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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

Game Basics

Movement in Area Maps

1. Area Maps

The “M” key will open up the area map within an area.

Unexplored areas of the map will not be revealed. The brighter area will show your area of light/vision. The golden rectangle is what is displayed on the screen. You can scroll the view in and out using the mouse wheel, both in the map window and in-game. Red busts are hostile NPCs, blue busts are friendly NPCs. Points of interest are marked with a red flag with a gold star. The shield icon will be placed near significant characters or objects.

The yellow loot bags are treasures that you have found but have not yet collected. You will get a chance to collect all of these en masse when you leave an area, as long as you click on them at least once.

The gold compass icon indicates exits to the current map and can represent exits to a different level of the area. They do not necessarily reflect exits to the world map. Many areas will have multiple different levels, each with their own map. I do not believe you can flip between the level maps absent mods.

You can turn off the loot icons, exits, points of interest, and significant figures/objects by left-clicking on the respective icon at the bottom of the screen.

2. Movement and Positioning

A. Selecting and Moving Characters

Most of the game is played in the various area maps. You interact with most characters and things by left-clicking on them.

You move your characters by selecting them and left or right-clicking on the map; characters can be selected by clicking on them or on their character portraits. You can select multiple characters by holding down the left-click button on the mouse and selecting an area, by clicking on multiple portrait icons while holding the shift key, or by hitting the “Backspace” key to select the whole party. If you move by right-clicking, you can control the orientation of your party by holding down the button and positioning them with the mouse. The game will naturally snap the icon to the nearest character. Hold the “Ctrl” button to disable snapping.

Selecting multiple characters by left-clicking and selecting an area.

Selecting the orientation of your party by holding the right-click button and orienting the party.

B. Character Portraits

A portrait for each active party member will be shown in the bottom. There are small icons on the right side of the picture that tell you what effects are on the party members. These include active spells such as Shield (Wizard/Sorcerer 1) or Bless (Cleric 1), active abilities such as Fighting Defensively or Power Attack, beneficial kingdom effects, and negative status conditions.

Mousing over the effects will show you how long they will last before they expire. Some effects will be labeled “permanent”. This doesn’t mean that you can’t get rid of them—only that they don't have a time limit and will not go away on their own. For example, ability score damage is “permanent” but can be removed with the Lesser Restoration (Cleric 2) spell and your characters will heal 1 point of damage each time they rest. Fatigue is "permanent" but can be removed on rest. Curses are likewise “permanent” but can be removed with a Remove Curse (Cleric 3) spell or potion.

You should remember to look at these every now and again to make sure your characters haven’t been hit with a negative condition that you need to deal with.

C. Lower-Left Icons

The lower left corner contains buttons that can open up windows or enable various game features.

You can select the icons on the first row to open up the Inventory, Character, Spellbook, Journal, and Map windows. These can also be opened with keyboard shortcuts, and these are discussed in the Character Information section.

The icon that is on the furthest right of the top row is the Rest button. This is discussed under the Resting section.

The icons on the lower row are the Menu, Inspect, Select All Characters, Formations, Stop, and Hold buttons.

  • Menu opens up the menu and has the same function as the "Esc" key.
  • Select All Characters will select all characters and has the same effect as the “Backspace” key.
  • Stop will cause all selected characters to stop moving and performing actions in combat.
  • Hold will cause selected characters to stop moving and to use ranged attacks in combat if they can.
    • Stop and Hold can be used when you need to position your characters in combat.
  • Inspect allows you to obtain more information about enemies by mousing over them or by right-clicking on them on the area map. Right-clicking will cause a window to pop up that provides information on the enemy.
    • You will get more information if any of your characters make the appropriate Knowledge or Lore check for the enemy. Characters attempt this check at the start of combat and whenever any enemy is killed.
    • You can also click on the line about the skill check in the chat log to find this information (if you track it down). This is also discussed in the Combat section.

  • Formations opens up the Formations window, where you can select between one of two preset formations or arrange your own. You can also arrange the positioning of animal companions and summoned dragons through the Formations window. Characters can be rearranged in the formation order by left-clicking on their portraits and moving them left or right in the bar.

D. Using Spells, Abilities, and Items

There are three sub-windows that you can open to select your character’s spells, abilities, and items.

The spellbook tab will display all of your character’s spells for that level. You can drag and drop the icon of your regularly used spells and abilities into one of the empty tabs above the character portraits or to the left of the screen for your convenience and cast the spells from there.

Cantrips are 0th level spells and can always be cast without using any spell slots. During the early stage of the game, Daze (0) is often Linzi’s (and other arcane spellcasters’) best option in combat, since it'll have a decent chance of negating an enemy's actions for the round. Octavia can be very effective with the Acid Splash (0) cantrip, since it involves a touch attack and lets her do sneak attack damage on any enemy being attacked by 2 or more melee characters.

You can right-click on a spell or ability icon to have it autocast in battle every round. Autocast spells will be displayed in the circle to the lower-left of the spell/ability tabs.

Certain spells can be cast in multiple different available options. For example, the Protection from Alignment (Cleric 1) spell can be cast for any of the alignments. If a spell has additional options, it will have a (^) at the top of the icon. You can click on the ^ to reveal the other options.

Clerics with a Bonded Holy Symbol and Wizards with an Arcane Bond Object can restore one used spell per day by selecting the symbol for the bonded object from these additional options. Clerics can also convert any of their spells to a cure or inflict spell of the same level.

The ability tab will list your different abilities. Some abilities are continuous once activated (like an Aasimar’s halo in the image below or the Fighting Defensively ability). You can activate those by left-clicking on the icon. Other abilities are active and must be clicked each time they're used (like Coup de Grace). Some equipment will give a character use of a spell or ability when equipped, such as the Blessed Signet ring, which allows use of the Bless (Cleric 1) spell 3 times/rest. These spells and abilities will appear under the ability tab rather than your spellbook, with the number in the upper right corner representing the amount of remaining uses before your next rest.

The belt tab lists the items that you put on the character’s belt. You can put scrolls, wands, potions, rods, lanterns, and pets (like Ember the red panda) in these slots. Some of these items (like Ember) must be activated under the abilities or belt tab to be used.