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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 2, Part 2: Adventuring After Troll Trouble

B. Bridge over the Gudrin River

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

Hunting in this area during rest: Lore (Nature) DC 22.

You don’t need to come to this area at this time, but you might as well while you’re here since there’s decent treasure and exp. There is at least one encounter that should be too difficult for your party at this time that I recommend skipping for now. I’ll point it out when it comes up.

1. Outside

Outside Events
  1. Bear (Animal 5).
  2. Alpha Wolf x2 (Animal 7), Worg x2 (Magical Beast 4), Ferocious Wolf x2 (Animal 2).
  3. Tatzlwyrm x8 (Dragon 3).
  4. Alpha Wolf (Animal 7), Worg (Magical Beast 4), Ferocious Wolf x5 (Animal 2).
  5. Bear x4 (Animal 5).
  6. Alpha Wolf (Animal 7), Worg (Magical Beast 4), Ferocious Wolf x2 (Animal 2).
  7. Ferocious Hodag (Magical Beast 8), Hodag x2 (Magical Beast 8).
  8. Alpha Wolf x2 (Animal 7), Worg (Magical Beast 4), Ferocious Wolf x4 (Animal 2).
  9. I1) Rocky Hill (Athletics DC 22 - 67 exp). I2) Path down.
  10. Owlbear x2 (Magical Beast 14). On normal difficulty, they have 17 AC, 147 hp, Fort +15/Ref +12/Will +5 saves, and 3 attacks at +20 to hit for 1d8/1d6+18 damage. This is a doable battle for a level 8 party, with appropriate buffs and control spells, but you may want to skip it and return later. As with many/most living enemies, they are vulnerable to the Stinking Cloud (3) spell which makes this battle significantly easier.
  11. Bandit x5 (Fighter 3).
Outside Treasure
  1. Melted Shard of a Ring.
  2. Jasper x2, Peridot x3, Bloodstone, Turquoise x4, Token of the Dryad.
  3. Melted Shard of a Ring (Perception DC 7).
  4. Potion of Heroism, 100 gold, Eggs x4.
  5. Trapped Bag (Perception DC 10, Perception DC 22 to spot the trap, Trickery DC 22 - 36 exp): Half Plate +2. The bag has a Fireball trap that deals 5d6 fire damage (Reflex DC 16 for half).
  6. Rocks (Perception DC 7): Taldan Warrior’s Dog Tag.
  7. Taldan Warrior’s Dog Tag.
  8. Sticks (Perception DC 15): Peridot x3, Jasper x5, Jade x7.
  9. Scroll of Cure Serious Wounds, Gold Ring, 100 gold.
  10. Cloak of the Winter Wolf (+1d6 cold damage to bite attacks and trips target), Gold Ring, 50 gold. The cloak is good for Regongar (if he is a Dragon Disciple) or for Amiri (if she took the Animal Fury Rage Power).
  11. Taldan Warrior’s Dog Tag.
  12. Peridot, Pearl x3, Bloodstone x2.
  13. 300 gold, Gold Ring, Peridot, Honey.
  14. Taldan Warrior’s Dog Tag. (Perception DC 19).
  15. Scroll of Hold Person, Scroll of Haste.
  16. Sweet Syrup.
  17. Bag (Perception DC 22): Arcane Protector (+1 dagger, +3 dodge bonus to AC and immunity to the nauseated condition), Gold Ring, Silver Ring x2, Rations, 300 gold. The Arcane Protector is a great emergency weapon for a squishy ranged character, as it’ll let them buy time if they get melee attacked until they get help.
  18. a) Phylactery of Negative Channeling, Rice x5; b) Tarp (Trickery DC 24): Scroll of Cure Serious Wounds x2, Gold Ring, 200 gold.
  19. Taldan Warrior’s Dog Tag. (Perception DC 7).
  20. Suitcase (Perception DC 22, Trickery DC 22): Scroll of Cure Serious Wounds x3, Peridot x5, Potion of Heroism x2, 100 gold.
Exit

I. This leads to the Cave. You’ll want to skip this area for now. There’s only one enemy inside—a Crag Linnorm that’s way too difficult for a 7th to 8th level party to handle. Although this isn’t an impossible battle, it’s really not worth fighting it at this time. Come back later.

2. Cave

Cave Events
  1. Crag Linnorm (Dragon 16). On normal difficulty, it has 34 AC, 296 hp, regeneration 10 (suppressed by an attack with a cold iron weapon), DR 15/cold iron, Fort +21/Ref +18/Will +16 saves. It also has immunity to fire, as well as to conditions including prone, paralyzed, entangled, slowed, staggered, and immobilized. It gets 5 attacks per round that include a bite attack (+21 to hit, 2d8+24 damage); 2 claw attacks (+21 to hit for 1d8+24 damage); and 2 tail attacks (+16 to hit for 2d6+12 damage). It also has a breath weapon that deals 15d8 fire damage in a line (Reflex DC 28 for half). The Linnorm itself is worth 1,440 exp and carries minor treasure; it’s a Lore: Nature DC 28 to skin for Linnorm Scales (625 gold).
Cave Treasure
  1. Flaming Earth Breaker +2, Taldan Whip, Professor’s Hat (increases carrying capacity by 200 and +2 to all skill checks), Extend Metamagic Rod, Book: “Of Transmutations and Bodily Poisons, Part II”. You may have already gotten a copy of this book. You only need one for Bokken's Artisan quest.

Leaving the Area

I recommend heading toward the Mud Bowl next and then heading toward the Swamp Witch’s Hut if you’ve started the Quest: Lost Child.