- Introduction
- Discoveries
- Events
- Minor Events
- Major Events
- Best Events
- Summary
This article was originally written under Erannorth Renaissance Version 1.1.19 but has now been updated for Version 1.1.63.
I am happy to make any corrections if more accurate information is discovered. If you have any comments, you can either post here or e-mail me at: byzantinekitty@gmail.com
All of the screenshots in this post were taken by me.
1. INTRODUCTION
In Erannorth Renaissance, random events are a choose-your-own adventure style with around 5 or 6 different choices. Sometimes all of the choices lead to the same result but other times each choice results in a different reward. This guide is meant to help both new and experienced players better understand how events work as well as to shed light on what opportunities might easily be missed.
I will begin with a brief discussion of discoveries in order to differentiate them from events. After an initial overview of events, I'll share various potential outcomes for the various events I have encountered. I broke down the events into several ad hoc categories - minor events which give small bonuses (XP, influence, small amount of loot), major events (which usually offer a permanent modifier for one of your characters), and then highlight the very best events in the game.
If you find this guide useful then you may also want to check out:
2. DISCOVERIES
Discoveries are minor opportunities that randomly arise as you wander the world map. You can also spend 2 AP's and use the Explore action to manually trigger a discovery on your current tile.
If you are not interested in the discovery, don't think you can succeed, or don't have the in-game time to spare, you can just move on to a different tile. Typically, a discovery will involve some sort of skill check and may also sometimes require having a specific type of adventuring gear (sometimes the gear is consumed). If you succeed, typical rewards range from a small amount of XP to some minor raw materials. While rare, it is possible to get valuable items through a discovery. One time when exploring a crevice I spent an oil lamp to get a random amulet which ended up having a base value of 2000 gold.
3. EVENTS
There are various choose-your-own-adventure (CYOA) events that will randomly happen while you adventure throughout the world map. Each event gives you several options to choose from, some of which will require a skill check. Most events can only trigger once in a given playthrough but there are a handful of generic ones that you may encounter multiple times.
A few events mainly provide flavor. If you succeed on any of the skill checks, you simply get a small amount of XP.
Sometimes, all of the choices will lead to the same result. Other times, each choice may have a very different reward. While skill check choices generally tend to be better than choices that don't require a skill check, that is not always the case.
Before selecting an option or rolling for a skill check you can spend unspent SP's and PP's, transfer items in your inventory, and equip/unequip items. However, you cannot change your party composition. You can also save the game. This may let you explore all the available options. For those willing to save scum, it also lets you reload if you fail a skill check but if you have a 0% chance of success then no amount of reloading will help you pass.
Some players will want to play Erannorth Renaissance from a thematic perspective choosing what they think their character would choose. Others will want to min/max and optimize their character based on what they think the best outcome is regardless of the role playing aspect.
Power gamers may find this guide useful to reference the optimal choices while others may just be interested in knowing if there are any secrets they might have missed.
In terms of the presentation format, party XP for successfully completing a skill check is included next to the difficulty level and goes to all party members. Sometimes, options without a skill check will grant party XP to all party members. Most rewards (bonus to die rolls, modifiers, items) only go to one member of the party and you get to choose which one (i.e. it does not necessarily have to go to whoever succeeded on the skill check). Occasionally there is a consolation prize for failing a skill check - you might get part of the loot you would have gotten on a success or you could get a very different benefit or even a penalty. And sometimes you may get a consolation prize or a penalty on a failed skill check (this guide could be missing information on failure results).
4. MINOR EVENTS
These are low stakes events that may grant a small amount of XP, give influence/relationship bonuses and have a subtle impact on your personality, or offer a little loot. Several of these events are repeatable.
Map Argument
Easy difficulty (10 XP)
Can trigger on Plains and various terrain
Repeatable
Authority, Perception, Diplomacy, Subterfuge, and Survival all lead to the same result - the moral lesson that "the real treasure is the journey, not the destination."
All this event does is provide a small amount of XP and some thematic flavor.
Locked Gate
Moderate difficulty (20 XP)
Can trigger on Ruin
Warfare, Perception, Occult, Survival, and Alchemy all lead to the same result - the manor has already been looted so all you get is a small amount of XP for passing the skill check.
Baby Bird
Moderate difficulty (35 XP)
Can trigger on Forest
Each option in this event can potentially give you a small influence gain with some personalities while garnering a small influence loss with other personalities. In addition, the choice has a small impact on your own personality score.
