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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

Game Basics

Character Information

1. Character Sheet

The “C” key will open up your character sheet. You can find out information regarding your character here. There are multiple subtabs.

The left side of the character sheet will always show information regarding your character’s stats, AC (Armor Class), and saves. You can find out more information about each by mousing over each item. If a character is ready to level up, they will have a yellow + symbol in their character portrait at the bottom.

The Summary tab will display the character’s skills and a summary of their story.

The Abilities tab will display information about each of the abilities this character has learned or obtained. You can obtain more information about each on mouseover. As your characters gain levels, some abilities will get upgrades or increase in potency. These upgrades are indicated through a number that appears on the upper right corner of the respective icon.


The Martial tab displays information about their combat abilities. This screen will not necessarily display all active bonuses. For example, the attack bonus will not reflect any penalties the character may take from the Fighting Defensively ability until you enter combat. The same is true for the numbers in the left pane. Some bonuses will not be reflected on this screen but will only appear in the log history in combat.

The Class tab provides information about the classes and levels the character has taken. You can right click on any of the levels to find out more information about that level and the abilities/spells the character will get at that level.

2. Spellbook

The “B” key will open up your character’s spellbook if they have spells.

Wizards, Clerics, Druids, Alchemists, and Rangers (among others) need to prepare their spells in advance, by putting the spell into an empty slot, so make sure you select/decide upon your spells before you rest and after you level your character. Sorcerers, Inquisitors, Bards, and Maguses do not prepare spells and can cast any spell they know as long as they have enough remaining spell uses of that level. Spells that you have used will be faded; unused spells will be in full color.

If your character has two or more spell classes, you will need to select the relevant character class in the left panel to switch between the spellbooks for the character’s classes. The left panel will display the character’s caster level in that class, the character’s bonus to spell penetration checks, the character’s bonus to concentration checks, and any arcane spell failure chance.

The spells with a different background at the top of each page (gold for Clerics, green for Wizards) are the character’s domain spells (for a Cleric/Paladin) or favorite school spells (for a Wizard). In some cases, the character can only memorize these spells in the specific spell slot for the domain/favorite school in question; in other cases they can be put into any spell slot. Red background spells are spells from a Wizard’s opposition school, and they take two spell slots to prepare each use.

Spells are recorded in the order in which they are learned, though a Wizard’s favorite spells are sorted to the top of the list. Unfortunately, there is no way to sort the spells in the spellbook outside of mods.

Once you learn metamagic feats, you can create metamagic versions of the spells by selecting the “Metamagic” button at the bottom right of your spellbook. You create a metamagic spell by dragging any spell of your choice into the Metamagic window and applying one of your metamagic feats to one of the eight circles surrounding the spell icon. You can add a border of your choice to the spell to distinguish it. Metamagic spells are all listed under the star page of your spellbook and at the appropriate (modified) spell level page.

Since these modified versions of the spells have their own icons, you can cast the metamagic version of the spell in the same way you cast any other spell, by placing it in the appropriate level slot (for a Cleric/Wizard) or simply selecting it in your spellbook (for a Bard/Sorcerer).

3. Journal

The “J” key will open up your journal. This will keep track of your Quests and Errands.

The different quests and errands will be listed here, and each entry will be updated as you progress along the quest or errand. The quests in the main storyline will be sorted by Act. I have numbered the Acts in this guide based on how they are separated under the Quests page. You can see how much time remains to complete each Act by looking at the relevant main quest. In Act 1, that is the Quest “Stolen Land”. Beginning in Act 2, the deadline is listed under the Quests “An Ancient Curse…” and “An Ancient Curse, Part X” that are listed under Kingdom Quests. However, you should note that this only indicates the maximum amount of time you have before the end of the Act. There are a lot of other quests that have unstated soft and hard deadlines, and it’s generally better to complete/make progress on the main story quests as soon as possible.

Pages you have not yet viewed or that have been updated will be flagged with a red box/rectangle and yellow exclamation mark. Completed quests/errands are marked with a green check mark in the list. Failed quests/errands are marked with a red X.