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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

I. Return to the Capital

For some reason, it’ll always be dark/nighttime when you enter the map, even if it’s noontime. What can I say, lighting in the Stolen Lands has a dramatic flair. If you’re carrying treasure from the Goblin Fort, I recommend dumping it at the beginning of the area if it’s slowing you down. You’ll be able to sell it later, but there’s no point in carrying around dead weight in combat.

In this area, some of the NPCs will be replaced by a random Bloom Monster; these will be one of: an Owlbear (Animal 14), a Ferocious Wyvern (Dragon 7), or a Primal Manticore (Magical Beast 9). Although they’re just called Owlbears on this map, they have the same stats as the Ferocious Owlbears you previously encountered.

Many of the enemies here have the word Dweomer in their name. They have cold and electricity resistance 10 and spell resistance based on their hit die. As always, Primal monsters have a permanent Blur (2) effect.

People & Events
  1. Delia. She’ll tell you about the situation in the Capital. You can heal her (LG moral choice - 103 exp).
    • If you came here after saving Kesten at the Womb of Lamashtu, the encounter at Event L will trigger as soon as this conversation ends.
  2. Dire Venomwolf x2 (Animal 5). One of the guards in the area will be replaced by a Bloom Monster after a few seconds.
  3. Owlbear x2 (Animal 14), Yellow Dweomerwyvern (Dragon 7), Ferocious Wyvern (Dragon 7), Yellow Dweomanticore (Magical Beast 6).
    • The Yellow Dweomerwyvern has spell resistance 19 and the Dweomanticore has spell resistance 18. They shouldn’t be particularly challenging for a 9th level party. The Dweomanticore can be skinned with a Lore: Nature DC 22 for a Manticore Pelt (32 gold), while the Dweoamanticore and Dweomerwyvern can be skinned with a Lore: Nature DC 23 for Owlbear Pelts (32 gold) and Wyvern Scales (37 gold).
  4. Quickhydra (Magical Beast 5). Triggering this enemy triggers the enemies at Locations E1 and E2.
  5. E1. Quickbear (Magical Beast 5), Black Dweomerowlbear (Magical Beast 14). E2. Quickbear (Magical Beast 5), Quickhydra (Magical Beast 5).
    • On Normal difficulty, the Dweomerowlbear has AC 21, 175 hp, Fort +17/Ref +14/Will +7 saves, spell resistance 22, cold and electricity resistance 10, and it makes 3 attacks at a +22 to hit: a bite for 1d8+20 damage and two claws for 1d6+20 damage. I recommend using will-based control spells like Hold Monster (5) or Overwhelming Grief (4) to deal with it.
    • The Quickbear can be skinned (Lore: Nature DC 22) for a Bear Pelt (25 gold), while the Dweomerowlbear can be skinned (Lore: Nature DC 26) for an Owlbear Pelt (32 gold). They’re not particularly valuable.
  6. Marauders. They’re looters. You have a large number of ways to deal with them (LG, CG, CN, NE, LN, LE, N, CE moral choices). If you demand the loot (NE moral choice), gain 3,400 gold. The LN and LE options lead to combat.
    • Marauder x2 (Fighter 8), Marauder x4 (Rogue 7), Marauder (Alchemist 7), Bandit (Rogue 8). The Bandit starts off invisible/stealthed (Perception DC 60 to spot). They carry Composite Shortbows and Masterwork Longswords. The Bandit carries a Light Mace +2 and Ring of Protection +1.
  7. Verdel. He wants you to help a guard trapped under a monster corpse. You can help (CG moral choice) and/or heal the guard (NG moral choice - 36 exp) or leave (NE moral choice). You can heal the guard (NG moral choice) with either of the other two options.
    • Verdel will also act as a store. This is a good opportunity to sell any loot you may be carrying from the Goblin Fort.
    • He’ll disappear once you select “[Leave] I have to go,” but he’ll stick around if you end the conversation by visiting his store. Make sure you sell everything you want to sell (including pelts) before letting him leave.
  8. Purple Dweomerowlbear (Magical Beast 14), Red Dweomerwyvern x2 (Dragon 7), Bloom Monsters x2.