- Survival: +3 with Guardians, +1 with Beacons, -3 with Enigmas, 0 with Empaths
- Perception: -1 with Guardians, -2 with Enigmas, 0 with Beacons and Empaths
- Not to intervene: +3 with Enigmas, -3 with Guardians, -2 with Beacons and Empaths
- Moment of reflection: 15 XP, -2 with Guardians, -1 with Beacons, 0 with Enigmas and Empaths
I didn't have any Trailblazers or Visionaries in my party so I'm not sure how they respond to each of the options.
The first two choices grant 35 XP if you succeed on the skill check. The fourth choice gives you 15 XP without the need for a skill check.
The biggest factor is your party makeup and the specific personalities of your companions. You can either choose based on what you would actually want to do or you can choose to min/max the impact on your relationship with your companions.
Stuck Merchant
Moderate difficulty (20 XP)
Can trigger on Hills, Plains, and other terrain
Can be triggered by Explore action
Repeatable (picture image may vary)
Stalwart, Diplomacy, Religion, Survival, and Alchemy all lead to the same outcome which is a Pouch of Coins valuable (125 gold value).
So this event grants 20 XP if you succeed on the skill check and an item worth a small amount of gold.
Abandoned Cabin
Moderate difficulty (35 XP)
Can trigger on Forest
- Perception: Pouch of Coins valuable (125 gold value) and Golden Chalice valuable (600 gold value)
- Inspect the perimeter: Gain 15 XP
- Rap on the doorframe: Flavor text only
- Watch for signs of activity: Flavor text only
- Ask if anyone is home: Flavor text only
With this reward there is only one skill check type available and you need to succeed in order to receive the rewards. If you really don't think you can pass the Perception check, you can inspect the perimeter for a small amount of XP but you won't receive any of the valuables.
Mire Stalker
Can trigger on Marsh
The Mire Stalker and Mire Wraith are two separate events that both can happen on Marsh tiles. The Mire Wraith offers a unique reward after the battle but the Mire Stalker combat doesn't offer anything special.
Only the first option results in combat with three Mire Stalkers (their level is scaled based on the region where the event happens). The other three options let you skip the combat. The three Mire Stalkers only drop random loot so you aren't missing anything special.
Makeshift Arena
Can trigger on Highlands and various terrain
Can be triggered by Explore action
Repeatable
This event gives you the option of fighting 4 random adventurers. Their level varies depending on the region within which this event triggers. The adventurers just drop random loot. This does not impact your Gladiator level for the four arenas. Essentially this event just provides a periodic random battle.
Ripple of Unease
Easy difficulty (No XP)
Can trigger on Woodlands
Succeeding on any of the skill checks (Warfare, Subterfuge, Survival, Alchemy) provides no XP and simply gives you some flavor text.
Failing the Survival or Alchemy check just gives you some flavor text but no combat. I haven't seen what happens if you fail the Warfare or Subterfuge checks.
So while I initially thought that failing a check would result in combat and succeeding lets you skip the combat, it's beginning to seem like this entire event is just thematic flavor with no associated combat regardless of what happens!
5. MAJOR EVENTS
These are strong events that provide permanent bonuses to skill rolls, permanent modifiers, action items, and decent loot. Because there are so many types of damage types, special effect keywords, and statuses, how useful a given modifier will be really depends on your build. You might regularly use Rage, Fortify, Opportunity, Stealth, and Feint or you might never see those effects.
I generally find that skill roll bonuses are the most valuable because they can help you pass future skill checks. Permanent modifiers are great because you'll have them for the rest of the game. Items may provide a short or medium-term boost but you will almost certainly get better items later on. Some of the actions may be unique and others are normally only available through specific perks but you only have a limited number of action slots. And unless you turn on the Setting to allow trading actions, be very careful of who you select to receive the action (as a reward or whoever is doing the looting).
Badger Cave
Easy difficulty (25 XP)
Can trigger on Forest
- Stalwart: Pouch of Coins valuable (125 gold value), Blueberries consumable, and Darkwhisper weapon (Requires Bladed 5, 2200 gold value, drains 5 HP)
- Perception: Earth Resistance +2
- Survival: Wild Badger action (Requires Druidism 5, same as Anya's badger)
- Continue without entering: Flavor text only
- Block the entrance: 10 XP + Earth Damage +1
Anya's badger is pretty cute so I prefer going for the Wild Badger option for thematic reasons even if I don't have another Druid who can use it. Darkwhisper is a strong weapon if you have enough Bladed Weapon proficiency to use it. Earth Damage +1 is good if you have a Druid specializing in Earth spells.
