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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

Act 2: Troll Trouble

Varnhold: Sorrowflow - Kalikke/Kanerah

From the capital: 1) E x2, NE x4, 3) E, 4) NE x2, 5) NW, 6) SW. You’ll likely need to rest on the way. You may pass the Coal Mine resource, the Lonely Barrow, the Ancient Mine, Arbor Rock, Hilltop Trail, and Talon Peak on your way to Sorrowflow. I recommend bypassing them for now since they're rather challenging areas for a 4th to 5th level party.

Hunting in this area during rest: Lore (Nature) DC 15.

You’ll need to do the Sorrowflow map solo with Kalikke and Kanerah. So take any particularly useful magical gear (Amulet of Natural Armor +2, etc.) from your other characters before you enter this map.

You should use Kalikke as your tank in this region. Remember to turn on her ability: Shroud of Water - Increase Shield Bonus. She can also benefit from the Barkskin spell from Woodland’s Aegis. After incurring 1 burn for the Shroud of Water - Shield, and with Barkskin (or an Amulet of Natural Armor +2), she will have an AC of 25, which is very solid against all of the enemies here. Kalikke also has a strong alpha strike against enemies here if you make an Empowered blast/Extended Range blast using Gather Power - Low. She can also do a line torrent blast attack without incurring burn using Gather Power - Low.

Make sure that Kalikke stops using ranged blasts when enemies get into melee, or she’ll incur AOOs. You can force her to make melee attacks by 1) activating her blade, 2) disabling auto-fire for her blasts if it’s enabled, and 3) left-clicking on the enemy a few times just to make sure she gets the hint.

There’s an important dialogue choice here under Event J, if you want to romance Kalikke.

1. Sorrowflow Outside

Outside Events
  1. Ferocious Slurk x2 (Magical Beast 3). These use slime attacks, which can entangle your characters. I recommend attacking them from the high ground with ranged attacks. They’re actually not that hard, since Kalikke is kind of OP.
  2. Ferocious Slurk (Magical Beast 3).
  3. Ferocious Slurk x2 (Magical Beast 3), Slurk (Magical Beast 3).
  4. Trapped Water Elementals. You can free them by having Kalikke use her water blast on the six fire spots. They will help you against the area boss if you free them.

  5. E1. Climb. This requires an Athletics DC 12 check (11 exp) with a Rope or an Athletics DC 18 check (33 exp) without. Your main character will become fatigued if you fail the check. You lose the Rope if you use it.
    • E2. Path down. It’s an Athletics DC 16 check to go down (28 exp). 3d6 slashing damage if you fail. Subsequent attempts to climb back up will result in 2d6 damage if you fail (but also gives you additional one-time award of 28 exp on a first success).
  6. Gargoyle x2 (Monstrous Humanoid 5). The gargoyles are susceptible to Grease (1), despite having wings. Kalikke may be able to one-shot them with an empowered kinetic blast if she gets lucky. Switch your good gear off of Kalikke after this battle, as she’ll switch with Kanerah.
  7. Kalikke will switch with Kanerah and you’ll have a conversation about the area boss below. If you freed the water elementals, you get a moral choice (LE, CG). If you suggest fighting it, you'll get moved to the bottom of the cliff after the conversation ends, with enough time to swap out gear. If you suggest sneaking past it, Kanerah will let you go ahead on your own, and you’ll need to stealth over to the Disk to continue. You will gain affection with Kanerah if you leave it to the water elementals to fight it and wish to romance her, though you don’t need these affection points to advance her romance.
  8. H1. Path down (Mobility DC 16, 28 exp) - you take 3d6 slashing damage if you fail.
    • H2. Path up (Mobility DC 17, 28 exp) - you take 3d6 slashing damage if you fail.
  9. Gargoyle-like Treant (Monstrous Humanoid 5). It has Regeneration 5 (cold iron or fire). Kalikke’s fire blasts will negate its regeneration for the round and do extra damage since it’s fire vulnerable. It is a reasonably easy battle with the help of the water elementals but also very doable without their help.
  10. Disk of the Eclipse. If you give it to Kanerah, you will get 375 exp and you can get the twins to join you. Kalikke and Kanerah will be able to swap places at will. You can start a Kalikke’s romance by passing a hidden bluff check and saying: “3. [Bluff] Your Sister asked me to tell you to give a nice big hug…” followed by “2. I’m only joking, but you know….” Kalikke’s romance is very hard to advance, so you need to do this option if you want to start it. I recommend leaving the map after this and reenter with your full party to deal with the cave at Entrance I. Unequip everything important from Kalikke and Kanerah before you leave this area, since they’ll return to your capital when you leave, leaving you back with your party.
Outside Treasure
  1. Edible Moss.
  2. Silver Disk, Agate x2, Buckler, Silver Chain, Pearl.
  3. a) Grinding Stone, Diamond Dust; b) Carved Beads, Gold Powder, Citrine, Copper Ring, Pearl, Amulet of Natural Armor +1; c) Beetle in Amber x2, Old Smoking Pipe, Silver Powder, Heavy Mace, Shining Scale, Handful of Gems.
Outside Exit
  • I. Cave Entrance (Perception DC 16).
    • One of the groups of enemies inside can be very challenging to face with just your main character and Kalikke. I recommend skipping the cave for now and coming back with your full party after you leave the map. There’s no difference in the exp you get whether you face them with just your main character and Kalikke or with the full party, so do yourself a favor and bring your full party.
    • The spell Delay Poison, Communal (3) will be very useful against the enemies’ poison attacks.

2. Sorrowflow Cave

Cave Events
  • A. Giant Centipede x4 (Vermin 1), Spitting Giant Centipede (Vermin 1), Tremendous Centipede (Vermin 4). Centipedes are immune to most control spells and effects, including Grease (1), Create Pit (2), and mind-affecting spells. Web (2) will work against them (though you shouldn’t have any problems with a full party).
  • B. Giant Centipede (Vermin 1) x4, Spitting Giant Centipede (Vermin 1), Tremendous Centipede x2 (Vermin 4).
Cave Exit
  • II. Clear the Rubble (Athletics DC 24 - 28 exp): Success will create a second exit; failure will cause the party to become fatigued. Completing the cave section of Sorrowflow unlocks the Project: Restoration of the Taldan Mine (100 BP, requires 25 days).
Cave Treasure
  1. Turquoise, Silver Earring, Buckler, Simmering Pollen.
  2. Mushrooms.
  3. Beetle in Amber, Old Smoking Pipe x2, Agate, Wand of Fireball (6 charges), Bracers of Armor +1.

3. Sorrowflow Outside After the Cave

4. Leaving the Area

I suggest heading back to Oleg’s Trading Post next, to recruit your first Artisan. Kanerah can serve as your Treasurer, and I recommend assigning her to that role once you re-enter your claimed territory.