What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough
by kimagure

Table of Contents

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

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

F. The Lonely Hunter: Lake Silverstep Village

From the Ancient Mine: 1) S, 2) NE, 3) S.

Hunting in this area during rest: Lore (Nature) DC 21.

Lake Silverstep Events & People
  1. A1) Climb Down the Slope (Mobility DC 21 - 45 exp); this triggers the combat at Location B. A2) Climb the Slope (Mobility DC 24 - 45 exp).
  2. B1) Greater Tatzlwyrm x2 (Dragon 6), Tatzlwyrm x4 (Dragon 3). B2) Nixie Prankster (Sorcerer 9, Fey 2).
    • The Tatzlwyrms shouldn’t be a challenge at this point. The Nixie Prankster likes to buff herself with defensive spells like Mirror Image (2), Displacement (3), and Greater Invisibility (4), which can make her tricky to hit. On Normal difficulty, she has 22 AC, 70 hp, Fort +6/Ref +11/Will +12 saves, spell resistance 20, DR 5/cold iron, and is immune to Magic Missile (1). She primarily attacks using mind control spells like Confusion (3) and Hideous Laughter (1), and she has very little damage-dealing ability unless she casts Magic Missile (5 missiles for 1d4+1 damage each).
  3. Aysel. A fisherman who can tell you about the local legends of the Silver Dragon and of Ivar who’s the Dragon’s Voice. After you speak with Ivar at Location L, you can ask him if he knows where Ivar is now (Diplomacy DC 19 - 45 exp) to reveal Silverstep Grove.
    • If you speak to Aysel after resolving things with Ivar and tell him the truth of the Silver Dragon, the fish, and Ivar, you can ask him if he believes you now. He’ll give you Potions of Fox’s Cunning x2 for solving everything so neatly.
  4. Brevis. A local trader. He can tell you a bit about the village. If you select: “4. I’m surprised to see a trader in such a remote place,” you can get a chance to question him (Intimidate DC 25 - 180 exp) if you make a hidden Perception check. Runetooth reports that Valerie and Jaethal will intimidate him if you fail and they're in your party. This leads to a chance to make moral choices (LG, NE, LN). The NE choice is to accept a bribe to ignore his dealing with bandits (gain 4,500 gold), while the LN choice leads to combat (Humanoid 2). Valerie approves of the LG choice and disapproves of the NE choice. The only thing you can get from his corpse is a Masterwork Dagger, so it's not really worth killing him.
  5. Lykka (Sorcerer 9, Fey 2). She’s a friendly nixie who’s in trouble. She’ll mention that some stupid humans were transporting an evil box from the Tors of Levines. She caused the ship to crash, sinking the box, but some other stupid humans are trying to fish it up. Humans, amirite? You can offer to help for free (NG moral choice) or in exchange for some treasure (N moral choice). This begins the Errand: The Scary Box. You could also choose to attack her instead (NE moral choice), but there’s really no point other than to be evil and murderous. She doesn’t carry anything worth taking.
    • If you report back to Lykka after completing the errant (discussed below), she will give you 300 exp along with a Gold Ring, Peridot x2, and 647 gold. She gives you the treasure regardless of whether you asked for a reward or not.
  6. Dire Boar x5 (Animal 5).
  7. Nereid (Fey 12), Nixie Prankster (Sorcerer 9, Fey 2), Giant Poisonous Frog x4 (Animal 2). On Normal difficulty, the Nereid has AC 23, 126 hp, Fort +11/Ref +17/Will +14 saves, DR 10/cold iron, spell resistance 21, and immunity to cold and poison. She also has a Beguiling aura, which activates each round to fascinate any creature that is sexually attracted to women within 30 ft. (DC 19 Will save to negate); Octavia, Linzi, Kalikke and Kanerah, and the male NPCs are affected. Surprisingly enough, a female main character is not—even if you're in the middle of multiple lesbian relationships.
    • The Nereid likes to summon a Huge Water Elemental (Outsider 10) and also likes to use Nereid Spray, which is a ranged touch poison attack that causes con damage and blindness. Like all other poisons, it is negated by Delay Poison, Communal (3). The elemental will disappear if the Nereid is killed. The Nixie Prankster is the same as the others in this area, but will cast her buffs including Displacement (3) and Greater Invisibility (4) on the Nereid. True Seeing (Cleric 5) can help your melee characters bypass these spells. Abilities that are not affected by spell resistance such as Octavia (as a Wizard)’s Telekinetic Fist or Regongar (as a Dragon Disciple)’s breath weapon are useful against the Nereid.
    • This can be a long battle, but it shouldn’t be a particularly difficult one as long as you’ve got a good tank (preferably one who isn’t sexually attracted to women, like Valerie or Ekun's dog). Ranged touch attacks like Scorching Ray or Kalikke/Kanerah's blasts will do significant damage to her if they beat her spell resistance. Since her beguiling aura may make it difficult for your melee characters to flank her, you may want to use Greater Invisibility (4) on your rogues.
  8. Greater Worg x2 (Barbarian 5, Magical Beast 4), Worg x3 (Magical Beast 4).
  9. I1) Cross the Ravine (Mobility DC 19 - 45 exp on success). I2) Cross the Ravine (Perception DC 0 to spot, Mobility DC 20 - 45 exp on success).
  10. Nereid (Fey 12), Nixie Trickster (Rogue 3, Fey 2, Sorcerer 1), Ferocious Hydra x3 (Animal 7). The Nereid is the same as the other Nereids. The Tricksters start out invisible and like to use Acid Splash to deal sneak attack damage.
  11. Fish Innards. A clue will appear as you approach (Perception DC 0). Place the Fish from the Silverstep Lake in this pile to summon an Ancient Wyvern (Dragon 15).
    • On Normal difficulty, it has AC 25, 233 hp, Fort +17/Ref +11/Will +14 saves, and it’s immune to sleep and paralysis. It makes six attacks: one bite at a +22 to hit (2d6+9 damage), one sting at a +23 to hit (1d8+9 damage), two talons at a +22 to it (1d8+9 damage) and two wing attacks at a +17 to hit (1d8+4 damage). It shouldn’t be that difficult a fight for a 7th-9th level party.
  12. Ivar. You get a moral choice as you approach (NG, CN, CE). If you select “2. So you’re the Dragon’s Voice, right?” you will get the chance to make another moral choice (LN, LE). If you read the letter at the house, you can talk about it (CG, N, CE moral choice). Ivar will leave after the conversation. This begins the Errand: The Lonely Hunter.
    • There are three ways to track Ivar after he leaves:
    • 1) Speak to Aysel in the Village and make a Diplomacy DC 19 check.
    • 2) After the conversation with Ivar, you can find 4 clues (Perception DC 0) beginning near the house near the entrance to the map and going north towards the northern exit. Make sure to click on each clue as they appear, as the second and fourth sets give you additional information and 45 exp if you pass secondary Perception checks (DC 21 and 24 respectively). The fourth clue reveals the Silverstep Grove if you succeed on the check.
    • 3) The next day after this conversation with Ivar, you will get a kingdom Project: Finding Ivar (30 BP, 14 days to solve). Complete it to discover the Silverstep Grove.
  13. Ferocious Worg (Magical Beast 4, Barbarian 3), Alpha Wolf (Animal 7), Dire Wolf x3 (Animal 5).
  14. Greater Dire Boar (Animal 5), Dire Boar x2 (Animal 5). The greater dire boar is stronger, even though all three are level 5 animals. But it's not that strong.
  15. Greater Tatzlwyrm x3 (Dragon 6), Tatzlwyrm x2 (Dragon 3).

