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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: Troll Trouble

B. Capital: Tuskdale

You’ll regain control in your throne room in your capital, Tuskdale. The barony will gain: Community 6, Loyalty 6, Military 3, Economy 3, Divine 3, Arcane 3, Stability 3, as well as a number of projects. The barony’s actual starting stats depend on your alignment.

You will start Act 2 tired, even if you rested right before finishing Act 1. I suppose it was a long trip from Restov. You can rest in the bedroom. If you look at the calendar, you might notice that you start the day after you left for Restov. They built your capital fast!

Jhod will tell you that there’s a powerful curse at the Bald Hilltop. The deadline for this event is listed in the Kingdom Quest: “An Ancient Curse” and you begin with 42 days minus the current time from midnight in hours. This is the first of a series of quests, and the key event for each Ancient Curse quest will always begin exactly 14 days (and 0 hours) before the deadline. That’s the actual deadline you need to care about.

Beginning on that date, your kingdom will get a special Problem Event that triggers a penalty every other day until resolved. The first one is: Eight-Legged Plague, which will reduce your kingdom’s Loyalty and Community values by 1 every 2 days until it is resolved by your Regent, Chancellor, or High Priest. These effects are pretty severe, and you should begin this Event as soon as possible! As best as I can tell, you can’t actually fail this Event as long as you assign an Advisor to it and start it—regardless of what the listed chance of success says.

You will also be told that there is activity at the Bald Hilltop. Progressively stronger groups of enemies will appear with each Act. You will fail the kingdom quest if you don’t go to the Bald Hilltop and deal with the monsters there before the quest deadline expires (giving you 14 days from when it first appears). While you won’t lose the game if you fail this one, you’ll lose out on the reward. Make sure you’re at your capital and ready by the time the counter reaches 14 days!

So basically, you have 28 days before you need to be at your capital and ready to face the Ancient Curse. I suggest spending 14 days claiming the Outlands and 14 days exploring.

Now that you've founded your barony, you can claim the green resources that you've seen on the overland map. It costs 15 BP to claim a resource, and claiming the resource will add a few points to one or more kingdom stat. You should claim resources when you're nearby (if you can afford them). I won't go out of my way to point out each and every resource since they're pretty obvious and hard to miss.

1. Kingdom Management

I’ve put together a Kingdom Development Guide that contains more detailed information regarding kingdom management and development, kingdom stats, Events, Projects, Regions and Region Upgrades, Advisors, and Artisans. It’s also on gamefaqs and includes some charts and pages that I personally like to reference and find handy.

You will be able to fill all of your initial Advisor positions at this time except for your Treasurer (unless you purchased a custom NPC like I suggested). Don’t worry about not having a Treasurer (or having a weak custom NPC treasurer) for now. You’ll get a proper one soon enough.

Your kingdom will start with a number of Projects. I’d recommend starting the Project: Ezvanki’s Offer, if you made the diplomacy check with Ezvanki during the party. This will give you a free shrine when it is completed, so don’t build a shrine at this time! You can also choose to pillage or rebuild the Temple of the Elk. Pillaging the temple gets you 150 BP; rebuilding it is the prerequisite for the Region Upgrade: Erastil’s Holy Place for the North Narlmarshes (once Region Upgrades become unlocked in Act 5). Projects, Regions, and Region Upgrades are discussed in further detail in my Kingdom Management Guide. You could also begin the Curse Project: Davik Nettle at this time, if you completed his quest.

You may wish to build a number of buildings in your capital. I would personally recommend holding off until later in this Act since your money and BP will be limited at this time and since you’ll get more value from some of the magic items for sale in the capital. I have a suggested layout in the Settlement Layout section of the Kingdom Management Guide, if you want a template (though you’ll have to adjust certain buildings based on your alignment/kingdom choices). Again, do not spend BP to build a shrine if you have the Project: Ezanki’s Offer, or you’ll just waste BP. I emphasize this because I keep building shrines by mistake in my own games and having to reload. Make sure to save around 250 BP so that you can afford to claim the Outlands and build a settlement there and so that you have enough BP to claim resources as you travel. You can always buy more BP for 80 gold each from the Barony Stats tab to the left side of the screen, as needed.

