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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 3: Season of the Bloom - A. Capital: Tuskdale

H. Goblin Fort

I strongly recommend bringing Nok-Nok with you for this area, since this area advances his character story. Giving him the Dwarven Champion’s Helmet will make him death incarnate against goblins.

From the capital: 1) E x3, 2) S, 3) E x2, 4) S.

Hunting in this area during rest: Lore (Nature) DC 25.

People & Events

Most of the enemies in this area carry masterwork weapons or composite bows. I’ll point out any additional treasure of note. There are a fair number of alchemists in this area, and a few Resist Fire, Communal (3) spells will go a long way.

  • A. Freed Prisoners. They run toward you as you approach the tents. This triggers combat with the Goblin Sneak (Rogue 8), Goblin Horsereaper (Fighter 8), Goblin Sentry x5 (Fighter 2), Goblin Lynx Eye x2 (Fighter 4) at Location B.
    • Kesten and the guards are there to help, so this shouldn’t be a difficult battle.
  • B. Kesten. He will speak to you once the battle with the goblins ends (135 exp). You can make a moral choice (LG, NE) in how you choose to deal with the prisoners. You can also make a LE moral choice if you insist on killing all of the prisoners.
  • C. Goblin Sneakwhack (Rogue 10), Goblin Commando Commander (Fighter 10), Goblin Arch-chemist (Alchemist 7, Rogue 1). The Arch-chemist carries a Ring of Protection +1.
  • D. Spike Trap (Perception DC 24, Trickery DC 24 to disarm - 112 exp). It deals 8d6+5 piercing damage if triggered and if it hits. There are multiples of these traps.
  • E. Goblin Dogreaper x2 (Fighter 6), Goblin Soldier x3 (Fighter 3), Goblin Horsereaper (Fighter 8), Goblin Smart Eye x4 (Fighter 3). These enemies will attack if you trigger the trap at the nearby Location D. The goblins at Location G will get triggered if you approach the Smart Eyes to finish them off.
  • F. Stinking Cloud Trap (Perception DC 24, Trickery DC 24 - 112 exp). If triggered, it releases a Stinking Cloud (Fort DC 21). There are multiples of these.
    • If you’re having trouble with all of the goblins and have Delay Poison, Communal (3), it might be worth triggering it to give yourself an advantage.
  • G. Goblin Horsereaper (Fighter 8), Goblin Soldier x5 (Fighter 3), Goblin Smart Eye x2 (Fighter 3), Goblin Alchemist x2 (Alchemist 4, Rogue 1).
  • H. Prisoner. There are multiples of them. You can free them by clicking on the door or kill them by clicking on the hand icon. There's no plot penalty for either action.
  • I. Armed goblins and peasants. You can attack the goblins (NG moral choice) or remain hiding and let the goblins force the peasants to drink (CE moral choice). If you keep watching, you’ll get a second chance to attack them.
    • If you attack them, you’ll face: Goblin Roc Eye x2 (Fighter 4, Rogue 4) and Goblin Sneak x2 (Rogue 8).
  • J. Goblin Commando Commander (Fighter 10), Goblin Sneak x1 (Rogue 8), Goblin Roc Eye x3 (Fighter 4, Rogue 4), Goblin Soldier x2 (Fighter 3), Goblin Alchemist Master (Alchemist 6, Rogue 1).
    • If you didn’t fight the goblins at Location I, they will join in the combat here.
    • Additional enemies will spawn when you approach the Roc Eyes: Goblin Alchemist Expert (Alchemist 5, Rogue 1), Goblin Sneak (Rogue 8), Goblin Dogcutter x3 (Fighter 4), Goblin Roc Eye (Fighter 4, Rogue 4). The melee goblins will charge your squishies but can easily be stopped by a control spell or an off-tank.
  • K. Goblin Sneakwhack (Rogue 10), Goblin Roc Eye (Fighter 4, Rogue 4), Goblin Dogcutter x3 (Fighter 4), Dire Wolf x2 (Animal 5). Approaching the Roc Eye will likely trigger the group at Location L.
  • L. Goblin Sneak (Rogue 8), Goblin Horsereaper (Fighter 8), Goblin Roc Eye (Fighter 4, Rogue 4), Dire Wolf (Animal 5).
  • M. Tigni Jusmert. He’s the merchant from the Bridge over the Gudrin River. You have a number of options to deal with him: 1) free him (NG moral choice - 180 exp), 2) ask what you’ll get for freeing him (NE moral choice, Diplomacy DC 20 - 45 exp), or 3) leave him (NE moral choice).
    • If you speak to him before freeing the other prisoners, there will be a Perception DC 15 check - 18 exp).
    • If you pick the NE moral choice, he’ll tell you he buried something under the bushes in the Bridge over the Gudrin River. You get the same conversation if you decide to leave him first (NE moral choice) and then speak to him again, though it’ll be a CN moral choice the second time. If you return to that map, you’ll find a loot bag with 500 gold on the map near the bridge. You can free him or leave him (CE moral choice) after he reveals the treasure.
