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by kimagure

Table of Contents

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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

D. Ruined Watchtower

You may reach level 6 while on this map or soon thereafter. Some of the encounters here may be difficult for a level 5 party. You’ll have to come back here a few times, so feel free to skip any challenging encounters for now and move on.

From the Overgrown Pool: 1) NW x2, 2) S, 3) SW.

Hunting in this area during rest: Lore (Nature) DC 20.

  1. A1) Bandit x2 (Rogue 4); A2) Bandit x3 (Rogue 4). This is a trap, and these bandits start off invisible/in stealth (Perception DC 16 to spot). Position your healers and other squishies where they won’t be at risk. The archers have Composite Shortbows.
  2. Bandit (Fighter 3), Bandit (Fighter 4), Bandit (Alchemist 4). The bandit archer carries a Composite Longbow.
  3. Ferocious Wolf x4 (Animal 2).
  4. D1 and D2. Ancient Stair (Mobility DC 19 - 28 exp). The DC and exp are the same for both directions. I don’t recommend going up the stairs from D1, since you will immediately trigger the giant spiders at Location I, and they’re a pretty tough fight especially when approached from the stairs.
  5. Treasure Hunting Peasants. There’s a moral choice (NG, LE) during the conversation. There is also a Knowledge (World) DC 22 check (67 exp). You can resolve this with a LN, LE, or CE moral choice. If you make the Knowledge: World check, you get additional LG (Diplomacy DC 18 - 33 exp) and CN (Bluff DC 18 - 33 exp) options.
  6. Ferocious Wolf x4 (Animal 2) v. Trollhound (Magical Beast 4). Trollhounds have regeneration 3 that is removed by acid or fire damage. Their bite can cause Bloodfire Fever (DC 14 disease, 1d3 Str damage and 1d3 Dex damage and causes fatigue, onset 1/day, cured on 2 consecutive saves). This can be cured through the Remove Disease (Cleric 3) spell.
  7. Troll (Humanoid 6), Trollhound x2 (Magical Beast 4).
  8. Statue of Torag. Make sure you have Harrim for this event. You need to make a Perception DC 20 (45 exp) to continue. Harrim will understand the proper order to use the gears and reveal the treasure (Perception DC 0): Full Plate +1, 772 gold, Belt of Physical Perfection +2, Recipe: Onion Soup.
  9. I1. Giant Spider x3 (Vermin 7); I2. Giant Spider x3 (Vermin 7). This is likely to be a challenging encounter, and you may wish to skip them for now, since you’ll need to come back to this map later anyway. Delay Poison (2) and Delay Poison, Communal (3) will help.
    • On Normal difficulty, they have 18 AC, 39 hp, Fort +6/Ref +6/Will +3 saves, immunity to mind-affecting effects and web, and they make 1 bite attack at a +8 to hit for 2d6+4 damage. Their attacks carry poison (Fort DC 14, 1d4 Dex damage, 1/round for 6 rounds, 2 consecutive saves to cure).
    • This group is best faced from the north, since you’ll be able to put more space between them and your squishies. Place one tanky character between each group and your squishies and try to slow them down with control spells, as needed. I recommend healing with Channel Positive Energy when needed, as it'll allow your healer to stay out of melee range.
  10. Chest. Clicking on it starts a storybook event.
    • First Page: The chest is high up. You can: 1) climb (Athletics DC 17 - 28 exp) or 2) make a ladder.
      • Succeeding on the check or picking option 2 will move to the Second Page, but 4 hours will pass if you decide to make the ladder.
    • Second Page: The chest is locked. You can: 1) look for a key (Perception DC 25 - 180 exp), 2) pick the lock (Trickery DC 25 - 180 exp), or 3) force the lock (Str DC 21 - 56 exp).
      • The chest opens if you succeed on any of the checks. Failure on the Perception or Trickery checks will remove those options. Failure on the Str check also opens the chest, but 4 hours will pass.
      • Completing this event reveals Treasure #16: Red Cog-wheel Ring, Breastplate +2, Heavy Shield, Trollreaper (Corrosive Greataxe +1), Soot-Blackened Apron).
  11. Bandit (Fighter 3), Bandit (Fighter 4), Bandit Transmuter (Wizard 7).
    • The Transmuter will cast Haste (3) and Slow (3). This battle is best approached from the west, since that will let your melee characters charge the Transmuter. This shouldn’t be a difficult fight for a 4th or 5th level party. The archer carries a Composite Longbow.
  12. Branded Troll (Humanoid 6, Barbarian 3), Troll x2 (Humanoid 6), Kobold Boomsayer (Bard 5). The kobold carries a Masterwork Crossbow.
    • On Normal difficulty, the Branded Troll has AC 16, 104 hp, Fort +16/Ref +5/Will +4 saves, regeneration 5 (removed by acid and fire), and fire resistance 96. It makes 3 attacks: a bite at +11 to hit for 1d8+11 damage and 2 claws at +12 to hit for 1d6+11 damage (including Power Attack and Rage).
    • This may be a difficult battle if you haven’t reached level 6; feel free to skip this encounter for now. The Trolls have low saves and are susceptible to control spells, which will help. If these enemies are too much for you now, you can get to the area around to Location O using the Fallen Tree at Location P.
    • You’ll start to see Branded Trolls from here on out. They’re really not that difficult for a 5th or 6th level party, as long as you have a decent tank and/or control spellcaster. You need to actually inflict damage to remove regeneration, so use acid attacks/weapons to damage and kill them. Amiri can use the Trollreaper from Treasure #16 very effectively to slaughter trolls in this Act. The Wizard/Sorcerer cantrip Acid Splash (0) will similarly negate their regeneration. Worst comes to worst, you can always just hit them until they’re unconscious and then use Coup de Grace to finish them off.
  13. Alpha Wolf x2 (Animal 7), Ferocious Wolf x3 (Animal 2).
  14. Alpha Worg (Barbarian 7, Magical Beast 4), Ferocious Worg (Magical Beast 4, Barbarian 3).
    • On Normal difficulty, the Alpha Worg has AC 21, 119 hp, Fort +12/Ref +10/Will +7 saves, and DR 1/-. It makes 1 bite attack at +14 to hit for 1d6+15 damage, with a chance to trip the target.
    • This may be a challenging fight because of the Alpha Worg, which is a beast (pun intended). Skip it and come back later if you find it to be too difficult for now.
  15. Camp. It seems to be abandoned.
    • If you “1. [Look around carefully]”, you will get a Knowledge: Arcana DC 20 (45 exp) check. If you [Search for traces of the hunters], there’s a hidden Perception check (DC 20 - 45 exp). You can rest here without spending rations (8 hours pass).
  16. P1) Fallen Tree path up (Mobility DC 21, 28 exp). P2) Fallen Tree path down (Mobility DC 17 - 28 exp).
  17. Ferocious Wolf x3 (Animal 2).
  18. Trapped Hunters: Hunters are trapped on the mountaintop. There are a number of ways to resolve this encounter (NG, LG, CG, NE, CE moral choices).
    • The NE choice isn’t a solution in itself, but it allows you to make two NE moral choices if you’re trying to be or stay Evil. The remaining choices are solutions to the situation. The NG choice costs you a Rope (180 exp). The LG choice requires a Mobility DC 17 (208 exp). The CG choice requires a Mobility DC 19 (225 exp). Regardless of what moral choices you make, the hunters will give you a Gold Cog-wheel Ring and 110 gold for your help (you don’t get any extra reward for negotiating for a reward through the NE choices). The CE choice will cause the hunters to act desperately, resulting in their deaths (180 exp).
    • You previously didn't get the quest item if you took the CE choice. As of Update 2.1.0j, you can find a Gold Cog-wheel Ring on Rook's body if you made the CE choice. If you don't see it there, reload to a save from before you first entered the area (and before the NPCs and items were generated by the game) and try again.
    • You lose the chance to rest at the camp at Location O once you resolve this situation.