Finally, you will want to keep at least 100 BP in your treasury at all times during Act 2, as there is an Event: Bandit’s Outrage that can randomly occur which will deduct 100 BP from your treasury whenever it happens. Although you can recover some/all of these BP if you succeed on the Event, this can knock your kingdom into negative BP and worsen your kingdom’s Unrest if you’re not careful.

I recommend taking the time now to complete the Region Project: Claim Outskirts before doing anything else. That will cause 14 days to pass. Once it’s completed, there will be a kingdom throne room event with Jhod, in which he suggests you make Bokken your court alchemist. Bokken will become your first Artisan if you 1) go speak to him at Oleg’s Trading Post and 2) build him a workshop.

Now that you’ve claimed the Outskirts, you can build a Settlement in the Outskirts (50 BP); the default name for this Settlement is Tradegard. Settlements can be placed at any crossroad on the map and will have one of four possible layouts. You will eventually be able to build Teleportation Circles and Mage Towers that will allow you to teleport to and between Settlements, so I’d recommend establishing your Settlements where they’ll ease future travel. Personally, I like to place the first settlement to the far west of the Outskirts since it’s close to the Tenebrous Depths dungeon and will be a convenient location for future Acts. You should be fairly low on BP at this time (and may want to save your money to buy other things), so I wouldn’t recommend building much (if anything) there at this time.

You may get a Rank Up event if any of your kingdom stats have hit 20; if so, you will also get the chance to spend 14 days to do a Rank Up Project to improve that kingdom stat. I wouldn't recommend doing any of them at this time, since you’re better off going exploring with the remaining 14 days before you need to deal with the Ancient Curse.

2. Throne Room

Throne Room Events & People
  • A. Stash. It appears in both your Bedroom and Throne Room.
  • B. Bed. You can rest here by clicking on the bed or by hitting the “R” key.
  • C. Manage Kingdom Affairs. Click here to access the kingdom management screen.
  • D. Kassil Aldori.
  • E. Jhod Kavken (if you make him your High Priest).
  • F. Kesten Garess.
  • G. Storyteller: He will purchase items of interest to a collector and can piece together relics when you have enough pieces.
    • If you’ve been following this guide, you should have: Ancient Cyclops Coin x1, Ancient Rostlandic Coin x18, Taldan Warrior’s Dog Tag x6, Token of the Dryad x9, Scorched Fragment of a Necklace x7, and all 5 pieces of the Restovic set. He will trade the Restovic set for 4,000 gold and 600 exp. He will trade the Scorched Fragments for the Necklace of Double Crosses (+4 to Trickery, Stealth, Mobility, +2d6 sneak attack damage).
    • The Necklace of Double Crosses is particularly useful for any character who needs to disarm traps, such as Linzi or Octavia, since the Trickery bonus is an untyped bonus that stacks with other items like the Trapspringer’s Gloves. The sneak attack damage applies to melee and ranged weapon attacks against flat-footed foes. The easiest way to take advantage of this for a character with the Shatter Defenses feat combined with a character that has a fear effect like the Dazzling Display feat, or the greater invisibility (4) spell.
    • It used to also add sneak attack damage to all attacks against flanked or flat-footed enemies, but that has been patched as of version 2.1.1. It's still a fantastic necklace for when you want to unlock chests or disarm traps. While the necklace’s description says that it forces the wearer to make an attack of opportunity against allies that move away from the wearer in battle, that functionality is either bugged or was never implemented, so don’t worry about it. I’ve never had any character attack an ally because of the necklace—even after the most recent update.
  • H. Regongar.
  • I. Octavia.
  • J. Linzi.
  • K. Valerie.
  • L. Tristian.
  • M. Harrim.
  • N. Amiri.

