Taverns serve alcohol and the setting features consumable drugs such as 'svef' that grant temporary combat buffs when used.
A brothel is present in the world as a visitable location with sex-work characters.
Companion romances and frank sexual dialogue, with encounters implied or narrated rather than shown explicitly.
Dialogue contains occasional profanity and coarse, crude remarks.
Party-based combat from an isometric view against humans, beasts, and monsters, with blood effects but no close-up gore or dismemberment.
Story deals with mass soul-draining, death and the gods, colonialism, and slavery in the archipelago.
The player can turn pirate, raid and plunder ships, and pursue morally gray or unlawful choices.
Some suggestive or revealing character and portrait art; no explicit full nudity.
Undead, ghosts, and a few grim supernatural encounters create occasional unsettling moments.
Wildlife and beasts are fought and killed as ordinary combat encounters.
Dialogue and lore reference cruelty and torment inflicted on captives.
Pillars of Eternity II: Deadfire is a single-player isometric fantasy role-playing game where you lead a party by ship across a tropical archipelago, chasing a reawakened death-and-rebirth god. You build a character and crew, explore islands, take sides among competing factions, and resolve situations through tactical combat or conversation. It contains party-based violence with blood, mature romance and innuendo, moderate profanity, alcohol and in-world drugs, piracy and theft the player can commit, and heavy themes of death, souls, slavery, and colonialism, with occasional undead and ghostly horror.
The game presents a morally gray world where gods and factions each claim to act rightly, and it leaves choices about loyalty, violence, crime, and belief to the player without imposing a single verdict; consequences play out in an epilogue reflecting the decisions made.
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