    • On Normal Difficulty, the Purple Dweomerowlbear has 21 AC, 175 hp, Fort +17/Ref +14/Will +7 saves, spell resistance 22, and cold and electricity resistance 10. It makes 3 attacks at +22 to hit: a bite for 1d8+20 damage and 2 claws for 1d6+20 damage. It also has a permanent Mirror Image (2) effect. The Cleric spell True Seeing (5) can bypass that spell, but that may not be necessary as there are a lot of NPC guards around, who can help brute force the spell away. It can be skinned with a Lore: Nature DC 26 for an Owlbear Pelt (32 gold).
    • The Red Dweomerwyverns have spell resistance 19. They like to use Burning Arc (2) for 3d6 damage. They can be skinned with a Lore: Nature DC 23 for Wyvern Scales (37 gold).
    • Elina will appear after this battle at this location. There are moral choices if you speak with her (LG, N, CN, NE). If you pick the NE choice, get 1,980 gold.
  9. Venomhydra x2 (Magical Beast), Venomanticore (Magical Beast 6). These enemies start off concealed. The spells See Invisibility, Communal (3) or True Seeing (5) will let you target them (though characters who can’t see them will still face penalties).
  10. Ferocious Owlbear x2 (Magical Beast 14), Ferocious Hydra (Magical Beast 7), Ferocious Wyvern (Dragon 7). A Citizen will turn into a Bloom Monster shortly afterwards.
  11. Hyland. He’s the captain of your guards (in case you forgot who he was, like I did). You can make a LN or CN moral choice while talking with him. The Greater Primal Owlbear at Event L will appear when you end the conversation.
  12. Greater Primal Owlbear (Magical Beast 22). On Normal difficulty, it has AC 30, 451 hp, and Fort +29/Ref +17/Will +10 saves. It makes 3 attacks at +29 to hit (after applying -6 power attack): a bite that deals 2d8+26 damage (with power attack) and 2 claws that deal 2d6+26 damage (with power attack). The owlbear will be closer to your throne room and already attacking the guards if you came here after visiting the Womb of Lamashtu.
    • It doesn’t have any special abilities or buffs and is just a really strong animal with high hp, so it’s not that difficult if you have a strong tank supported by buffs and a few characters with high DPS.
    • You might be able to knock it down if you’ve got a dedicated conjurer with Heightened Grease (1), but your best bet for control spells are those that target Will like Overwhelming Grief (Bard 3/Wizard 4) or Hold Monster/Constricting Coils (Cleric/Wizard 5)
    • It can’t be skinned, but it carries Bracers of Armor +5, which it was somehow equipping. Funny enough, everyone including small characters like Nok-Nok can use them just fine. Maybe it was using them as toe rings.
    • Jhod (and Kesten if you forced him to return with the Lawful choice) will appear after the battle.
  13. Jhod (and/or Kesten). If you came here after saving Kesten at the Womb of Lamashtu, Jhod will be gravely injured and will die when you speak to him (NG, CN, NE moral choice). And no, you can't cast raise dead on him. You can find a Longbow +1 and a Breastplate +1 on Jhod's body (thanks Umbrahunter13 for reminding me I forgot to add it!). Speak to him for 180 exp. He’ll heal your party to full if you ask (including Jaethal) if he’s still alive. As stated in the prior page, whichever of these two dies will later return to you after being resurrected (unconfirmed).

Treasure
  1. Sickle +2 (Perception DC 15).

Each dead NPC guard will carry a Longsword, Heavy Shield, and Chainmail, which can be sold for a total of 46 gold, so you could wait for all of them to get killed if you want to maximize gold generation. Personally, I like playing a Good character/ruler and try to keep as many of them alive as I can. Either way, you might as well loot all the dead guards you meet, since it’s not like you can give that gear to new guards.

Leaving the Area

If you came here immediately after the Goblin Fort, you’ll want to head to the Womb of Lamashtu next. I recommend taking Jubilost with you when you go, because there’s a minor connection to his story (it’s really minor and not in any way mandatory) and because he’s got useful abilities. If he’s not in your party at this time, you can swap him in using the Group Manager while on the world map.

If you came here after completing the Womb of Lamashtu, Hyland will open the path to the throne room after you speak with Jhod. Enter the throne room to proceed to Act 3: After the Season of the Bloom.