Your NPC companions will only be in the throne room if you have appointed them as an Advisor. There’s a bug where your NPC Advisors may not be present if you load a save file in the Throne Room itself. I guess they took a break while you weren't playing the game. You can get them to appear by entering the Kingdom Management screen and returning.

Bedroom Treasure
  1. Flail +1.
Throne Room Exits
  1. Bedroom.
  2. Travel within the Capital.
  3. World Map.

3. Kingdom Events

A number of events will occur before the deadline set by An Ancient Curse. I believe that these dates are fixed, though there may be a slight random component to when they occur. These events unlock at midnight on the day in question, meaning that the Ancient Curse quest description will list “Next development in X days, and Y hours. I will only list the number of days days until the deadline you'll see in the Journal and omit any remaining hours, since it's just easier to read.

  1. Harrim Has a Request (32 days to deadline): Harrim requests you take him to dwarven ruins in the area. Answer “2. Of course…” to begin his Companion Quest: Unwanted Legacy.
  2. Merchants in the Capital (22 days to deadline): Enneo the Traveling Merchant arrives. It takes him 1 day to set up (Economy +2).
  3. Troll Invasion (15 days to deadline): Keston will tell you that trolls and kobolds have been seen in the Narlmarches (LN, CN moral choice). This will begin the first major storyline of Act 2, but it won't really get started until after the deadline for An Ancient Curse.
  4. Tenebrous Dreams (15 days to deadline): Unlocks the Tenebrous Depths dungeon on the overworld map.
  5. Each year on the birthday you selected for the main character, you will get the kingdom Event: "Happy Birthday to You, [Baron/Baroness]!"
    • You you will get presents on your main character's birthday including points in kingdom stats, and BP, along with unidentified magical items that will appear in your Stash. For example, in the year 4711, you'll get the Ring of Security (+2 deflection bonus to AC, +2 resistance bonus on all saves, and spell resistance 14) along with one minor random item (on the order of a Headband of Inspired Wisdom +2).

4. Capital Square

As soon as you enter the map, you will have a conversation with the Guardian of the Bloom. You can make progress to the secret ending by selecting: “2. I don’t need any reward. …” If you examine the save files, her affection will max out at 40 at this stage. You may have already reached 40 based on previous choices, and there’s some redundancy built in. She reveals the Verdant Chambers on the overworld map and asks you to come alone. This starts the Quest: A Just Reward. It’s a pretty long and dangerous journey, so don’t feel like you need to go there anytime soon. This guide recommends going to the Verdant Chambers after completing the first half of Act 2. Plainoldcookies reports that the quest automatically fails if you don't complete it by the time you enter Vordekai's tomb at the end of Act 4. Thanks for the tip!

