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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

Act 3: Season of the Bloom - A. Capital: Tuskdale

B. An Amusement for Nobles

Some of the enemies in the upcoming area use poison attacks, so I recommend bringing a spellcaster who knows Delay Poison, Communal (3). Amiri and Ekundayo are thematically appropriate (since it’s a hunt), while Linzi will get you a few more dialogue options with one of the NPCs. Some of these encounters may be difficult if you’re not level 9 by this point.

1. Hunting Lodge

From the capital: 1) E x2, 2) N.

As soon as you enter the lodge, Jamel Visser will announce the hunt. There are three primary monsters and a prize for the team who beats two or three of them. You’ll have a chance to examine each set of guests. If Linzi is in the party, she’ll have some flavor text about the guests from Pitax.

Hunting Lodge People & Events
  1. Kassil Aldori.
  2. Jamel Visser. If Octavia is in the party, she’ll proposition him. If you’re romancing her and say, “1. Octavia, you should be ashamed! …,” she’ll get annoyed and defiant. I don’t think this has any effect on the romance.
  3. Servant. He’s looking unwell. You’ll get a moral choice if you ask him if he’s alright (NG, CN, NE).
Hunting Lodge Treasure
  1. Chest (Perception DC 20, Trickery DC 24): 221 gold, Potion of Bear’s Endurance x2.
  2. Milk x5, Eggs x5.

2. Hunting Grounds

From the Hunting Lodge: 1) N.

Hunting in this area during rest: Lore (Nature) DC 22. Resting won't automatically cause you to lose the hunt, unless you take more than 1 day.

There are three special targets on this map. They are the Greater Owlbear at Location E, the Poisonous Hydra at Location I, and the Ancient Wyvern at Location T. Kill two of them to win the additional reward.

Hunting Grounds Events & People
  1. Alpha Worg (Barbarian 7, Magical Beast 4), Greater Worg x3 (Barbarian 5, Magical Beast 4). These shouldn’t pose any challenge if you have a decent tank and/or some control spells.
  2. Owlbear (Magical Beast 14). It wanders. Owlbears have AC 17, 147 hp, Fort +15/Ref +12/Will +5 saves, and make three attacks at +20 to hit: a bite (1d8+18) and 2 claws (1d6+18). This should be an easy battle at your level.
  3. Owlbear x4 (Magical Beast 14). This is a harder encounter than the last encounter, but shouldn’t pose a challenge if you have a decent tank and/or control caster.
    • If you’re facing difficulty, will-based control spells such as Cacophonous Call (2), Overwhelming Grief (Bard 3/Wizard 4), or Hold Monster (Bard 4/Wizard 5) should be highly effective. Stinking Cloud (3) will also likely neutralize them, despite their high fort saves.
  4. Greater Worg x3 (Barbarian 5, Magical Beast 4). One starts off hidden.
  5. Edna and Julia Aldori. They start combat with a Greater Owlbear (Magical Beast 18) as you approach. The Greater Owlbear has 22 AC, 261 hp, Fort +21/Ref +15/Will +9 saves, and makes 3 attacks at a +26 to hit: a bite (2d6+24) and 2 claws (2d6+24).
    • This owlbear is one of the three special targets in this area and drops a Owlbear’s Head when killed.
    • Killing it shouldn’t be hard; keeping the sisters alive is a harder task (if you care about that). Even if one goes down, they’ll survive as long as the other remains alive (unless the owlbear gets lucky with a crit). Preemptively casting Haste (3) or Longstrider (1) on your melee characters or using will-based control spells may help, if you’re having a hard time keeping the sisters alive.
    • After the battle, you can provoke them into combat if you say: “Judging by your fight with that owlbear…” and make the CE moral choice. The CN moral choice lets you pass the insult off as a joke. They are level 6 Fighters and each carry a Dueling Sword +1, Studded Leather +1, and a Cloak of Resistance +1—which is pretty weak equipment at this stage of the game. They really had no business going up against a Greater Owlbear, and there’s little point in fighting them unless you're feeling murderous.
  6. Owlbear x3 (Magical Beast 14).
  7. 3 goblins praising and talking about a hydra. They're here for comic relief/plot and run off as you approach.
  8. Giant Flytrap (Plant 13). On Normal difficulty, it has AC 20, 163 hp, Fort +17/Ref +8/Will +5 saves, and acid resistance 20, as well as immunities including poison and mind-affecting abilities. It makes 4 attacks at a +14 to hit for 1d8+15 damage. It carries a Shard of Knight’s Bracers.
  9. Poisonous Hydra (Magical Beast 11). This is the second of the special targets. It carries a Hydra’s Head.
    • On Normal difficulty, it has AC 25, 138 hp, Fort +13/Ref +12/Will +7 saves, fast healing, and immunity to being prone. It starts combat with a poison breath cone attack (Fort DC 19 x2); failure on the first Fort save is something around 1d3 Str damage; failure on the second Fort save makes the target nauseated, like the spell Stinking Cloud (3). It makes 5 attacks at a +16 to hit for 2d6+6 damage. This should be an easy fight with poison immunity.
  10. Ferocious Hydra (Magical Beast 7). It wanders around this area. It carries a Melted Shard of a Ring.
  11. Greater Dire Bear x3 (Animal 10).
  12. Primal Hydra x3 (Magical Beast 9). On Normal difficulty, they have AC 22, 113 hp, Fort +12/Ref +12/Will +7 saves, DR 10/cold iron and magic, are immune to being prone, and (like all primal creatures) have a permanent Blur (2) effect. They each make 5 attacks at a +15 to hit for 1d8+6 damage.
  13. Annamede Bellavara and Pitax Nobles: Linzi will fangirl over her, and Annamede will try to flirt with Valerie. They’ll invite you to abandon the hunt and relax.
    • If you accept, that’ll end the hunt (with whatever prizes you’ve already earned), so I recommend waiting until you’ve cleared the area to enjoy their hospitality. If you choose to attack them, Annamede will run off, leaving you to fight two Pitax Nobles. They’re very weak and don’t carry anything worthwhile.
  14. Alpha Worg (Barbarian 7, Magical Beast 4), Greater Worg x3 (Barbarian 5, Magical Beast 4).
  15. Ferocious Wyvern x2 (Dragon 7).
  16. Ferocious Wyvern (Dragon 7). There’s also a gag with goblins.
  17. Greater Dire Bear x3 (Animal 10).
  18. Alpha Worg (Barbarian 7, Magical Beast 4), Greater Worg x3 (Barbarian 5, Magical Beast 4).
  19. Spike Trap (Perception DC 20, Trickery DC 20 - 45 exp): It deals 8d6+5 damage on hit.
  20. Ancient Wyvern (Dragon 15). On Normal difficulty, it has AC 25, 233 hp, Fort +17/Ref +11/Will +14 saves, and immunity to sleep and paralysis. It makes 7 attacks: a bite +22 to hit (2d6+9 damage), a sting +23 to hit (1d8+9 damage), 2 talons +22 to hit (1d8+9 damage), and 2 wings +17 to hit (1d8+4 damage). Its attacks carry Wyvern poison that lasts for 1d6 rounds (Fort DC 23, 1d4 Con damage, 2 consecutive saves to cure).
    • The Embeth Travelers are already challenging the Ancient Wyvern and they’ll get upset if you interfere with their hunt. You can either let them have the head or fight them for it (CE moral choice). The Embeth Travelers are a 10th level Barbarian and three 8th level Fighters. The leader carries a +1 Falchion and a +2 Chainmail, while the others carry +1 Handaxes. The leader also carries the Wyvern’s Head.
    • As a reminder, you only need two heads to win, so you don't really need to get this head unless you really like to dominate the competition and/or murder.
    • If you kill the Embeth Travelers, you will face the scripted encounter listed below during the next random encounter after you finish the hunt.
  21. Primal Giant Flytrap (Plant 14). It carries a Melted Shard of the Ring and a Throwing Axe +1.

