What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough
by kimagure

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by kimagure

Version: 0.99 | Updated: 12/27/2021

Table of Contents

  1. Introduction
    1. Using This Guide
    2. Difficulty Levels
    3. Fully Installing the Arcane Unleashed DLC
  2. Game Basics
    1. Character Information
    2. Items and Equipment
    3. Movement in Area Maps
    4. Combat
    5. Traveling in the Overworld Map
    6. Resting
    7. Home Base
  3. Prologue
  4. Act 1: Stolen Land
    1. A. Oleg's Trading Post
    2. B. Nettle's Crossing
    3. North Narlmarches: Waterlogged Lowland
    4. C. Ancient Tomb
    5. D. Pine Patch
    6. E. Thorn Ford
    7. F. Swamp Road: Technic League Random Encounter
    8. G. Technic League Encampment
    9. North Narlmarches: Boggard Hunting Grounds
    10. A-2. Oleg's Trading Post Revisited
    11. North Narlmarches: Oak-That-Strayed
    12. H. Abandoned Hut
    13. I. Temple of the Elk
    14. J. Old Sycamore
    15. A-3. Oleg's Trading Post Revisisted
    16. Outskirts: Endless Plains
    17. Outskirts: Fangberry Cave
    18. Outskirts: Two-River's Field
    19. Shrike Hills: Riverine Rise
    20. Shrike Hills: Trail in the Hills
    21. K. Stag Lord's Fort
    22. A-4. Oleg's Trading Post Revisited
    23. North Narlmarches: Old Oak
    24. North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
    25. North Narlmarches: Tranquil River Bend
    26. North Narlmarches: Three-Pine Islet
    27. North Narlmarches: Glade in the Wilderness
    28. Shrike Hills: Old Mesa
  5. Act 2: Troll Trouble
    1. A. Jamandi Aldori's Mansion (Act 2)
    2. B. Capital: Tuskdale
    3. Varnhold: Sorrowflow - Kalikke/Kanerah
    4. Oleg's Trading Post: Artisan Bokken
    5. B-2 Capital Revisited
    6. C. A Ford Across the Skunk River
    7. South Narlmarches: Overgrown Pool
    8. D. Ruined Watchtower
    9. South Narlmarches: Bandit Camp
    10. E. Swamp Witch's Hut
    11. South Narlmarches: Monster Den
    12. F. Lone House
    13. B-3. Capital Revisited and Bald Hilltop
    14. C-2. A Ford Across the Skunk River (Troll Invasion)
    15. D-2. Ruined Watchtower (Troll Invasion)
    16. South Narlmarches: Wilderness Encounter - Dalton
    17. South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
    18. F-2. Lone House (Troll Invasion)
    19. South Narlmarches: Kobold Trail
    20. South Narlmarches: Kobold Camp
    21. South Narlmarches: Troll Clearing
    22. G. Dwarven Ruins
  6. Act 2, Part 2: Adventuring After Troll Trouble
    1. Settling Regions During Acts 2 and 3