Lake Silverstep Treasure
  1. 121 gold, Talon of the Wise (+2 agile kama).
  2. Log (Perception DC 18): Scroll of Acid Arrow, Exquisite Pearl, Jasper, Scroll of Bless, Silver Ring, Bloodstone, Scroll of Cure Light Wounds, Citrine, 4 gold, Agate.
  3. Potatoes, Vegetables.
  4. Locked Chest (Trickery DC 21): Potion of Fox’s Cunning, Scroll of Acid Arrow, 15 gold, Scroll of Bless, Butter.
  5. Fruits.
  6. Locked Chest (Trickery DC 22): 12 gold, Scroll of Cure Serious Wounds, Scroll of Cure Light Wounds, Scroll of Bless, Recipe: Grilled Silver Eel, Silver Eel x3.
  7. Scroll of Haste, Potion of Enlarge Person, 23 gold.
  8. Case (Perception DC 27, Trickery DC 25): Amulet of Natural Armor +2.
  9. 799 gold, Wand of Burning Hands (40 charges), Taldan Warrior’s Dog Tag.
  10. Potion of Aid, Scroll of Bless, Scroll of Cure Light Wounds, Potion of Shield of Faith, 2 gold.
  11. Log (Perception DC 19): Clear Quartz, Potion of Aid, 8 gold, Potion of Cure Light Wounds, Scroll of Cure Light Wounds, Scroll of Bless, Taldan Warrior’s Dog Tag.
  12. Token of the Dryad.
  13. Herbs.
  14. Hidden Locked Chest (Perception DC 18, Trickery DC 21): Scroll of Bless, Potion of Enlarge Person, Potion of Barkskin, Jasper, 11 gold.
  15. Stump (Perception DC 27): 2,000 gold.
  16. Satchel (Perception DC 21, Trickery DC 19): 5 gold, green quartz, Scroll of Acid Arrow, Scroll of Cure Light Wounds x2, Moonstone, Scroll of Scorching Ray, Agate.
  17. Scroll of Hold Person, 18 gold, Scroll of Bless, Onions.
  18. Hunter’s Letter. This letter contains a clue as to the puzzle at Location K.
  19. Light Shield +2.
  20. Scroll of Hold Person, Potion of Shield of Faith, 6 gold, Scroll of Cure Light Wounds.
  21. 5 gold, Scroll of Acid Arrow, Scroll of Cure Moderate Wounds, Jasper, Light Crossbow, Potion of Enlarge Person, Scroll of Cure Light Wounds, Peridot, Token of the Dryad.
  22. Taldan Warrior’s Dog Tag (Perception DC 7).
  23. Token of the Dryad (Perception DC 0).
  24. Stump (Perception DC 20): Scroll of Hold Person.
  25. Token of the Dryad (Perception DC 7).
  26. Fish from the Silverstep Lake. This is used at the pile of fish innards at Location K.
  27. Taldan Warrior’s Dog Tag (Perception DC 19).