Capital Square People & Events
  • E. Jhod Kavken.
  • H. Regongar.
    • You can advance Regongar’s romance by asking: “4. How do you like it in my party?” followed by “2. Are you serious? …”
  • I. Octavia
  • K. Valerie
  • L. Tristian
  • M. Harrim
  • T. Hyland and Delia. Hyland is the captain of your guard.
  • U. Hassuf. He’s a general merchant who also sells magical arms and armor.
    • I would recommend buying the following items when you can afford them: 1) Bag of Holding (25,000 gold), 2) Rope (10 gold), 3) Crowbar, 4) Eyes of the Eagle (2,500 gold), 5) Ring of Plentiful Hunts (4,000 gold), 6) Trapspringer’s Gloves (4,000 gold), 7) Flameguard (8,000 gold), 8) Flaming Bastard Sword +1 (8,300 gold), and 9) Lesser Kinetic Diadem (18,000 gold). All of these items will serve you well for a significant portion of the game.
    • The Eyes of the Eagle improve your Perception, the Trapspringer’s Gloves improve your Trickery, and the Ring of Plentiful Hunts improves your Lore: Nature (which helps identify enemies and directly translates to less time spent hunting if given to your hunter). These three items will significantly improve your chances of succeeding on three of the most important skills in the game. Although Kalikke and Kanerah can both use the Lesser Kinetic Diadem, you don’t need to buy two of them, given the item’s price and since they can share.
    • You may also wish to buy a Necklace of Eternal Hunter (11,000 gold), since it gives a strong bonus against animals and magic beasts. I personally prefer to equip my melee characters with Amulets of Natural Armor and to save money for other things. Similarly, you could consider buying a Cloak of Shadows (6,000 gold), for the +10 bonus to Stealth, but I don’t think it’s worth the cost since you’ll find one of these in the second half of Act 2.
    • I wouldn’t recommend buying Rings of Protection, Cloaks of Resistance, or Belts that improve character stats, since you’ll come across them soon enough and since any you buy will get obsolete fairly quickly. However, you may want to consider buying stat boosting circlets for your spellcasters, since those are rarer and can improve your Advisors' chances to succeed on kingdom events. That said, you really don't need to since there are quite a few scattered around in the world.
  • V. Zarcie. She’s a scroll and wand merchant. She starts by selling 1st and 2nd level arcane spell scrolls but will unlock higher level scrolls as you reach the corresponding rank of the kingdom’s Arcane stat.
  • W. Verdel. He’s a blacksmith.
    • He sells a Mithral Full Plate +1 (12,650 gold). Valerie can benefit from this, given her fairly low strength and high encumbrance. You could alternatively buy this for Harrim if you’re making him into a mystic theurge (as I suggest in my Companion Guide) and use him a lot, since it’ll provide him with very solid defenses with only a 5% chance of arcane spell failure. You'll come across other suitable armors later, but it'll likely be a while before you receive mithral full plate for free from your Artisans.
    • Verdal also sells cold iron weapons, which can be useful for beating the DR of fey (and linnorms). I don’t think they’re really necessary since they’re pretty situational and since you can generally just muscle through even without them, but there are quite a few fey in the game and having these will help (as long as you remember to switch weapons).
  • X. Arsinoe. She sells Cleric scrolls, Diamonds, and Diamond Dust. The latter items are needed for spells like Raise Dead (Cleric 5), Restoration (Cleric 4), and Stoneskin (Sorcerer/Wizard 4).
Capital Square Treasure
  1. Quarterstaff +1.
  2. a) Grinding Stone x2, Shining Shell, 24 gold, Book: “Prodigal Sons”; b) Tenderloin, Meat; c) Fruits x3. There used to be a bug in which this chest had a ton of these books (I guess this citizen was the author or publisher), but it's been fixed so you'll only find one copy.
  3. Ruby (Perception DC 28) [Thanks, Runetooth, for pointing this out!]
  4. a) Silver Powder, Silver Disk; b) Silver Spoon, Incense, 8 gold, Herb Liqueur; c) Vegetables x2.
  5. a) Book: “Shadows of Absalom” …, Silver Earring, 5 gold; b) Light Mace +1 (Trickery DC 29).
  6. Bone Necklace, 4 gold, Dwarven Stout.