  • N. Drunken Goblins. They’re non-hostile.
  • O. Escaped Prisoners. They were given infected water by the goblins and let go. You can tell them to go to the militia camp (NG moral choice) or execute them (LE moral choice).
    • Clicking on the nearby foot symbol will take you down to the lower level.
  • P. Goblin Commando Commander (Fighter 10), Goblin Sneak (Rogue 8), Goblin Horsereaper (Fighter 8), Goblin Arch-chemist (Alchemist 7, Rogue 1), Ferocious Worg x2 (Magical Beast 4, Barbarian 3). The Arch-chemist carries a Ring of Protection +1. The Commander carries a Melted Shard of a Ring.
  • Q. Totem of Lamashtu. The goblin shaman is doing a ritual with prisoners. You can interfere (LG moral choice) or stay hidden and watch (CE moral choice). Regardless of which option you choose, the Shaman will run off and you’ll enter into combat against the nearby Goblin Commando Commander x2 (Fighter 10), Goblin Sentry x3 (Fighter 2), Goblin Sly Eye x5 (Fighter 2).
    • If you interfere: The prisoners won’t be infected. You can free the prisoners, leave them, or kill them (CE moral choice).
    • If you watch: The prisoners will be given infected water. You can free the prisoners, leave them alone, or kill them (LE or CE moral choice).
  • R. Goblin Sneakwhack (Rogue 10), Goblin Roc Eye x2 (Fighter 4, Rogue 4), Goblin Horsereaper (Fighter 8). They don’t get involved in the shrine fight unless you approach.
  • S. Blindness Trap (Perception DC 24, Trickery DC 24 - 112 exp). If triggered, the character will be hit with a Blindness (3) spell, save vs. Fort DC 21 or go blind.
  • T. If Nok-Nok is in your party, he’ll want to fight the chieftain alone. I strongly recommend allowing him to go for it, to advance his story. A storybook event begins if you agree. The dialogue ends if you refuse, and you won’t get the storybook event. There may be Charisma-based checks depending on your choices, so any spells, skills, or items that boost his Charisma skill checks like Eagle’s Splendor (2), Good Hope (3), or Prayer (3) will help. Tristan’s Blessing of the Faithful adds a sacred bonus on skill checks and stacks with other bonuses, but it likely won’t last long enough to be useful.
    • First page: You can 1) give an impassioned speech (Diplomacy DC 18 - 33 exp), 2) speak in goblin tongue (Bluff DC 18 - 33 exp), 3) don’t speak.
      • Succeeding on the Diplomacy or Bluff check gives Nok-Nok the opportunity to act; go to the second page.
      • Failure on either check or option 3 leads to the storybook combat on the fourth page.
    • Second page: Nok-Nok hides 1) on the roof of the nearest hut (Stealth DC 13 - 11 exp), 2) right behind the king’s back (Stealth DC 13 - 11 exp), 3) right in the cauldron.
      • The two Stealth checks lead to different options (and third pages) on success.
      • Failure on either Stealth check or option leads to the storybook combat on the fourth page.
    • Third page if he hid on the roof: Nok-Nok throws 1) a handful of straw, 2) a wasp nest, or 3) his shoe.
      • The straw and shoe are ineffectual and lead to storybook combat on the fourth page.
      • The wasp nest involves a hidden Dexterity DC 12 check (11 exp). If Nok-Nok succeeds, the storybook event ends and you gain 270 additional exp and the Stubborn Head helmet (+4 enhancement bonus to Dex, +3 natural armor bonus to AC, +4 to saves against death effects). Combat will begin against all enemies but the Goblin King. He doesn't have any particularly good gear, so you don't miss much from his absence. .
    • Third page if he hid behind the King: Nok-Nok 1) rips the crown off the King’s head (Trickery DC 12 - 11 exp), 2) tries to frighten the King (Intimidate DC 11 - 9 exp), 3) tries to be friends.
      • If Nok-Nok succeeds on either the Trickery or Intimidate check, the storybook event ends and you gain 270 additional exp and the Stubborn Head helmet (described above). Combat will begin against all enemies but the Goblin King. Nok-Nok starts with 7 ranks in Trickery and an +4 bonus to Dex, so he can’t fail the Trickery check unless you used a mod to respec him or have gone out of your way to lower his skills.
      • If Nok-Nok fails the Intimidate check, the King will give up and flee. You’ll still get 270 exp on failure, and the Goblin King will still vanish, but you won’t get the Stubborn Head.