Hidden Cave
First check is Moderate difficulty (20 XP)
Can trigger on Highlands
This is a two-part event with up to two different skill checks.
For the first skill check the type chosen (Perception, Coercion, Rituals, Survival, or Alchemy) doesn't matter. All of them lead to the same result, namely the discovery of the cave.
Second check is Moderate difficulty (20 XP)
- Survival: Earth Resistance +2
- Warfare: Dark Resistance +2
- Occult: Astral Damage +2
- Religion: Dark Resistance +2
- Alchemy: Fire Damage +2
The second skill check determines your reward. Fire Damage +2 is the best since there are lots of actions that use Fire Damage in the Occult perk tree. Astral Damage +2 is the next best, which is good for an Occultist using Magical Weapons with an Astral component (synergizes especially well with Aelvren characters who start with an Astral Damage bonus).
Fleeing Deer
Can trigger on Forest
- Scramble for cover: 15 XP and Dodge +2%
- Follow direction from where the deer fled: 15 XP and Initiative +1
- Keep pace with deer: 15 XP and +1 Perception rolls
- Draw your weapon: 15 XP and +1 Warfare rolls
- Scramble up a tree: 15 XP and Accuracy +3%
This event gives you a useful benefit without needing to succeed on any skill checks. The bonus to skill rolls are the better options. I opted for Perception since it is one of the most common skill check types.
Distress Signal
Easy difficulty (15 XP)
Can trigger on Highlands
- Herbalism: +1 Herbalism rolls and Healing +1 magnitude
- Stalwart: +1 Warfare rolls and Physical Damage +1
- Religion: +1 Religion rolls and Morale +2 magnitude
- Survival: +1 Survival rolls and Dodge +2%
- Authority: +1 Connections and Initiative +1
All of the options provide a die roll bonus and then an additional benefit. I find the Physical Damage and Healing modifiers to be the strongest but you could go with something else if you need to prioritize a different skill.
Lone Figure at Crossroads
Easy difficulty (10 XP)
Can trigger on Plains
- Authority: +1 Stalwart rolls
- Subterfuge: +1 Connections rolls
- Primal: +1 Survival rolls
- Religion: Healing +1 magnitude
- Alchemy: +1 Alchemy rolls
Most of the rewards are various bonuses to skill rolls. Survival tends to be pretty useful but I went with Alchemy because there aren't as many events that provide permanent boosts to Alchemy.
Duel
Moderate difficulty (20 XP)
Can trigger on Highlands
- Authority: +1 Stalwart rolls
- Connections: +1 Diplomacy rolls
- Diplomacy: +1 Connection rolls
- Perception: Opportunity +2 magnitude
- Warfare: Feint +2 magnitude
I prefer the bonus to die rolls. You can choose the one that is most helpful for your build and party.
Ancient Bridge
Easy difficulty (35 XP)
Can trigger on Forest
- Survival: Flavor text only
- Luck: Luck +2
- Study carvings: 20 XP
- Hurl hefty stone: 20 XP
If someone in your party has high luck then this can give a permanent +2 Luck bonus to one of your party members. If you don't have sufficient Luck then you'll just get a small amount of XP (35 XP for making the Survival skill check, or 20 XP for either of the choices that don't require a skill check).
Remember that you can go into your inventory and equip Luck boosting items, such as Harvest Fang amulets. And remember that Sheela innately has +1 Luck.
Makeshift Altar
Easy difficulty (10 XP)
Can trigger on Forest
- Coercion: Bloodletter weapon (Requires Bladed 1, 200 gold value, applies bleeding) and Dull Gems Pouch valuable (250 gold value)
- Alchemy: Swamp Fen Brew mystery/quest (100 gold value)
- Connections: Bloodletter and Dull Gems Pouch
- Rituals: Skeletal Hand trinket (Requires Rituals 2, 550 gold value, +1 Rituals rolls, +1 Occult rolls)
- Druidism: +1 Druidism rolls
Back in Version 1.1.19, the Swamp Fen Brew did not have a special use. Although, the bonus to Druidism rolls and the Skeletal Hand trinket are useful, I ended up going with the Swamp Fen Brew on the hope that it may eventually unlock a sidequest.