5. Kaessi’s House

Kaessi’s House, People & Events
  • P. Kaessi.
    • There is a hidden Knowledge (Arcana) and a hidden Lore (Religion) check at the start of the conversation. It’s an alternative to making a CG moral choice. There’s also another NG moral choice in the conversation. Accept her proposal to advance the Companion Quest: Sorrowflow. If you refuse her request, you will miss out on the NPC companions Kalikke and Kanerah.
Kaessi’s House Treasure
  1. Locked Chest (Trickery DC 16): Old Diary. It contains the following text if you’re curious (I copied it out in full, since I find it entertaining and since many/most characters won’t be able to unlock the chest):
    • “I’ll try to write down quickly everything that’s happened. I awoke in the middle of a burning building. There was no time to look for the diary, let alone read it. I ran towards the voices I heard, and got into a big battle. I’d barely figured out what was going on, when a very strange group appeared. They helped me to fight off the assassins, and then got into a quarrel with each other, right in front of Lady Jamandi. I still hadn’t had time to read the diary, so I couldn’t understand anything that was happening. I somehow made up an excuse so they’d leave me alone. The strange group split into two parties, and set off for the Stolen Lands. I’m staying in Restov for now. I haven’t made any new contacts. And I still haven’t figured out your old ones…”
      • (a hand-drawn cloud weeping drops of rain stands in the place of a signature)
    • “You silly goat, YOU RUINED EVERYTHING! I ran off my feet trying to find a way to the Stolen Lands, and get my hands on the Disk of the Eclipse. The expeditions organized by Jamandi would have been perfect. I’d hoped to use them to find reliable companions, who could be talked into accompanying ‘Kaessi’ to Sorrowflow. And now here we are, still stuck in Restov — because of you! Couldn’t you have simply asked to go with [main character]’s group? You could even have gone with Tartuccio. I’m sure that smug gnome could have been gently steered in the right direction.
    • But you refused, and now I don’t know what we’ll do! The Swordlords are running wild looking for spies. I’m just sitting tight, hoping not to arouse suspicion.
    • But all this inconvenience hasn’t been a complete loss. Interrogations! Oh, and it was Captain Kesten who personally came to interrogate me. How could someone punish me so, sending that delicious man to press his questions? I bet myself that I could make him blush in under three minutes – and I won, of course! Ha ha!
    • Ah, yes, our new contacts. You are unlikely to need them, considering your fecklessness, but still.
      • Kassil Aldori, a half-orc Swordlord. He accompanied ‘Kaessi’ while ‘she’ came to introduce herself to Jamandi. A boring idealist of little interest, but he was friendly enough. He obviously has nothing against tieflings – presumably because he’s a half-breed himself.
      • Kesten Garess, captain of the guard, a tall human male, with dark curly hair. He’s looking for spies, and doesn’t seem to suspect ‘Kaessi’.
      • Linzi, a halfling bard. Round face, chestnut hair. Kept getting in my way. Unreliable and irritating – you’d get along marvelously, I’m sure. Thankfully, she left with the expedition.
      • Tartuccio, a gnome wizard, overly fond of the color purple. Funny, I liked something about him – probably his business sense.
      • Jaethal, a pale dark-haired elf. A spook with a scythe. Always turning her nose up as if she’s a queen, but elven queens don’t go on expeditions in backwaters like this.
      • Harrim, a dwarf. Shaved head, black beard. Don’t come any closer to him than an arrow shot, or you’ll die from the gloom.
      • Valerie, a human. A fighter with a horrible blonde haircut. Mmm, Valerie! I’d gladly pay some dragon or evil wizard to catch her, pluck her out of her armor, and keep her in a cage for six months taking care that she doesn’t abuse her hair. I might just play the dragon or wizard myself!
      • Amiri, a barbarian with a sword the size of a kitchen table. A funny sort. Left with the expedition, along with everyone else.
      • [Main Character] Forget what I said about Kesten and Valerie. – That’s the one to catch and make blush!
    • Addition: silly goat, we finally got another chance to get to the Stolen Lands and seek the help from my contacts from the above list. If we switch in the meantime, don’t ruin everything again — please!”
      • (a hand-drawn flame stands in the place of a signature)

