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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

Traveling in the Overworld Map

Resting, traveling, and developing your kingdom all take in-game time and advance the calendar—and time is one of the most precious resources you have in the game. This walkthrough should leave you with upwards of 70+ extra days by the end, but it’s still best not to waste time.

1. Traveling on the Overworld Map

You can travel between areas on the overworld map by either clicking on the arrow in the direction you want to travel or by clicking directly on a location or cross-road. The party will attempt to go there using the most direct fully explored route. However, the route may not be the most direct route depending on which routes you’ve explored. After your party starts moving, you can stop them by hitting the “Spacebar” key, and you can resume their travel by clicking on an arrow or hitting the “Spacebar” again.

The party will reveal parts of the roads a bit of a distance from their current location as you travel. Your active party members will make a hidden Perception check as you pass by an undiscovered location, and you'll discover the location if you beat the associated DC. This means you may pass an area without discovering the location if all of the characters fail their checks. The distance at which characters can discover locations is also dependent upon their Perception. This is another reason to always have one or more characters with high Perception in your party. Hidden locations will generally be first revealed when you pass by them on the road. The party will usually not stop, and you will have to manually stop them (with the “Spacebar”) and turn around to find the actual crossroad to the location. Some areas will not be revealed and cannot be discovered until you complete story events or kingdom Projects or Events.

There is no achievement or real benefit from fully walking every path on the overworld map. If you really want to do it for completeness sake, you’ll have time to burn at the end of the game, so don’t bother going out of your way to reveal each path during the course of the game.

You will come across random events and battles as you travel the overworld map. Some of these "random" encounters are scripted and will be the first encounter you have after certain game conditions are met. I will try to point them out when they occur. Your encounter rate appears to be tied to the character with the highest stealth in your party, and you can adjust your likelihood of encountering enemies through the characters in your party and their equipment. The requirement to obtain the Achievement: Survivor is to survive 100 random attacks in the wild during one game. So make sure that none of your characters have high Stealth or unequip gear that improves Stealth while you travel if you want to increase your encounter rate to find a specific scripted event, if you want to obtain that achievement, or if you simply want the exp and rewards from having more random encounters.

The random encounters vary by region. This means that you can encounter a low-level group of bandits, goblins, or giant centipedes while traveling through the Shrike Hills as a level 18 party and that you can encounter murderously difficult foes if you wander into (or too close to) high-level areas with a low-level party. It's generally safest not to go exploring in areas where you haven't been asked to go for a quest, even if you can travel there on the map. That said, you can always save your game in a separate slot before exploring, and completing higher level areas can be high-risk/high-reward, so you should by all means go if you want to give it a shot.

2. Group Manager

You can switch characters in and out of your active party using the Group Manager button on the lower left tab. Swapping party members, however, will cause time to pass, based on how far you are from your Home Base using discovered roads. Time is one of the most valuable resources in the game, and I do not recommend using this often, if ever.

3. Fatigue and Encumbrance

A. Fatigue

As the party travels, characters will become fatigued then exhausted. A fatigued character can’t run or charge and takes a -2 penalty to Str and Dex. It also prevents characters from using certain abilities (such as Rage for a Barbarian). An exhausted character moves at half speed, can’t run or charge, and takes a -6 penalty to Str and Dex. A blue fatigued icon will appear in the character’s conditions if they become fatigued or exhausted. A red weight symbol will appear on the portrait if the characters get overloaded, which is discussed further below.

The amount of time/distance it takes for a character to become fatigued/exhausted depends on their constitution and the amount of weight they are carrying. Jaethal is undead and will not get tired/fatigued. Items that improve a character’s constitution will extend the time a character can travel before getting fatigued, and the necklace the Heart of Ira will prevent a character from becoming fatigued, period. Octavia has the lowest con of any of your companions, and it can be worth equipping her with your best con-improving belt such as the Explorer’s Belt or the Heart of Ira solely during overland travel to improve her endurance and swapping her gear back once you arrive at your destination.

You should rest when most of your characters get the blue fatigue icon in their status—unless you’re really close to a Home Base.

B. Individual Character Encumbrance

Each character has a carrying capacity based on their strength. This capacity is tied directly to the strength ability score (rather than the str bonus) and grows exponentially as their strength increases. Encumbrance is calculated on a per-character basis based on their equipped gear and on a per-party basis based on all of the items in your total inventory including all equipped items.