With Version 1.1.60, the Swamp Fen Brew can now be used with the Liber Sepulchri Vivens to turn one of your companions into a ghoul. However, the Liber Sepulchri Vivens also contains the recipe to the Swamp Fen Brew so you can make it yourself. As a result, I strongly recommend that players choose the bonus to Druidism rolls or the Skeletal Hand trinket since there are now other ways to obtain the Swamp Fen Brew.
Spike Trap
Moderate difficulty (35 XP)
Can trigger on Forest
- Subterfuge: Opportunity +1 magnitude
- Survival: Backpack adventuring gear
- Search for clues: 15 XP + Longknife weapon (Requires Bladed 3, 850 gold value, grants 1 defense after attacking)
- Disable the trap: 15 XP and Initiative +1
- Leave without further investigation: Flavor text only
- Set a trap of your own: +1 Survival rolls
Here is a case where I don't think the skill check options are better. I opted for setting a trap of my own (no skill check required) to get a permanent bonus to Survival rolls.
Wind Chimes
Moderate difficulty (35 XP)
Can trigger on Forest
- Perception: Flavor text only
- Subterfuge: Dreamcatcher trinket (Requires Level 5, 1500 gold value, Distract +5 magnitude, Resist Fear +25%, Luck +3)
- Unwilling to interfere: +1 Druidism rolls
- Set the chimes swaying: 25 XP
- Scan the surroundings: +1 Survival rolls
This is another case where the choices that don't require a skill may be better. I think the bonus to Druidism or Survival rolls are the best options. I ended up trying Subterfuge for the Dreamcatcher just in case it has a story use later on.
Humming Woman
Easy difficulty (25 XP)
Can trigger on Forest
- Diplomacy: Healing Vial (Fail: No penalty)
- Subterfuge: Healing Vial (Fail: Resist Distract -5% penalty)
- Crouch in shadows and watch: 10 XP + Covert Tactics +1
- Ask about her purpose: 10 XP
- Turn and continue on your way: Flavor text only
- Offer your help: 15 XP and +1 Herbalism rolls
The +1 to Herbalism rolls is the best option and doesn't require a skill check.
If you do want to do a skill check be careful about failing with Subterfuge.
Glowing Eyes
Moderate difficulty (35 XP)
Can trigger on Forest
- Perception: Luck +1
- Warfare: Accuracy +3%
- Survival: Defense +1 magnitude
- Torch: 15 XP
The Luck bonus is the best because there aren't too many ways to increase Luck. In addition Luck +1 will increase Dodge, Critical Chance, Initiative, and Accuracy all by +1.
Still Pond
Moderate difficulty (35 XP on success, 15 XP on failure)
Can trigger on Woodlands
- Occult: Astral Damage +1 (Failure: Astral Resistance +1)
- Druidism: Regenerate +1 duration (Failure: Earth Resistance +1)
- Warfare: Physical Damage +1 (Failure: Resist Push +5%)
- Reach out to touch it: 20 XP
- Step back: Initiative +1
- Want to understand: 20 XP
Physical Damage +1 is generally the most useful unless you happen to have a lot of skills that reliably use Astral Damage.
This event is interesting because you do get a small benefit even if you fail the skill check.
Ancient Tree
Easy difficulty (35 XP)
Can trigger on Forest
- Survival: Strengthen +1 duration
- Druidism: Earth Resistance +2
- Occult: Water Damage +1
- Place a flower: 15 XP
- Carve a symbol: Armor -1 penalty
- Refill water skin: 15 XP and Hit Points +1
For the right builds, Strengthen +1 duration is amazing and means that you can better buff your party beforehand, especially in the first round when the enemy is advancing. Water Damage +1 can be useful for a Druid character specializing in the Water line of perks. I ended up choosing the Strengthen bonus for adventurer Wyll who I built as a bard.
Target Practice
Easy difficulty (35 XP)
Can trigger on Forest
- Warfare: Critical Chance +2%
- Subterfuge: Frostbite Scimitar weapon (Requires Bladed 2, 825 gold value, deals additional ice damage)
- Test your aim: 15 XP and Accuracy +3%
- Avoid unnecessary conflict: Flavor text only
- Remain hidden: 15 XP and Covert Tactics +1
- Call out boldly: 15 XP and Dodge +2%
I opted for the permanent +2% bonus to Critical Chance. If you need a solid early game weapon then the Frostbite Scimitar may be tempting but you will find a lot of weapons of similar caliber or better. Stealth builds may benefit from Covert Tactics +1.