6. Capital Inn

Inn People & Events
  • O. Jaethal
  • N. Amiri
  • Y. Anoriel Eight Eyes
  • Z. Elina. She is a bartender and sells food and drinks.
  • AA. Locked Door (Trickery DC 21).
  • BB. Locked Door (Trickery DC 17).
Inn Treasure
  1. Carved Figurine, Bottle of Oil, Carved Beads, 3 gold.
  2. Bufo x2, Cider x3, Mead, Ale x5.
  3. a) Onions x3; b) Old Smoking Pipe, Animal Hide, 17 gold.
  4. Trout.
  5. Grinding Stone, Wooden Plate, Wooden Mug, 1 gold.
  6. a) Potatoes x7; b) Ale x5, Cider x3, Mead x2, Port, Wine; c) Wooden Spoon, Wooden Mug, 6 gold; d) Cheese x3, Soft Cheese x2.
  7. Chest (Trickery DC 16): Scroll of Bane, Incense, 7 gold.
  8. Book: “On the Nature of the Divine”, Book: “The Notes of a Traveling Priest: …”.
  9. Dwarven Waraxe +1 (Perception DC 15).
  10. a) Scroll of Expeditious Retreat, Incense, 7 gold; b) Silver Medallion, Book: “The Curse of Ancient Iobaria ...”; c) Old Smoking Pipe, 20 gold.
  11. Hide Armor x2, Shining Shell, 6 gold.
  12. Diamond Dust, Book: “Chronicles of Blades”, Book: “Battle in the Valley of Fire ...”, Book: “Cooking Almanac of the Inner Sea ...”.
  13. The Hand of Magus Dann (has a 25% to create a copy of a scroll whenever the wearer uses a scroll).
  14. a) Bottle of Oil, Silver Powder, Rusty Horseshoe, Book: “Shadows of Absalom…”; b) Scroll of Shield, Emerald, 7 gold; c) Carved Urn, Diamond Dust, 9 gold.

7. Leaving the Area

I recommend going to Sorrowflow first, while claiming the resources on the way. This will let you recruit Kalikke and Kanerah, the latter of whom can serve as a Treasurer. Traveling there is a bit of a challenge at 5th level, but I believe that the rewards are worth it. Bring some extra healing potions (if you’re leaving most of them at your Stash as I would suggest).

Some of the random battles on the way may be challenging, so use your spells and abilities with abandon. I would also suggest saving regularly on the world map and reloading if the battles get too tough (as some of the random encounters are completely unreasonable for a 5th level party). You’ll likely need to rest at least once before arriving at your destination.

8. Romance in Act 2

Tristian

If you are romancing Tristian, then you can have an encounter if you rest while on an area map at sometime during this Act. He will start a conversation by saying: “Forgive me if I ramble….” You can advance the romance with the options: “1. I like you, Tristian. …” Followed by options 2 or 3. Do NOT try to kiss him at this time, since he’s not yet ready to go there. You will completely kill the romance if you instead select: “2. Don’t worry about it. We’re partners. …”.

You may have another conversation with Tristian when resting again in an area, after Tristian finishes his prayers. You can advance his romance by choosing sympathetic choices and avoiding the choices that ignore his concerns. You will ultimately get a chance to give guidance on how to choose who you can trust. If you choose “1. I listen to my heart. …”, Tristian will later give you a ring. If you choose “2. I trust my judgment”, he will give you some scrolls.

I was aided by iamarogue1’s Tristian romance guide at: https://www.reddit.com/r/Pathfinder_Kingmaker/comments/a127nv/in_the_arms_of_an_angel_a_guide_to_romancing/. It contains a lot of great information concerning romancing Tristian, and I strongly recommend checking it out!

Regongar and Octavia

If you’re romancing Regongar and Octavia, a scene in the bar will happen once you’ve gotten their affection to a certain point (above 20 points on their counters in the save files). This will trigger the next time you return to the capital after fulfilling the requirement. You can take the opportunity to sleep with one or both of them if you accept their advances. Sleeping with them will max out their romance counters for the time being (max 30 points in Act 2).

If you are romancing both Regongar and Tristian, an event will occur near the end of Act 2, where Tristian asks if there’s something between the two of you. You can tell him that you and Regongar are together to end the romance, say you’re just friends, or reassure Tristian that he’s the only one for you. Your choice will have consequences on your romances. Telling Tristian that he's the only one for you or that you and Regongar are just friends ends Regongar and Octavia's romances. Telling Tristian that you're together with Regongar ends the romance with Tristian.