I. Cave Entrance (Perception DC 22).

Cave Events
  1. Bandit Necromancer (Wizard 7), Bandit (Fighter 8), Bandit (Fighter 5), Bandit x3 (Rogue 4). The Bandit Necromancer likes to cast Enervation (4). He’s the only real threat here, so I recommend neutralizing him with a control spell. The Necromancer carries a Silver Eel, the 8th level fighter carries a Masterwork Longsword, the 5th level Fighter carries a Composite Longbow, and the rogues carry Composite Shortbows.
  2. Scary Box. If you examine the box, you have a number of options: 1) examine the exterior (Lore: Religion DC 26 - 240 exp on success), 2) detect magic, 3) pry off the lid with a crowbar (Athletics DC 22 - 67 exp on success, lose the crowbar), 4) search for a keyhole (Knowledge: Arcana DC 21 - 56 exp), and 5) pry the box open no matter how long it takes (16 hours pass). Options 3, 4, and 5 open the box, triggering the encounter at C, so I recommend keeping most of your party outside of the room and having your tank interact with the box.
  3. Dread Zombie Cyclops (Undead 12, Fighter 3), Zombie Lord (Undead 2, Fighter 1), Zombie x5 (Undead 2). The box will trigger an Ancient Curse trap (Will DC 22) in a 20 ft. radius around it, causing your characters to be shaken or frightened. I recommend using Remove Fear (1) in advance.
    • On Normal difficulty, the Zombie Cyclops has AC 25, 134 hp, Fort +10/Ref +7/Will +12 saves, DR 5/slashing, and undead immunities. It makes 3 attacks with its Greataxe at +20/+15/+10 to hit for 3d6+29 damage. It also has a bite attack at a +13 to hit for 1d8+9 damage. A decent tank should have a high enough AC to be able to ignore most of its attacks. The Zombie Cyclops carries a Greataxe +1. The Zombie Lord carries a Masterwork Scimitar. Report back to Lykka after killing the cyclops to complete the Errand: the Scary Box.
Cave Treasure
  1. Potion of Shield of Faith x2, 20 gold, Scroll of Acid Arrow, Scroll of Bless, Scroll of Cure Light Wounds.
  2. Pile of Notes (Perception DC 19).
  3. a) Locked Chest (Trickery DC 18): 621 gold; b) Scroll of Cure Light Wounds x2, Potion of Cat’s Grace, 4 gold, Potion of Cure Light Wounds, Scroll of Bless, Clear Quartz, Nuts.
  4. Potion of Aid, 24 gold, Scroll of Bless, Potion of Enlarge Person, Taldan Warrior’s Dog Tag.
  5. Cypress Queen’s Quill (Perception DC 0).
  6. Potion of Aid, Potion of Barkskin, Potion of Displacement, Potion of Heroism, Potion of Enlarge Person, Potion of Shield of Faith, Potion of Bull’s Strength.
  7. Locked Case (Perception DC 15, Trickery DC 28): Slicer (+2 Runic Mageblade Scimitar). This is a great weapon for Regongar.