    2. A-1. Verdant Chambers (Group Visit)
    3. A-2. Verdant Chambers (Solo Visit)
    4. Shrike Hills: Ratnook Hill
    5. B. Bridge over the Gudrin River
    6. Kamelands: Mud Bowl
    7. Kamelands: Wolf's Lair
    8. Kamelands: Empty Skull Rock
    9. C. Secluded Lodge
    10. D. Lost Child: Swamp Witch's Hut (Revisited)
    11. Lost Child: Random Encounter - Lizardfolk
    12. E. Lost Child: Lizardfolk Village
    13. Kamelands: Bald Stones
    14. Silverstep: Dragonleaf Gulch
    15. Silverstep: Ironstone Gully
    16. Shrike Hills: Lonely Barrow
    17. Silverstep: Ancient Mine
    18. F. The Lonely Hunter: Lake Silverstep Village
    19. G. The Lonely Hunter: Silverstep Grove
    20. H. Varnhold
    21. I. Candlemere Tower
    22. Shrike Hills: Arbor Rock
    23. Shrike Hills: Hilltop Trail
    24. Dire Narlmarches: Saint Galvan's Gullet
    25. Dire Narlmarches: Brown Baldhead
    26. Dire Narlmarches: Tenacious Marsh
    27. Dire Narlmarches: Swamp Ruins
    28. Dire Narlmarches: Sunny Hillock
    29. J. An Ancient Curse, Part Two: Bald Hilltop
  7. Act 2 Companion Quests
    1. Kalikke/Kanerah: A Task for the Sweet Teeth
    2. Amiri: Prove Your Worth Part 2 - Hodag's Lair
    3. Valerie: Shelyn's Chosen
    4. Jaethal: Investigate My Death
    5. Linzi: Easier to Ask Forgiveness
    6. Tristian: Kingdom of the Cleansed
  8. Artisan Quests
    1. Artisan Bokken: An Ancient Formula
    2. Artisan Dragn: Onslaught
    3. Artisan Shaynih'a: One Thousand and One Questionable Stories
    4. Artisan Nazrielle: Nazrielle's Greatest Creation
    5. Artisan Varrask: Obliteration
    6. Artisan Sharel: A Bloody Craft
    7. Artisan Kimo Tavon: A Trail of Misfortune
    8. Artisan Kimo Tavon: Affairs of the Heart
    9. Artisan Mim: Three Wishes - Talon Peak
    10. Artisan Irlene: A Simple Favor
  9. Act 3: Season of the Bloom - A. Capital: Tuskdale
    1. B. An Amusement for Nobles
    2. C. Monster Invasion
    3. D. Random Encounter: Wilderness Clearing
    4. E1. Shrike Hills: Lonely Mill
    5. E2. Shrike Hills: Goblin Village - Mother of Monsters
    6. F. Bridge Over the Gudrin River (Revisited)
    7. G. Witch Hunt
    8. A-2. Capital: Unrest in the Streets
    9. H. Goblin Fort
    10. I. Return to the Capital
    11. J. Womb of Lamashtu
  10. A3. Capital: After the Season of the Bloom
    1. K. An Ancient Curse, Part Three - Bald Hilltop
  11. Act 3 Companion Quests
    1. Ekundayo: A Feast of Feasts
    2. Amiri: Pariah
  12. Tenebrous Depths
    1. Tenebrous Depths - Part 1
    2. Tenebrous Depths - Part 2
  13. Version Information / Update Status