  1. Torag’s Pendant.
  2. Dwarven Helm Shard.
  3. Amulet of Natural Armor +1 (Perception DC 22).
  4. Herbs.
  5. Trapped Chest (Perception DC 22, Trickery DC 22 - 36 exp): 1 gold. If triggered, it sets off a Fireball (3) spell that deals 5d6 fire damage (Reflex DC 16 for half).
  6. Two-bladed Sword +1, Pearl x3, Grinding Stone x2, 49 gold.
  7. Pack (Perception DC 16, Trickery DC 18): Jasper x3, 212 gold.
  8. Mushrooms.
  9. Log (Perception DC 16): Exquisite Pearl, Peridot, Green Quartz x3.
  10. Torag’s Pendant (Perception DC 19).
  11. Log (Perception DC 16): 210 gold.
  12. Chest (Perception DC 16, Trickery DC 15): Scroll of Fireball, Scroll of Hold Person, Dwarven Helm Shard.
  13. Mushrooms
  14. Worn Parchment, Potion of Cure Light Wounds x2, Pearl x3, Exquisite Pearl, Copper Ring.
  15. Torag’s Pendant.
  16. Red Cog-wheel Ring, Breastplate +2, Heavy Shield, Trollreaper (Corrosive Greataxe +1), Soot-Blackened Apron.
  17. Torag’s Pendant (Perception DC 17).
  18. Trapped Chest (Perception DC 22, Trickery DC 22 - 36 exp). Falcata +1. If triggered, it sets off a Fireball (3) spell that deals 5d6 damage (Reflex DC 16 for half).
  19. 72 gold, Cloak of Resistance +1, Vegetables x2.
  20. Locked Chest (Trickery DC 17): Heavy Crossbow +1, Potion of Invisibility, 37 gold, Shard of Knight’s Bracers.
  21. Corpses: a) Light Crossbow, Shortsword, Agate x3, Citrine x2, 127 gold; b) Warhammer, Peridot, Jasper x2.
  22. Dwarven Helm Shard (Perception DC 7).
  23. White Cog-wheel Ring, Agate, Leather Armor, Handaxe +1, Bandit’s Letter.
  24. Herbs.
  25. a) Studded Leather +2; b) Longsword, Moonstone, 12 gold, Copper Ring.
  26. Token of the Dryad (Perception DC 7). [Thanks Plane_Shifter, for reporting this!]
  27. Stump (Perception DC 16): Leather Armor x3, Sharp Claw, Coal, 79 gold.
  28. a) Potion of Cure Light Wounds, 26 gold, Copper Ring; b) Locked Chest (Trickery DC 21) Scroll of Cure Serious Wounds, 76 gold, Potion of Blur.