      • If Nok-Nok tries to be friends, it leads to the storybook combat on the fourth page.
    • Fourth page - storybook combat: Nok-Nok 1) dodges the blows (Mobility DC 12 - 11 exp), 2) runs around the fire (Dexterity DC 12 - 11 exp), or 3) falls to his knees and begs for mercy.
      • Success on either check leads to the fifth page.
      • Failure on either check or choosing to beg ends the storybook event and actual combat begins.
    • Fifth page: Nok-Nok 1) insults the king (Intimidate DC 12 - 11 exp), 2) tries to distract the king (Bluff DC 11 - 9 exp), or 3) feigns death (Bluff DC 11 - 9 exp).
      • If you succeed on these checks, gain 270 exp and actual combat begins without the Goblin King, but you won’t get the Stubborn Head.
      • If Nok-Nok fails any of these checks, the storybook mission ends and actual combat begins with the Goblin King included in the enemies.
  • U. Goblin King (Fighter 4), Shaman (Cleric 14), Winter Wolf (Magical Beast 14), Goblin Sly Eye x3 (Fighter 2), Goblin Sentry x2 (Fighter 2). The Shaman likes to cast Summon Monster VI and Summon Monster VII, to summon Redcaps (Fey 8) and Dire Wolves (Animal 5), so I would recommend making him a priority target or using a wide-area control spell like Stinking Cloud (3). You gain 270 exp after the combat.
    • If you started combat from the storybook event, Nok-Nok will be ahead of the party. I’d recommend pulling him back at the start of combat since he’s pretty squishy.
    • On Normal difficulty, the Goblin King has AC 23, 60 hp, Fort +7/Ref +7/Will +5 saves, and makes two attacks at a +13 and +8 to hit for 1d4+7 damage. He carries a Masterwork Shortsword, Light Shield, Shortbow, and Breastplate. It seems goblins don't choose their leaders by combat ability, since he's pretty low level.
    • The Shaman has AC 30, 175 hp, Fort +15/Ref +13/Will +12 saves, and is immune to poison, death, ability score damage, drain, paralysis, difficult terrain, being slowed, entangled, staggered, immobilized, and petrified. He carries the Taldan Spur, Longshank Bane (+1 spear with bane against most humanoids), Breastplate +2, Belt of Physical Form +4, and Paragon of Winter (a ring that grants cold resistance 30 and vulnerability to fire). I don’t think the ring's very useful, since Resist Energy (2) gives the same effect at caster level 11 and since fire vulnerability is dangerous.
    • The Winter Wolf has AC 26, 203 hp, Fort +17/Ref +14/Will +7 saves; it’s immune to cold but vulnerable to fire. It makes a bite attack at a +23 to hit (which is reduced to +19 w/ combat expertise) for 1d8+13 damage. It likes to start combat with a Cold Breath for 14d6 cold damage (Reflex DC 17 for half). Resist Energy, Communal (Cold) can help if you don’t simply lock it down with control spells. The Cold Breath will also hit the enemies and may well kill off most of the goblins. It can be skinned for a Worg Pelt (30 gold) with a Nature DC 23 check.
  • B2. Four enemies will burst out near Kesten. These are a random combination of Primal Manticores (Magical Beast 9), Ferocious Wyverns (Dragon 7), and Ferocious Owlbears (Magical Beast 14). They emerge from two Guards and two Prisoners rather than any Freed Prisoners, so there’s no real penalty for freeing them from the cages at Location H. Speak to Kesten to progress (180 exp).
    • Kesten insists on going to find the source of the infection, Lamashtu’s womb, but there’s concern that your guards aren’t strong enough to defend the capital. At this point, you need to make a choice and decide whether to follow him or return to your capital.
    • If you follow Kesten to the Womb of Lamashtu, he’ll survive and Jhod will die. If you return to the capital now, Jhod will survive and Kesten will die. There used to be a bug where you could save them both (which you may hear about on the internet) but it’s since been fixed. According to the Internet, Keston (and Jhod, I assume) will return after being resurrected after Act 6, as of version 1.10. I haven't verified if this is true.
    • The only way to save both of them is if you’re Lawful and order Kesten to return to the capital. This is one of the three special Lawful choices needed for the Achievement: In the Name of the Law. If you’re not Lawful but are willing to burn a respec or two, you can go to Anoriel in the capital tavern after this battle, but before speaking to Kesten, turn Lawful, and return.

