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Pillars of Eternity 2 Video-Based Walkthrough by David Milward

INTRODUCTION | CHARACTERS | COMBAT RULES | AREAS
About the Walkthrough | About the Maps | About the Author
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AREAS: PORT MAJE | FORT DEADLIGHT | NEKETAKA | SOUTHERN DEADFIRE | KANGATI ISLANDS | WAKARA REEF | OATHBINDER'S SANCTUM | TEHIWAI | RETURN TO NEKETAKA | WEST WAKARA REEF | SAYUKA | BURNING SHOALS | BEAST OF WINTER | HASONGO | SLAVERS (GOOD) | SLAVERS (EVIL) | RIKIHU'S MAW | MAGRAN'S TEETH | SEEKER, SLAYER, SURVIVOR | PRINCIPI | VAILIAN TRADING COMPANY | SPLINTERED REEF | FORGOTTEN SANCTUM | MEGA BOSSES | UKAIZO

Southern Deadfire: Southeast Deadfire | East Deadfire | Fort Deadlight | Dunnage

Fort Deadlight

World Map

Pukestabber

I sail northwest and collect some random items from a small island. I return to my ship, sail northwest, and approach Amira's Island at #7 on the World Map.

I switch out Aloth and Pallegina for Rekke and Fassina. The former is to help me make a Survival check in case I need it. The latter is to help me make the Arcana check that I intend to make.

Amira's Island

I dock at #1 on the map of Amira's Island. I make my way to the Koro River Delta. A group of Pirates led by a man named Ranetti will be here, attempting to bury a cursed dagger named Pukestabber. There are a few options for getting it from him:


Eder equips it as his weapon of choice for the rest of the game. It can be a highly powerful offensive weapon if you go with the Mad Drunk enchantment that provides bonuses to both Action Speed and Damage. But my preference will be the Numb enchantment, which will provide a -10% reduction of Damage that will stack with all the other reductions to Damage that he gets from other sources. And the Parrying Blade modal for using a Dagger provides a +10 bonus to Deflection, which helps Eder in his tanking role. The dagger itself is powerful, but it comes with side effects. Its wielder will suffer a -1 Power Level penalty, and vomit every 12 seconds if and while hungover. There are ways to prevent that. One is to imbue it with the Iron Stomach enchantment. But I gave it the Debauchery enchantment instead, which can force its targets into vomiting upon Critically Hitting them. I avoid the self-vomiting as I avoid Resting and getting hungover once I get the no Rest run started in earnest. As a backup, I also intend to get him the Drunkard's Regret ring in the future, which itself will provide immunity to hangovers should I need it.

I return to my ship and put the core party back together.

*Evil* Static Thunder

The evil party sails southwest from Neketaka, and enters a storm near Fort Deadlight at #4. I raise Rekke's weapon, Lord Darryn's Voulge, to the storm. That leads to its next Soulbound upgrade, Static Thunder. Static Charges that detonate after a Critical Hit will now also apply the Disoriented (-5 Perception, Flanked, +50% Recovery Time) Affliction to their targets.

I thereafter sail to dock in Fort Deadlight.

*Evil* First Meeting with Captain Aeldys

I come in through the front gate of Fort Deadlight, and am immediately greeted by First Mate Mabori. I agree to let him lead me to a meeting with Captain Aeldys.

Deadlight Donjon

That meeting takes places around #6 on the map of the Deadlight Donjon. Notice that I do my utmost to avoid gaining any increase in reputation with the Principi during this conversation, and that includes avoiding any flattery or giving her Candied Nuts, and using the dialogue option about taking Benweth's place. The reason is that I want to obtain a certain armor for Xoti, and that means having enough negative reputation with the Principi until I get that armor.

The conversation itself also involves a request to help a contact of hers, and that also starts the Goods and Services Quest.

*Good* The good party likewise has its meeting with Captain Aeldys at this moment. The difference is they had the meeting, and went straight to Dunnage thereafter because they didn't have the same things to look after as the evil party did.

Rekke takes Barbaric Blow on his 8th level-up. It's a Full Attack with +20% Damage, +50% Damage on Critical Hit, a 30% chance of converting a Hit to a Critical Hit, and a +50% area of effect for Carnage. The obvious reason for Rekke to take it is to expand the area-of-effect of Carnage and thus spread the Static Charges from Lord Darryn's Voulge even further. Any concerns about expending Rage points can be mitigated when it gets upgraded to Barbaric Smash.

Both Tekehu and Xoti take Combat Focus. The Holy Meditation spell will help them accumulate Concentration over the course of a fight. But sometimes it's helpful to have at least one point of Concentration in place at the start of the fight, especially when they need to start the fight off with their buff spells and before Holy Meditation can really make itself felt.

Mirke takes Rapid Recovery, which increases the regeneration of Constant Recovery from +5 Health every 3 sec to +7 Health every 3 sec. And it will get prolonged endlessly by Salvation of Time at later levels.

I then go out through the door at #1.

Fort Deadlight

*Evil* Ball Lightning

I start off at #19 on the map of Fort Deadlight. My next objective is to obtain the last upgrade for Lord Darryn's Voulge, which requires 30 Critical Hits. Critical Hits against inert objects like Barrels count.

I go west along the ramparts, and come across two sets of Barrels along the way. I have Rekke use Barbaric Blow (which has a chance of converting Hits to Critical Hits) on one of the barrels in each set. I am willing to reload until he gets a Critical Hit. I can't destroy each barrel in the set, as one exploding usually destroys the rest. I then make my way to the stairs at #20.

Deadlight Court

I end up at #19 on the map of the Deadlight Court. I go down the stairs at #16.

Secret Dock

I end up at #3 on the map of the Secret Docks. I repeat the process on any sets of barrels until I make my way to the stairs at #1.

Deadlight Dungeon

I will end up at #13 on the map of the Dungeon. I make my way to #9 and destroy the barrels there. I continue on to #8, and destroy any barrels I find along the way. And from there I go along the south side and destroy another barrel. I eventually go up the stairs at #1.

Fort Deadlight

Now I do a sweep of the courtyard of Fort Deadlight, and eventually make my way to the front gate at #1. I'm a little short, 29 out of the 30 Critical Hits I need, when I leave.

World Map

I sail southeast and attack a Deadfire Merchant Ship. I make sure Rekke, using Disciplined Barrage and Barbaric Blow, gets the last Critical Hit he needs for the last upgrade for Lord Darryn's Voulge. That last upgrade means Superb-quality enchantment, and a Ball Lightning power that resembles Chain Lightning that can be used once per Rest.

Dunnage is my next destination.



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