It is best to have your characters have light encumbrance is reasonably possible (which is why Leather Armor is generally better for Linzi than a Chainshirt during the early game, even if the latter has a better AC). Starting at medium encumbrance, characters will have a reduced max Dex bonus and speed and will suffer an armor check penalty on their Mobility, Athletics, and Stealth skill checks. At medium encumbrance, a character gets a max Dex bonus of 3, an armor check penalty of -3, and a 5 ft. speed reduction for small characters and 10 ft. reduction for medium characters. At heavy encumbrance, these increase to a max Dex bonus of 1 and an armor check penalty of -6, with the same speed reduction. An overloaded character has the same penalties as heavy encumbrance but can’t move. This is shown by a red weight symbol on the character portrait. If you find yourself in a position where you can’t get a character to move, it probably isn’t a bug and is probably because they’re overloaded. These penalties stack with the effects of the ability score penalties from fatigue/exhaustion, and being both fatigued and encumbered can really screw a character's ability to make any Str or Dex based skill check.

C. Group Encumbrance

Your overland speed will depend on your party’s encumbrance. Time is one of the most valuable resources in the game, and you can easily lose a lot of time without realizing it if you travel while encumbered. Try not to travel while the party’s heavily or even moderately encumbered, as it will slow your party and make you have to rest (and hunt or use rations) more often. You can check your character and party’s encumbrance from the inventory.

At moderate encumbrance, you will travel at 83% speed on overland maps with a 13.3 hour fatigue period. At heavy encumbrance, you will travel at 67% speed on overland maps with a 8 hour fatigue period; your characters will also travel at 20 ft. group speed outside of combat—which makes them feel like they're traveling through molasses. If you become overloaded, you will travel at 67% speed on overland maps, have 5.3 hour fatigue period, travel at a 10 ft. group speed outside of combat, and won’t be able to leave area maps. A red overloaded weight icon will appear on all characters if the party becomes overloaded.

The strength penalties from fatigue/exhaustion will lower your characters’ carrying capacity and the corresponding threshold for your characters to become encumbered, both individually and as a party. Higher encumbrance, in turn, will reduce the amount of time the character can travel before becoming fatigued. This can lead to a downward spiral between fatigue and encumbrance that slows your overland speed to a crawl. The real danger of encumbrance is that you might not notice how slowly your party is moving, since the party will always move at the same visible speed on the overland map while movement speed reductions increase the rate at which the in-game calendar progresses rather than making any immediately visible change. It’s very easy to miss how quickly time passes if your party is traveling while moderately/heavily encumbered and just how much time you are losing/spending. I strongly recommend leaving yourself a weight buffer when you leave a map rather than filling your inventory to the limit, to allow for future fatigue.

You can return to almost every map in the game, and I’ll point out the maps that you cannot, so it’s generally better to leave items behind if they will encumber you and to come back later to get any that you want to sell. That said, most cheap armor (padded, leather, studded leather, hide…) and common weapons (quarterstaffs, spears, daggers) are worth so little that they’re really not worth coming back for (and hardly worth selling). As a rule of thumb, if it weighs more than its listed price in gold, it’s not worth picking up—even in the early game. I discuss this more under the Items section of this guide. If you really want to leave an area but can’t because you’re overloaded, you can generally cheat the system by casting a buff like Bull’s Strength on a party member, to get your group encumbrance down to heavy so you can leave the map. However, I generally wouldn’t recommend it, since the lost time isn’t worth it.

Bags of Holding (and similar items) will reduce your total party weight and are incredibly valuable, if a little rare. You can get three of them during the game by buying them from the following NPCs: (1) Bag of Holding, Small - buy from Oleg at Oleg’s Trading Post for 2,500 gold; (2) Bag of Holding - buy from Hassuf at the Capital Square of your kingdom’s capital for 25,000 gold; (3) Bag of Holding, Small - buy from Bartholemew Delgado at the Lone House for 2,500 gold. I recommend you buy these as soon as you can afford them. You can find the Professor's Hat at the Bridge Over the Gudrin River in the early mid-game. It will increase carrying capacity by 200 lbs. if equipped.