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by kimagure

Table of Contents

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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


1. Banquet Hall

The game begins in the banquet hall of Lady Jamandi Aldori. You can speak to various NPCs. There is otherwise nothing to find here. Exit to the southeast to continue.

2. Jamandi Aldori's Mansion

  1. Once you regain control, you will encounter an Assassin who you will need to fight one-on one. This is a very easy encounter and can be resolved through straight melee combat/cantrips. Even an arcane spellcaster can win by casting Mage Armor (1), turning on Fighting Defensively, and hitting him with your cantrips. The only character that may have any problem with this would be an Ecclesitheurge Cleric.
  2. Linzi will lead you to an encounter with 2 Assassins. They are as weak as the first one. You will be joined by Linzi (Bard 1) and Tartuccio (Sorcerer 1). Linzi will be at full health after this battle, no matter what damage she may have taken. Tartuccio will give you Tartuccio’s Present, a ring that gives you a +1 deflection bonus to AC. You can equip it for now. Linzi can benefit from equipping a chain shirt or a studded leather armor looted from an Assassin for now, since there aren’t many skill checks in the prologue, though you’ll probably want to go back to leather armor after the prologue.
    • You can adjust your party’s marching order through the Formations button in the lower left corner. It’s worth adjusting this each time you get a new character or adjust your party composition.
  3. 2 Assassin Bowmen and 1 Assassin. This is a more difficult battle, given that two of them are ranged attackers.
    • Have your tank/melee character go in first or use a crowd-control spell to limit the enemies’ attacks. If your main character is not a tank or a melee fighter, you’re best off giving Linzi a dagger and having her act as the tank while you and Tartuccio use offensive spells or cantrips if you have them. Cantrips are preferable to a crossbow at this stage since they are ranged touch attacks and more likely to hit (given the -4 penalty for shooting into melee). However, they will do less damage.
  4. Amiri (Barbarian 1) and 3 Assassins. This is an easy encounter because of Amiri. She will not join your party at this time.
  5. Skill check (Dex DC 7). There will be an encounter with 1 Assassin and 1 Assassin Bowman. This can be a challenging encounter if you have no melee attackers. Use spells and scrolls if necessary.
  6. This door requires a Trickery DC 1 check to unlock. Swordlord Jamandi needs better locks. Inside, you’ll get a choice regarding whether to take equipment from the Armory. You can also take the guards’ salaries (210 gold) if you wish. During the discussion, Tartuccio suggests that you can take the money to safeguard it from the invaders instead of taking it for yourself, and you can. You don't need to worry about being locked into a moral choice by taking the money, since the game will let you explain later. Regardless of what you choose, you won't actually be able to keep the money. Your choices here affect dialogue options and the story later. You need to take the Watchkeeper’s Key to advance to the next area.
  7. You will meet Jaethal in a trap-filled hallway. There are 3 traps in this hallway.
    • You can either have Jaethal walk forward and trigger all the traps (she will not take damage but you will not get exp) or have Linzi disarm the traps (Trickery DC 10 - 9 exp). Your characters must notice the trap by getting close and making a Perception check before it can be disarmed. Each character gets one chance to make this check.
    • Traps can be disarmed by left-clicking in the trap area with the relevant character. If you have multiple characters selected, all of the other characters except for the character with the highest value in Trickery should stop moving, while the disarming character will approach and attempt to disarm the trap. If your other characters keep moving, that means that you clicked in the wrong place. A character who fails to disarm a trap can try again unless their roll is so low that they accidentally trigger the trap. In contrast, each character will only get one try to unlock a locked chest, until they add more ranks into that skill.
  8. 2 Assassins.
  9. 1 Assassin Bowman and 2 Assassins. Kaessi (Kineticist 1) joins and helps you in this fight as a NPC. Harrim (Cleric 1) is there too, but he’s just lying on the floor, depressed. You can make a DC 15 Diplomacy or Intimidate check (18 exp) to remind him he’s unharmed. The Banded Mail from the armory is a good armor upgrade for him.
  10. Hidden switch (Perception DC 1). This opens the door to a hidden room.
  11. Errand: A Secret Room. There are two secret doors that unlock when the statues are activated in the correct order. This is easier to do if you split your party and send at least one group to each room.