Treasure
  1. a) Token of the Dryad, b) 141 gold, Green Quartz x6, Potion of Fox’s Cunning, Edible Moss x3, Shambletus x2.
  2. 154 gold, Robe of Air, Potion of Enlarge Person x2, Melted Shard of a Ring.
  3. Masterwork Shortbow, Energy Source (a ring that allows 2 additional channel energy/day), Potion of Barkskin, Token of the Dryad.
  4. Box (Perception DC 22): Scroll of Fireball x2, Scroll of Haste, Scroll of Hold Person, Shard of Knight’s Bracers.
  5. Potion of Heroism, Potion of Bulls’ Strength.
  6. Box: Mother’s Warmth (+2 keen, flaming, finesse wielding kukri). This is a great weapon for Nok-Nok.
  7. Taldan Warrior’s Dog Tag (Perception DC 7).
  8. Box (Perception DC 22): 242 gold, Gold Ring x3, Exquisite Pearl x4.
  9. Taldan Warrior’s Dog Tag.
  10. Locked Box (Trickery DC 24): Potion of Cure Serious Wounds x2.
  11. Taldan Warrior’s Dog Tag (Perception DC 7).
  12. Rice x5.
  13. Locked Box (Perception DC 22, Trickery DC 18): Potion of Heroism, Potion of Cure Serious Wounds, Scroll of Cure Serious Wounds.
  14. Herbs. There are multiple of these.
  15. Bracers of Armor +4.
  16. Token of the Dryad.
  17. a) Box (Perception DC 24): Clear Quartz x10, Jasper x5, Bloodstone x6; b) Dogslicer +1.
  18. a) Scroll of Haste, Scroll of Fireball, Soft Cheese x2; b) Fruits x4.
  19. Wand of Stinking Cloud (4 charges).
  20. Fowl x3.
  21. Taldan Warrior’s Dog Tag.
  22. 96 gold, Peridot x2, Moonstone x5.
  23. Trapped Box (Perception DC 22, Trickery DC 22 - 36 exp): Vest of Hundred Pockets (+2 studded leather armor, +5 competence bonus to Trickery checks), Masterwork Longbow, Masterwork Dagger, Composite Longbow. If triggered, it results in a Fireball (3) spell (Reflex DC 16 save) for 5d6 fire damage.
  24. Locked Chest (Perception DC 26, Trickery DC 24): Mother’s Care (+2 keen, frost, finesse wielding kukri). This is also a great weapon for Nok-Nok.
  25. Torag’s Pendant.
Leaving the Area

You have a choice between returning to the Capital or heading off to find the source of the problems. As discussed above, Jhod will die if you go to the source while Kesten will die if you head back to the Capital, unless you were able to convince him to head back by taking the Lawful choice. Whichever choice you take, I recommend resting at least once before entering the next area.

You should take Jubilost with you when you go to investigate the source of the problems. If he’s not in your party, you can swap him in using the Group Manager while on the world map.