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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

North Narlmarches: Waterlogged Lowland

From Nettle’s Crossing: 1) NW and 2) W. From Oleg’s Trading Post: 1) S, 2) SE x3, 3) W. As with all newly revealed areas, you will need to go backwards after passing the area in order to get the crossroad/path to appear.

This is a storybook event. If you decide to turn back, you can return to the storybook event at the same point that you left. This lets you save and reload if you wish to cheese this encounter. Unequipping characters’ armor and shields can help with the Mobility/Athletics skill checks.

  1. First page: You can 1) explore or 2) turn back. Pick option 1 to advance to the Second page.
    • Turning back returns you to the world map. You can reenter at any time.
  2. Second page: You can: 1) examine the surroundings; 2) move forward; 3) have the party advance, connected by ropes (Lore: Nature DC 15 - 18 exp); or 4) turn back.
    • Examining the surroundings (option 1) gives flavor text. Option 4 returns you to the world map.
    • Option 3 costs you a rope but lets you advance to the Fourth page safely on success.
    • Picking option 2 or failing on the Lore: Nature check advances to the Third page.
  3. Third page: One party member struggles in the swamp: 1) quickly rescue them or 2) form a living chain (Athletics DC 14 - 13 exp). I think the character who struggles is the character with the lowest Con.
    • Option 1, advancing forward, forces the character to make a Fortitude DC 15 save (18 exp). Failure causes the party to be sickened for 2 days (-2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Success causes one character (the rescuer) to be sickened. I think the rescuer is the character with the highest Con. Advance to the Fourth page.
    • If you pick option 2, the one character will be sickened for 2 days if they fail the Athletics check. Advance to the Fourth page.
  4. Fourth page: The party reaches a mud hut. You can: 1) examine clay figurines (Knowledge: World DC 17 - 28 exp) for flavor text; 2) peek inside the hut; 3) move forward; or 4) turn back.
    • Peeking inside the hut (option 2) will get you a Shortsword, Leather Armor, and 137 gold.
    • Move forward (option 3) to advance to the Fifth page.
    • If you're playing a Good character (who's opposed to Evil idols), I strongly recommend turning back (option 4) for now and returning later, after you have access to 3th level Cleric spells.
  5. Fifth page: A thicket of branches fills the path behind. You can: 1) run forward (Mobility DC 22 - 22 exp); 2) draw swords (Strength DC 15 - 18 exp); or 3) run forward, waving torches.
    • Success on options 1 or 2 advances to the Sixth page.
    • Failure on either options 1 or 2 or picking option 3 advances to the Sixth page but causes all of your party members to take damage.
  6. Sixth page: A gigantic dry tree. You can: 1) examine the idol (Lore: Religion DC 15 - 18 exp); 2) destroy the idol (LG moral choice); or 3) leave (N moral choice).
    • If you pick option 1 and succeed, you'll get a new conversation option and the opportunity to eat a mysterious dragonfly (CE moral choice). If you choose to eat it, make a Fort DC 18 check (177 exp on success, 54 exp on failure). If you fail, the main character is struck by Swampseer Poison and takes Wisdom damage; succeed and you aren't poisoned. Regardless of whether you succeed or fail, you will get an Emerald, which can be sold for 500 gold. You will need one for a later quest, so I would recommend holding onto it in your Stash instead of selling it. That said, you may want to sell it if you need the money, since this isn’t the only place to get one.
    • Option 2, destroying the idol (LG moral choice), gets you 27 exp; however, each active character will get the Curse of Feeble Body (-2 penalty to Con). This can be cured by the Remove Curse (Cleric 3) spell or potions of remove curse which Bokken sells for 750 gold—which are prohibitively expensive for now. If you want to destroy the idol, I would strongly recommend leaving at the Fourth page and returning later. You can also go into the difficulty in the options menu and turn on “Remove negative effects on rest” to get rid of the curse.
    • Picking option 3 and leaving at this stage will close the event and prevent you from returning.
    • I’d recommend you go with whatever choice you want. The Emerald and exp are nice this early in game, but they're pretty trivial within a few levels and you'll have other opportunities to get an Emerald in the future. If you’re playing a Good character and want to clear curses/idols to evil gods from your land for story reasons, then destroy the idol (but only after you have access to 3rd level cleric spells). If you don’t care, then go for the minor monetary/experience advantage.

Don’t forget to reequip your characters with their armor/shields if you took them off to help with skill checks!