    • The solution is: First Door: 4, 5, 1; Second Door: 6, 1.
  12. Ooze. This enemy won’t reveal itself if you don’t completely enter the room. You can get the treasure without triggering this encounter by simply right-clicking on each of the clickable objects. However, it’s an easy fight and easy exp as long as you make sure the melee characters go first, so you might as well fight it.
  13. Approach Kesten to advance the plot. You don’t actually advance until you enter the burning doorway, which begins an Illustrated Book Episode (storybook event). These are like skill challenges in a tabletop game and involve choose-your-own-adventure style choices with skill checks. Harder DC checks means more experience (though the experience difference in the first one isn't big enough to be worth the added difficulty at this level). Unequip your characters' armor/shields if you want to make the Athletics and Mobility checks easier. Just remember to reequip them afterwards.
    • First page: As you approach the doorway: 1) drench yourself with water, 2) try to find a less dangerous passage, 3) cover your mouth and nose and rush inside.
      • Drenching yourself with water (option 1) will decrease the difficulty of checks on the Third page.
      • Trying to find a less dangerous path (option 2) will increase the difficulty of checks on the Third page.
      • Rush inside (option 3) to advance. You will go to the Second page if you looked for a less dangerous passageway (option 2) and go to the Third page if you didn't.
    • Second page (if you tried to find a less dangerous passage): A flaming wall collapses: 1) dart away (Ref DC 11 - 9 exp); 2) run forward (Mobility DC 12 - 11 exp); 3) Someone supports the wall (Athletics DC 12 - 11 exp); or 4) one party member takes the blow.
      • Failing the checks cause your party to take damage.
      • If you select option 3, you'll have to pick one character to try the check. Jaethal has the highest Athletics score, unless your main character focused on Athletics.
      • If you select option 4, you'll have to pick one character to take the blow. I think there's a hidden Reflex save to reduce the damage. Linzi has the highest bonus, unless your main character is very limber.
    • Third page: Valerie is trying to save guards: 1) rush to save the guards (Athletics check) or 2) convince her to abandon the guards (Diplomacy check). This choice has consequences later. I recommend saving the guards to get the "best" ending for Valerie; I don't believe it's absolutely necessary, but it helps.
      • If you didn't try to find a less dangerous passageway and drenched yourself with water on the First page, option 1 is an Athletics DC 9 (9 exp) and option 2 is a Diplomacy DC 10 (9 exp). If you didn't drench yourself with water, option 1 is an Athletics DC 15 (18 exp) and option 2 is a Diplomacy DC 16 (22 exp).
      • If you tried to find a less dangerous passageway and drenched yourself with water on the First page, option 1 is an Athletics DC 13 (11 exp) and option 2 is an Diplomacy DC 14 (13 exp). If you didn't drench yourself with water, option 1 is an Athletics DC 19 (45 exp) and option 2 is an Diplomacy DC 20 (45 exp).
      • Failing the Athletics check causes your party to take damage.
    • Valerie will join your party after you complete this event. Make sure to rearrange your formation to put her at the front, since she's a tank.
      • I recommend having Valerie use a heavy shield rather than a tower shield before level 3 or so. While this will reduce her AC, it will also improve her attack bonus and significantly decrease your carrying weight. You can put the Tower Shield in your Stash once you reach the next area, so you don't have to lug it around everywhere you go.

  1. Longbow, Dagger, Bloodstone, 12 gold.
  2. Incense, 2 gold.
  3. Old Map of Avistan, Book: “The Curse of Ancient Iobaria”, 14 gold.
  4. Copper Ring, 4 gold.
  5. Heavy Mace, Hide Armor.
  6. a) 8 gold; b) Tian Xia Ink, 4 gold.
  7. a) Trout x2; b) Butter x3, Fowl x2, Edible Moss x3, Book: “Cooking Almanac of the Inner Sea”.
  8. Silver Ring, 35 gold.
  9. a) Composite Longbow, Masterwork Light Mace; b) Tower Shield; c) Banded Mail; d) Breastplate; e) Watchkeeper’s Key; f) 210 gold.
  10. Carved Beads, 4 gold.
  11. Fauchard, Chainmail.
  12. Scroll of Bless, Scroll of Shield of Faith.
  13. Masterwork Longsword, Gold Ring.
  14. a) Rusty Horseshoe, 7 gold; b) Silver Disk, 3 gold.
  15. a) Carved Figurine, Decorated Scabbard, Shining Scale, 13 gold; b) Silver Chain, Wooden Plate, 2 gold; c) Carved Beads, Silver Medallion; d) Old Map of Avistan, Wooden Mug, Silver Chain, 5 gold; e) Citrine, Agate, Potion of Remove Blindness.
  16. a) Shining Scale, Carved Urn, 10 gold; b) Tian Xia Ink, 5 gold; c) Wand of Magic Missile (11 charges), Masterwork Nunchaku.
Leaving the Area

You will get the chance to take anything you didn’t pick up before you leave this area. Take everything you want to keep since you won’t be able to return here once you leave. You should definitely take the breastplate and at least one chainmail armor, but you can ditch most of the rest of the armor since it's not worth the weight. I would recommend ditching any armor/heavy weapons that take you past moderate encumbrance (especially leather armor or hide armor which are nigh worthless). Don’t bother to bring the second Tower Shield, unless your main character is also Tower Shield fighter.

3. Banquet Hall (Revisited)

There is a large-scale combat already in progress when you enter. This isn't a very difficult combat since you get a lot of allies. The Assassin Leader has the following loot: Bracers of Armor +1, Potion of Barkskin, Alchemist’s Fire, Acid Flask x2. The Frost Giant has a Greataxe and Chainshirt. Speak to Jamandi to end the Prologue and continue on to Act 1.

Pick up all the loot you want before you speak to Jamandi, since you won't be able to return to the Mansion after this conversation. I would also recommend unequipping your companions with any particularly nice equipment you may have given them (such as masterwork weapons or the Breastplate), as you will only keep 2 of these companions at this time. You'll have found a lot of armor in this area; drop anything that would take you into heavy encumbrance. The sale price of most of the armor isn’t worth the weight and carrying it will just slow you down and waste time.

You might want to unequip Tartuccio’s Present before speaking to Jamandi, since he’s trying to set you up, but it makes no actual difference to the game. The companions you get will depend on your conduct and your choices in the conversation with Jamandi, and they map to: Linzi – Good, Valerie – Lawful, Jaethal – Evil, Harrim – Chaotic. You will always get Amiri as a companion. If you took the money from the treasury, you will be required to give it up at this point.