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by kimagure

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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

Artisan Quests

Artisan Bokken: An Ancient Formula

1. Capital Throne Room

This quest begins the first time Bokken comes to give you an item at your throne room. He asks you to look for the 3 parts of the Books: “Of Transmutations and Bodily Poisons”. Giving him all 3 books earns you 180 exp.

  1. You can find Part 1 at the Abandoned Hut by putting an herb in the empty chest. The Old Beldame also sells it for 65 gold.
  2. You can find Part 2 inside the Stag Lord’s keep by putting an herb in the empty chest next to Nugrah. There is also a copy in the Bridge over the Gudrin River in the Crag Linnorm’s cave. Bokken also sells it for 10 gold. He’ll ruefully remember that he already has that book after you give it to him.
  3. You can find Part 3 on a body in the Verdant Chambers, near the eastern exit. Another copy is on the body in the Lonely Barrow. The merchant Tigni Jusmert carries this in Act 3 at the Bridge Over the Gudrin River.

A throne room event occurs approximately 14 days after you give Bokken all 3 parts of the book. Svetlana writes that she’s concerned about Bokken (180 exp). Return to Oleg’s Trading Post and talk to Bokken.

2. Oleg’s Trading Post

Trading Post People & Events
  1. Oleg.
  2. Bokken. He’s working on a potion and will ask you for help running tests. You can accept by saying: “1. All right, I’ll do it.” which advances his Artisan quest (180 exp). Saying: “2. No Bokken. …” will cause you to fail his quest.
    • First, he’ll ask you to test it on a dog. If you say: “1. I’m not tormenting living creatures for the sake of your ambition!” that’ll cause you to immediately fail the quest.
  3. Dog (Animal 1). After speaking to Bokken, you have two choices: 1) pour the potion into the dog’s mouth (NE moral choice) or 2) untie the dog and let him go (NG moral choice).
    • Pouring the potion in its mouth causes it to become hostile with the Bull’s Strength (2), Cat’s Grace (2) Bear’s Endurance (2) and Rage (2) buffs. If you report the results to Bokken, you get 180 exp.
    • If you let it go, you can make a Bluff DC 24 check (CN moral choice) to lie and say that you tested the potion. You'll fail the quest if you fail the check. If you succeed, you get 300 exp and he’ll believe you.
    • If you test the potion on the dog or successfully lie to Bokken, he’ll reveal the Wererat Lair and ask you to test a second potion on wererats.

3. Wererat’s Lair

From Oleg’s: 1) S, 2) W x3, 3) S, 4) SW, 5) NW.

Hunting in this area during rest: Lore (Nature) DC 15.

Wererat Lair Events
  1. Wererat Leader (Rogue 10), Wererat x3 (Rogue 6). The Wererats have DR 10/silver, which makes them sturdier than you might expect. The Wererats each carry two Masterwork Shortswords. The Wererat Leader carries 2 Kukris +1, a Studded Leather +1, Cloak of Resistance +1, and a Ring of Protection +1.
    • They are friendly (green) when you first approach, and you'll get a number of dialogue options. 1) If you call them lab rats (CN moral choice), they will immediately start combat. 2) If you say you come in peace or that you want to negotiate, you can ask them to risk their lives for science (LG moral choice), trick them into drinking Bokken’s potion (Diplomacy DC 30 - 720 exp), or try to leave. All of those options will also lead to combat, but tricking them and making the Diplomacy check causes one of them to die before combat begins.
    • If you didn’t trick one of them to drink the potion, you can force the Wererat Leader to drink it after combat ends. He’ll die. You could alternatively just kill him without testing the potion, but that'll cause you to fail the quest. I’m not sure why you can’t just lie about it again to Bokken, but you can't.
    • There's a bug where the Wererat Leader will turn green/friendly when defeated instead of dying, if you successfully tricked one of them into drinking the potion before combat. He can’t be interacted with, which will prevent you from looting his body. If you save and reload in this area, then you’ll get the option to force him to drink the potion or to kill him. You will fail the quest if you don’t make him drink the potion.

Return to Oleg’s Trading Post after this to report the results to Bokken.

Wererat Lair Treasure
  1. a) Tian Xia Ink x2, Potion of Cure Light Wounds, Special Hops, 81 gold, Swiftfoot Boots, Potion of Remove Curse x2, Potion of Remove Blindness; b) Cheese x18, Soft Cheese x13; c) Shining Scale, Kama x2, Rusty Horseshoe, 155 gold.

4. Oleg’s Trading Post: Reporting the Results to Bokken

  • B. Bokken. If you report that the wererat died (180 exp), Bokken will drink a vial himself. This causes him to grow enlarged and enraged and to attack you.
    • On Normal difficulty, Bokken (Alchemist 10) has AC 36 (modified), 115 hp, Fort +13/Ref +15/Will +8 saves, and he’s immune to poison, death effects, ability score damage, drain, and being flanked or petrified. The listed saves are the saves from his character sheet, and his actual saves will be higher after adding in his buffs. He makes 2 claw attacks at a +23 to hit (1d6+19 damage) and 2 bite attacks at a +26 to hit (1d8+13 damage).
    • This can be a rather challenging battle at 8th level and you’ll have the most luck with touch attacks like Scorching Ray (2) (particularly with Octavia's Impromptu Sneak attack ability), Kanerah or Kalikke’s blasts, or the Inflict Wounds line of spells. He has a very high to hit and hits like a truck, so I’d recommend using buff spells like Shield of Faith (1), Magic Vestment (3), Barkskin (2), Reduce Person (1), Cat’s Grace (2), or Haste (3) on your tank to boost her AC beyond what her magic items provide.
    • He’ll be restored to his right mind after combat (600 exp). The combat ends the Quest: An Ancient Formula. You can make him beg for his life during the conversation if you want (LE moral choice), but you shouldn't execute him or you'll fail the quest and lose him as an Artisan.

5. Leaving the Area

I recommend returning to your capital after this and returning to your normal adventuring. You may be able to advance Dragn and Shaynih’a’s quests at this time or claim the Kamelands.