Journal in Garden
Easy difficulty (10 XP)
Can trigger on Abandoned Campsite Point of Interest (35,48)
- Herbalism: Regenerate +1 duration
- Alchemy: Strengthen +1 magnitude
- Perception: Vulnerable +1 magnitude
- Druidism: Defense +1 magnitude
- Survival: 4 x Water, 4 x Wood
Any of the options are good except for the Survival check. I would suggest making your choice based on which skill types you can pass, which types of actions you use the most, and whether your builds favor any particular key words.
Abandoned Treasure
Easy difficulty (10 XP)
Can trigger on Ruin
- Warfare: Fortify +1 magnitude
- Subterfuge: Dodge +1%, Pouch of Coins valuable (125 gold value)
- Rituals: Improved Fear +10%
- Druidism: Resist Fear +10%
- Herbalism: Dodge +1%, Pouch of Coins valuable (125 gold value)
Fortify is tempting but isn't too common (with a little bit available in Stalwart and Druidism). Improved Fear mainly benefits specific builds such as in Rituals. I ended up going with Resist Fear +10% for my main character.
Bear Cubs
Easy difficulty (30 XP)
Can trigger on Forest
- Subterfuge: Opportunity +1 magnitude
- Survival: Enhanced Harvesting +1
- Ranged: Leather and Raw Meat materials
- Stay hidden and watch: 10 XP
- Drive the bears off: Resist Fear -5% penalty
- Approach slowly: Resist Fear +5%
None of the options are especially strong. I ended up giving the Opportunity bonus to Sheela since I had decided to have her focus on Subterfuge perks.
Azure Bloom
Easy difficulty (25 XP)
Can trigger on Forest
- Druidism: Flavor text only
- Herbalism: Healing Vial
- Perception: Flavor text only
- Gift the flower: +8 influence with recipient, -8 influence with any other romantic interests in the active party
- Pick the flower as a gift to someone special: Azure Bloom gift item (+4 influence).
Since your romantic interests can get jealous of any public displays of affection to anyone else, I generally find it better to cultivate relations in private rather than in front of the whole party. I picked the flower to see if the item has any story-related uses and to explore whether there were long-term consequences to the ecosystem.
Stone Circle
Easy difficulty (10 XP)
Can trigger on Plains
- Occult: Pendant of Protection amulet (Requires Level 3, 950 gold value, Armor +2)
- Diplomacy: Invitation to Gnosis Society gift (500 gold value)
- Perception: Alchemist's Notes trinket (Requires Level 3, 2500 gold value, Fire/Acid/Ice Damage +1)
- Survival: 25 XP instead of 10 XP Dodge +2%
- Rituals: 6 x Ancient Coins valuable (100 gold value each)
I went with the Invitational to Gnosis Society in case there might be a future use for it. Right now you can sell it or you can give it to someone as a gift for an influence boost.
Frozen Pond
Hard difficulty (35 XP)
Can trigger on Water
All of the skill checks (Warfare, Subterfuge, Alchemy, Religion, Survival) have the same result, which give you a Blade of Vigilance weapon (Requires Bladed 6, 3400 gold value, grants Defense), an excellent mid-game sword.
Skull Pedestal
Moderate difficulty (20 XP)
Can trigger on Water
All of the skill checks (Subterfuge, Alchemy, Religion, Connections, Perception) will give you the Candle of the Cryptkeeper trinket (Requires Rituals 6, 1050 gold value, Armored Minions +4, Empowered Minions +2, Summon duration +1).
However, succeeding on the Perception check also gets you a Tarnished Key junk curio (8 gold value) in addition to the Candle of the Cryptkeeper.
Large Bow
Can trigger on Forest
Initially it looks like you have 5 options but the Perception and inspection choices simply give you a small amount of XP and then let you choose again among the remaining 3 options:
Perception: Easy difficulty (15 XP) and then you can choose between Ranged, Subterfuge, and leave.
Inspect the setup: 5 XP and then you can choose between Ranged, Subterfuge, and leave.