Act 1: Stolen Land

A. Oleg's Trading Post

1. Traveling to Oleg’s

The first thing you should do is reorganize your party so that the melee characters are at the front! It's also worth changing Amiri’s armor from her hide armor to the breastplate you found in the armory, since it will offer significantly better protection and improve her survivability. You may also wish to switch Valerie to the Masterwork Longsword and have Amiri use Valerie’s Masterwork Bastard Sword to improve Amiri’s chance to hit in the early game. Then go west.

You can make it to Oleg’s without getting fatigued if your party is only moderately encumbered. If you grabbed all of the armor, then you will likely be heavily encumbered and may need to rest before entering the area.

There is a mandatory “random encounter” involving 3 Thylacines along the way. They aren’t hard if your party is organized to have your melee characters front and center.

Hunting during rest on the overworld map requires a Lore (Nature) DC 15 check.

2. Initial Encounter

Initial Encounter People & Events
  1. Bandits x3 (Warrior 1). This should be an easy encounter as long as you focus your attacks on individual enemies. Success will get you enough experience to reach level 2!
    • Do not level your main character just yet if you want to recruit/create your own NPCs! You can level the NPCs without worry.
    • Although the game will give you more than enough NPCs that you won’t need to make your own (unless you really want a companion of a class beyond the established NPCs or are running a crafting mod and want dedicated crafting NPCs), it can be very useful to have an extra NPC during the first few levels. 100 gold is a steal for an extra character or two and well worth the slight delay in leveling your character. If you choose to make some NPCs, you may want to make one with high Wisdom, since that's the stat used for your kingdom's councilor, and that can be the hardest position to fill.
  2. Oleg will tell you about the local bandit problems. He also has a store.
    • You can suggest he set alchemist’s fire by the gate and use a fire arrow to light it (6d6 damage, DC 12 reflex). This will kill off many/most of the bandits at the start of the upcoming battle. You will still get exp for bandits killed in this manner.
    • Speak to Oleg and select the option “[Wait for attack]” when you're ready to start the bandit encounter.
  3. Bokken. Diplomacy DC 16 (22 exp) to convince him to fight. He will give you a Potion of Cure Light Wounds if you ask for his help.
  4. Boxes. Perception DC 15 check (18 exp) to find steel traps to help against the bandits.
  5. Pot. Nature DC 10 (9 exp) check to find tar to slow down the bandits.
    • Your party will automatically rest before the bandits arrive. This should be an easy fight with the traps, tar, and Bokken’s help. Oleg's fire arrow/alchemist’s fire will do 6d6 fire damage to enemies (DC 12 reflex save for half) and could, in fact, kill off the entire initial group if you’re lucky. Bokken is an Alchemist and uses fire bombs that deal AOE damage, and he may, in fact, do more damage to your party members than the bandits do. The traps will injure (2d6+3 damage) bandits if they step on them, which may also kill them. The enemy leader Happs Bydon (Fighter 2) carries: a Composite Longbow, Leather Armor, and a Cloak of Resistance +1.
    • You will get 100 gold as a reward after the battle. Explore with your party before resting if you want to use your party’s Perception and Trickery skills instead of your main character’s. After you rest, you will only be able to control your main character on this map until you finish Act 1. Rest at the bed on the second floor to continue.
    • That evening, you will have a conversation with the Guardian of the Bloom. Select: “2. I’m glad my adventure begins with such a beautiful sight…” then agree to help her to start on the path to the secret, “best” ending.
Initial Encounter Treasure
  • 1. Potatoes x3.
  • 2. Heavy Mace, Jasper, 10 gold.
  • 3. a) Silver Spoon, 5 gold; b) Rope, 2 gold.
  • 4. Heavy Crossbow, Longsword, Buckler x2.

3. Trading Post as Home Base

Once the Trading Post has become your home base, you can interact with your companions by speaking to them. Resting here will always take 8 hours, does not require rations, and removes the Death's Door condition; however, you cannot cook while resting. The Death’s Door condition is a condition that your characters will get instead of dying if you're playing on Normal mode; a second "death" will result in actual death, which can only be reversed by a cleric or a scroll of Raise Dead.

Oleg’s Trading Post and your future Capital both provide access to your Stash.

Home Base People & Events

Your NPC companions can be found located around the Trading Post. Most of them have at least one moral choice in their conversations, which I will point out. You might want to save those choices for later in the game, in case you want to try to adjust your main character’s alignment.

  1. Oleg. Oleg sells weapons, armor, and general items like camping supplies and food.
    • Make sure to save up to buy the Bag of Holding, Small (2,500 gold). It will let you carry an additional 100 lbs. of weight and is one of only three bags of holding available in the main game. He also sells the cooking Recipe: Seasoned Wings and Thighs (100 gold).
  2. Bokken. Bokken sells potions, a few scrolls, and low level wands.
    • If you select his dialogue option: “2. Can I help you in any way?” he’ll give you the Errands: 1) Fangberry for Bokken and 2) Moon Radishes for Bokken as well as Alchemist’s Fire x6. Ignore these errands for now.
  3. Svetlana. Svetlana will give you the Errand: Svetlana’s Ring, in which she asks you to get her wedding ring back from the bandits. She will also ask you to have mercy on the female bandit Kressel if you meet her. There is a moral choice if you select: “3. What can you tell me about the Stag Lord?” (LG, CG, LE, CE).
  4. Anoriel Eight Eyes. She allows you to: 1) recruit new companions and 2) respec your characters. She will give you a Ring of Evasion if you listen to her full story—this cannot be completed until later).
    • Her recruiting services get more expensive based on your level as listed in the following table:

