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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 1: Stolen Land

G. Technic League Encampment

From Thorn Ford: 1) W, 2) NW, 3) W, 4) SW.

Hunting in this area during rest: Lore (Nature) DC 16.

You can either go North or West from the starting point of the map. I recommend heading North for a closer approach to the prisoners when combat begins.

Events
  1. Archer (Warrior 3) and Swordsman (Fighter 3).
    • If you sneak up on the Archer when he’s at the right-most part of his patrol, just after he’s turned around, you can fight him without triggering the sleeping Swordsman. If one of your companions was captured, you can free her/him at this time.
  2. Regongar and Octavia. They are two additional prisoners of the Technic League. Freeing them will trigger the enemies at Location C, so it’s better to free them after you start combat.
  3. Kalannah (Wizard 3), Technic League Mage x2 (Wizard 3), Technic League Archer (Warrior 3), Technic League Swordsman (Fighter 3). A number of these enemies may be sleeping if it’s nighttime. If you attack during the day, a portion of these enemies may wander off to the Southwest after a short discussion, if you wait, causing them to miss the 1st round of combat.
    • The Mages will cast Cause Fear (1) on melee characters. Kalennah will cast Summon Monster II (Wolf) and Summon Monster I (Dog). These summoned monsters appear to be bugged and will attack the other Technic League enemies. Don’t focus on them since they aren’t worth exp and will only last 3 rounds before disappearing. Control spells like Grease (1) can slow down the larger group of enemies and allow you to handle them a few at a time. I would recommend starting combat by casting a control spell such as Grease (1) on the enemies before freeing Regongar and Octavia, who will join you against the Technic League enemies. This is an easier battle than the Technic League ambush because you’ll have the opportunity to prepare and get the first strike.
    • The Mages each have a Masterwork Estoc and a level 1 Scroll. The Archers have Masterwork Longbows and one carries Chocolate. If you kill Kalannah, you can loot her body for: a Headband of Vast Intelligence +2, a Wand of Expeditious Retreat (15 charges), a Light Crossbow, and a level 1 Scroll. This is good gear for this stage of the game, but nothing to really write home about.
    • After the battle, Kalennah will ask for mercy. For the "best" ending for Regongar and Octavia, you should spare her (NG moral choice). Octavia and Regongar will offer to join your party, and you should accept! They will start off at full health.
      • Since you can only have 6 characters with you at a time, you will have to send some of the NPCs back to Oleg’s. Regongar is a melee fighter who can become a decent tank/off-tank as he levels. Octavia does ranged DPS and can sneak attack flanked enemies with her cantrips: Acid Splash, Jolt, and Ray of Frost. Octavia can learn spells from scrolls, so you may want to teach her spells from any arcane scrolls in your inventory now.
      • I would recommend keeping Valerie around if she is your main tank and Linzi to unlock chests. Although Octavia has a higher bonus to her Trickery skill, Octavia is a significantly weaker character than Linzi until you can give her the Precise Shot feat at level 3. Linzi also likely lacks that feat, but Linzi contributes a lot to the party at level 2 with her bard songs, heal spells, and the Daze (0) cantrip, even if she can’t hit crap.
      • I would recommend picking the remaining party members from Amiri, Regongar, Jaethal, and/or Harrim. Amiri will likely have the highest Lore: Nature, which is useful for hunting. Regongar has the highest strength and is good for carrying gear and is also a useful off-tank when he uses the Shield (1) spell. Jaethal can heal and is immune to poison and fatigue. Harrim will be the best healer of the party, but he's a significantly weaker melee attacker than the others.
Treasure
  1. Locked Chest (Trickery DC 10): Scroll of Bane, 13 gold, Potion of Mage Armor, Potion of Reduce Person.
  2. Silver Inkwell, Artificial Flower, Shining Shell, 11 gold, Rice x5, Potatoes.
  3. Flour x4, Milk x3, Butter x2, Eggs x2, Onions.
  4. Chainshirt +1, Book: “Shadows of Absalom”.
Leaving the Area

This is a good time to return to Oleg’s if you haven’t already. I recommend stopping by the Boggard Hunting Grounds on the way.