. He called them Tacanaquin - kin of Tacan - and under his tutelage they became strong enough to resist would-be conquerors. Zahua taught his secrets not to one chosen person, but to all, that the line of knowledge might never be broken. |
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Complete his quest, but discourage his legacy trait.
Legacy < 0 |
Zahua finds enlightenment and becomes the Anitlei
Zahua came to understand that the time of the Tacan had passed. With his soul no longer fettered to worldly concerns, he grew to become the enlightened Anitlei his shaman had foreseen. He took up in an empty monastery near Coldflow Lake, and word began to spread of his presence there. He taught pilgrims and students how to leave behind their vanity, their fear, and even their past. He invited those who studied with him to share their newfound knowledge, so that all might free themselves from suffering. |
Devil of Caroc[ | ]
This is how your influence on Devil of Caroc is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)
Conditions | Outcome | Slides |
---|---|---|
Kill Harmke. | The Devil of Caroc completes a long journey and turns to rust
Harmke's death had brought the Devil of Caroc little satisfaction. In time, her taste for vengeance soured. What replaced it was a hunger to feel something - anything - new. Summer had thinned the snowpack twice over when she felt the joint at her elbow first begin to stiffen. She turned her back on the hopes of animancy and civilization and walked east. She pushed through the mountains, past Readceras, and into the broad plains of Ixamitl. She had forgotten what it was like to simply journey, no goal or destination in mind. Though she felt nothing more than the steady thump of her feet on the road, the endless horizons and grassy meadows were new to her. She measured her time in the gradual rusting of her body and was satisfied. Her movements slowed, but so did the world around her. Waist-high grasses undulated and tacked in the wind, as gradual as the tides. Sparrows and blackjays made steady pilgrimages across the sky, each flap of their wings a solemn salute. She could hardly move when she found something she had never seen before - the ocean. With the last of her strength, she pulled herself beneath the waves, content at last to feel the movement of currents and the constant caress of the waves. |
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Spare Harmke | The Devil of Caroc is unsatisfied and meets a violent end
Releasing Harmke left the Devil of Caroc with a gnawing dissatisfaction that continued to eat at her long after the Watcher confronted Thaos. She resumed her search for the men and women who had razed Cold Morn, clinging to the hope that enacting her revenge might one day allow her to feel something. Yet as she hunted and killed, the futility of her actions grew like a leaden weight in her gut. Her movements grew stiff and sluggish as her zeal deserted her. One day, she found herself surrounded in Maiden Falls. As she tried to fight back against the villagers, she felt her arms stick in their sockets and her legs buckle beneath her. The villagers tore her body apart and shattered its segments while she screamed, feeling none of it. |
Maneha[ | ]
This is how your influence on Maneha is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)
Conditions | Outcome | Slides |
---|---|---|
Help her forget. | Maneha begins a new life of adventure
Free from the burden of her memory, Maneha soon left the Giftbearers and resumed adventuring. Now that she had a taste for the world, she wanted to experience it anew. Maneha rediscovered her zest for battle, extravagance, and romance. She kept her gaze on the horizon, looking from one journey to another more distant, from the lover in her arms to another more fervent. Hers was a life of excitement, violence, and passion. She moved too quickly for regret to catch up with her, and she hoped only that she might outpace it in the next life, as well. |
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Help Maneha come to terms with her past. | At peace with her past, Maneha returns home
Once Maneha had made peace with her memory, she decided the time had come to face her more recent past. For the first time in decades, she returned home to Rauatai, and she found that it had changed as much as she had. New districts had sprung up along the coast while others withered into crumbling husks, and the streets had changed their course as surely as rivers. Her parents wept with joy at her return. They still ran the old spice shop, and in its many aromas and flavors, she found memories of the places she'd traveled and the people she'd known. She told her story, bottle by bottle, and began to build a life on the soil she knew best. |
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Never resolve her conflict. | Maneha continues her duties as a Giftbearer
Maneha never found the Salt Well, but she found a kind of peace in her duties as a Giftbearer and in the ebb and flow of her journeys. As she traveled and accepted burdens from Ondra's supplicants, she saw in their eyes a kind of peace that she had not previously noticed. It was faith, not that Ondra had freed them of their pain, guilt, and regret, but that she would, a little more each year. With that realization, Maneha learned to accept that Ondra's ways were as gradual as they were inexorable. |
The Watcher[ | ]
This is what the end-game slides reveal about The Watcher's own fate:
Conditions | Outcome | Slides |
---|---|---|
Always applies | You are no longer troubled by visions
For you, the death of Thaos brought an end to your waking visions, and a silence to the whispers of the past. In their absence, you were able to sleep. |
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Don't have the Orlan baby. | There is a long journey ahead of you
But at that moment, there was little to be done, and the matter would have to wait. A long journey loomed ahead. |
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Have the Orlan baby. | There is a long journey ahead of you, with a baby
But at the moment, there was little to be done, and the matter would have to wait. A long journey loomed ahead, made no easier by your decision to bring an infant to Sun in Shadow. |
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Receive "The Forgotten Army" [WM2], but never complete it. | The Eyeless army hunts you down
Unfortunately, you would have little time to contemplate the matter. Soon after your victory at Sun in Shadow, rumors of a monstrous army swept the Dyrwood. |
Stalwart and Abydon [WM2][ | ]
What happens to Stalwart and Abydon
Conditions | Outcome | Slides |
---|---|---|
Eyeless allowed to return to Abydon | Abydon renewed, Stalwart grows proud
Abydon's renewal brought new vigor and purpose to a god long known for quiet, steady labor. Handicraft saw a revival in the Dyrwood, and no smith wanted for an apprentice. |
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Eyeless allowed to return to Abydon, but with tempered memories | Abydon tempered, Stalwart welcomes others to the Forge
Abydon was restored but tempered, and the compromise that he and Ondra sought played out in the Dyrwood, too. |
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Eyeless fully destroyed | Ondra emboldened, Stalwart becomes a trapping town
The destruction of the Eyeless and the permanent loss of Abydon's memory emboldened Ondra. |
Flames-That-Whisper Clan[ | ]
What happens to Beregan and her clan.
Conditions | Outcome | Slides |
---|---|---|
Deal with the Flames-That-Whisper clan peacefully and Beregan's help is accepted [WM2] | Ogres and Stalwart learn to co-exist
The Flames-That-Whisper clan found a cautious peace with Stalwart, particularly once the villagers heard of the aid the ogres had offered against the Eyeless. |
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Deal with the Flames-That-Whisper clan peacefully and Beregan's help is not accepted [WM2] May also occur if no peace is made?[WM1]Verify | Ogres leave to find a new home
The battle against the Eyeless left Stalwart more hostile than ever toward the ogres in its midst, and the villagers grew bolder as they grew more prosperous. After a handful of bloody skirmishes, the Flames-That-Whisper clan left the Russetwood to seek a quieter, more isolated home in the White March. |
References
- ↑ Josh Sawyer on Fig – "[…] At the start of Deadfire, you will have the option to import a special end of game save from Pillars of Eternity. This will import your Watcher and the choices that you made in the Dyrwood, including quest states, conversation choices, and how you personally dealt with your companions, friends, foes, and orlan babies. […] This is the first time that the Obsidian team has the freedom to explore this type of cross game reactivity and progression, and we are very excited to add long term choice and consequence to Deadfire."