      Level

      Price

      Level

      Price

      Level

      Price

      Level

      Price

      1

      100*

      6

      18,000

      11

      60,500

      16

      128,000

      2

      2,000

      7

      24,500

      12

      72,000

      17

      144,500

      3

      4,500

      8

      32,000

      13

      84,500

      18

      16,2000

      4

      8,000

      9

      40,500

      14

      98,000

      19

      180,500

      5

      12,500

      10

      50,000

      15

      112,500

      20

      200,000

    • Although Anoriel claims that it costs 500 gold to recruit characters at level 1, she will only charge you 100 gold. Recruited NPCs will start at the minimum experience for the character level at which they’re bought. This can be adjusted through save file editing if you really want, but you can get enough experience in the game to max their levels. This is the best time to obtain a custom NPC companion if you want one.
    • The first three respecs (total, not per character) are free. The cost of each respect thereafter increases by 10,000 gold to a maximum of 70,000 gold. (#4 is 10,000, #5 is 20,000). Respecing a character will cause 1 day to pass.
  5. Amiri. There is a moral choice if you select: a) “2. Tell me about yourself.” and b) “5. You’re quite a good fighter.” (LN, CG moral choice).
  6. Valerie. She is a potential romance option if your main character is male. You can begin her romance by asking: "1. Tell me about yourself."; "6. I bet your beauty inspired...."; "1. Thank you for your honesty." "6. Let's change the subject."; "6. You know, you really are quite beautiful. ..."; "1. For the moment, yes."
  7. Jaethal. There are two moral choices. First, if you state: “1. I would like to hear your story” followed by “2. Who did you kill and why?” (LG, NG, N, LE, NE). Second if you ask: “2. What’s it like to be undead? followed by “Do you regret not being alive anymore?” (NG, CN, CE).
  8. Harrim. There is a moral choice if you select: 1) “2. Tell me about your past.”; 2) “2. You once tried to serve Torag?”; 3) “I didn’t think dwarves ever worshipped Groetus. …”; 4) “Wait, so you couldn’t make even a simple nail…”; 5) 5. “Let’s talk about something else.”; and 6) “6. From what I’ve heard…” (LG, CN, LE).
  9. Linzi. She will not leave even if you tell her to leave. You can’t get rid of her—which makes sense since she’s the character who’s writing your journal.
    • There is a moral choice if you select: a) “3. Tell me about the book you’re writing.” and b) “5. How do you feel about me reading your work in progress?” (LG, CG, LN, N, CN, LE, CE).

Home Base Treasure
  • 5. (a) Onions x2, Cheese, Vegetables x3, Soft Cheese; (b) Potatoes x2.
  • 6. 253 gold (Perception DC 25). Find this before resting after the battle to have your NPCs also look.
  • 7. Chest (Trickery DC 21): Silver Spoon x2, Pyrite Brooch, Golden Statuette, Golden Trinket, Scroll of Bane. Have Linzi unlock this chest when you first enter the room if you aren’t skilled in trickery but want the contents. Once you rest, you will not be able to use Linzi or your other companions to attempt this check until after you complete Act 1.
  • 8. Incense 1, Pearl 1, 4 gold.
  • 9. Book: “Guide For Travelers…”.
  • 10. Your Stash.

4. Leaving the Area

Once you leave the map, you’ll be on the world map. You’re free to explore as you wish, but I recommend addressing these areas in the following order to avoid unreasonably difficult encounters. Don’t bother going to any of the greenish blue Resource locations for now—there’s nothing you can do there until you found a kingdom during Act 2.

I would recommend ignoring the Fangberry Cave and heading to Nettle’s Crossing for now. The Fangberry Cave has spider swarms that are unreasonably difficult at level 2. While traveling, you will meet up with a strange old man named Remus. He will reveal the Ancient Tomb location (gain 45 exp).