Hunting Grounds Treasures
  1. Chest (Perception DC 24, Trickery DC 20): 86 gold, Potion of Invisibility, Jasper x3.
  2. Herbs.
  3. Body: 36 gold, Citrine x2, Agate x3.
  4. Stump (Perception DC 25): 52 gold, Potion of Cure Light Wounds x2, Bloodstone x3, Green Quartz x5.
  5. Kameberry.
  6. Boulder: Taldan Warrior’s Dog Tag.
  7. Rock: Token of the Dryad.
  8. Mushrooms.
  9. a) Rock (Perception DC 8): Taldan Warrior’s Dog Tag; b) Herbs.
  10. Cart: 94 gold, Scroll of Cure Moderate Wounds x2, Agate x2, Fruits.
  11. Corpse: 48 gold, Turquoise x4. There’s a bug, and this body may not get highlighted on mouseover (or if you hit the Tab key). You can find it by looking for when the cursor turns into a grasping hand.
  12. Edible Moss.
  13. Token of the Dryad.
  14. Locked Tarp (Perception DC 25, Trickery DC 28): Kneesplitter (+2 Giant Bane Heavy Pick +2).
  15. Torag’s Pendant.
  16. Edible Moss.
  17. Rock (Perception DC 17): Taldan Snaffle.
  18. Mushrooms.
  19. a) Melted Shard of the Ring; b) Locked Chest (Trickery DC 27): Wand of Searing Light (11 charges), Recipe: Hunter’s Roast.

3. Hunting Lodge (Revisited)

Hunting Lodge (Revisited) People & Events
  1. Kassil Aldori.
  2. Jamel Visser. Select “[Finish the hunt]” to end the hunt (180 exp). You’ll get the bonus prize of 2,500 gold and Exquisite Pearl x12 if you captured at least 2 of the trophies.
    • If you lost and are Evil, you can threaten him for the prize. This counts as one of the three Evil choices necessary for the Achievement: Evil is My Name.
    • If you lost and are Chaotic, you can declare yourself the winner. This counts as one of the three Chaotic choices necessary for the Achievement: They Call Me Unpredictable.
  3. Servant. The servant will get replaced by a Ferocious Owlbear (Magical Beast 14) as soon as the hunt ends. There is a moral choice afterwards (CG, CN, LN, LE), and you can choose to warn your people or keep the issue secret. This choice will have consequences later.

4. Embeth Travelers Random Encounter

This encounter only triggers if you killed the Embeth Travelers to take the Wyvern’s Head or if you demanded the prize even if you lost.

Scripted Encounters

  1. Embeth Travelers:
    • You will get a number of options to resolve this situation: 1) Bluff DC 35 check (3,840 exp), 2) Diplomacy DC 35 check (Lawful Good moral choice, 3,840 exp and pay 3,000 gold or accept punishment), 3) say it was just a joke (CN moral choice), 4) threaten them (CE moral choice), 5) warn them off. If you didn't kill the Embeth Travelers and provoked them by undeservedly declaring yourself the winner, you will only get options 1, 3, and 5.
  2. Ferocious Wyvern (Dragon 7). You get this encounter unless you make the Bluff check or make the Diplomacy check and pay money.

Scripted Encounter Treasure

  1. Token of the Dryad.
  2. Mushrooms.