Resume your journey: Flavor text only
The real choices you have are:
Ranged: Moderate difficulty (35 XP) - Dragon's Talon ring (Requires Ranged 3, 2500 gold value, Physical Damage +2, Accuracy +5%)
Leave: Flavor text only
Subterfuge: Moderate difficulty (35 XP) - Feywild Longbow weapon (Requires Ranged 4, 1000 gold value, applies Lethargy)
So it's really between the Dragon's Talon ring and the Feywild Longbow. The ring is probably better. You'll get better bows.
Tome on Pedestal
Easy difficulty (10 XP)
Can trigger on Desert
- Perception: Old Treasure Map counterfeit (50 gold value)
- Stalwart: Horn of Bragi trinket (Requires Might 5, 1150 gold value, Apply Rage to a target within 5 hex tiles, Passive Benefits: Armor +2 and Physical Damage +1)
- Religion: Tome of the Radiant Oracle trinket (Requires Religion 4, 550 gold value, +1 to Religion rolls, Healing +2 magnitude)
- Primal: Tome of the Elderwood trinket (Requires Primal 4, 550 gold value, +1 to Primal rolls, Physical Damage +2)
- Occult: Beliar's Grimoire trinket (Requires Rituals 8, 3000 gold value, +1 to Rituals rolls, Summon +1 duration, grants Wailing Widow action)
I would not recommend the Old Treasure Map. All you can really do is sell it to an NPC for gold (use the Illicit Affairs dialogue option and do NOT sell via the normal merchant transaction).
Of the four unique trinkets, the Horn of Bragi (good passive benefits and lets one character apply Rage to another) and the Beliar's Grimoire (Summon +1 duration) are probably the strongest.
Mechanical Contraption
Easy difficulty (10 XP)
Can trigger on Plains
- Alchemy: Glowing Stone trinket (Requires Alchemy 4, 550 gold value, +2 Alchemy rolls, Fire Damage +3)
- Connections: Gauntlets of Might weapon (Requires Blunt 2, 700 gold value, applies vulnerable and has passive benefit Physical Damage +1)
- Warfare: Treasure Map counterfeit quest (50 gold value)
- Perception: Treasure Map counterfeit
- Occult: Treasure Map counterfeit
The Glowing Stone is actually pretty good but since the game seems to really want you to end up with a treasure map (i.e. 3 of the 5 skill checks have that result), I decided to go with that and explore what uses the treasure map has throughout the game. Supposedly there may be a trait/profession tied to doing shady things like selling bogus treasure maps.
Overturned Cart
Hard difficulty (30 XP)
Can trigger on Plains
Coercion, Perception, and Subterfuge all lead to the same result which includes a Pouch of Coins valuable (125 gold value), Golden Chalice valuable (600 gold value), Amber Beads Necklace amulet (450 gold value, Healing +1 magnitude), and Scandalous Letter correspondence.
Survival and Rituals lead to the Pouch of Coins, Golden Chalice, and Amber Beads Necklace, but you do NOT get the Scandalous Letter.
Elusive Creature
Moderate difficulty (20 XP)
Can trigger on Water
Succeeding on any of the skill checks (Authority, Connections, Occult, Druidism, Primal) gives you two items - a Balanced Handaxe (Requires Bladed 3, 750 gold value, applies Bleeding, Passive Benefits: Accuracy +2% and Enhanced Harvesting (Wood)) and Explorer's Boots (Requires Level 3, 650 gold value, Dodge +2%, Movement Range +1, Enhanced Harvesting +1).
If you fail on the Authority or Primal checks you only get the Explorer's Boots but not the Balanced Handaxe. I'm not sure what the results are if you fail the other 3 checks but probably something similar.
6. THE BEST EVENTS
These are the best events in the game with powerful rewards which often give you flexibility on choosing what would best complement your build.
Mirror Well
Hard difficulty (30 XP)
Can trigger on Forest
IMHO this is the absolute best event in Erannorth Renaissance. All of the skill checks (Perception, Subterfuge, Occult, Connections, Rituals) lead to the identical result - every member of your party (active and reserve) gets a skill point and a perk point. This is also one of the rare events where all party members get the reward instead of only one.
While you cannot control when this event triggers, ideally it happens once you have many companions.
Armored Figure
Hard difficulty (30 XP)
Can trigger on Highlands
This event requires passing a Hard difficulty skill check but the modifier rewards are very strong. Whereas several of the major events described in the previous section might provide Physical Damage +1 as a reward, this event can give you Physical Damage +2 and Armor +1 or Armor +2 and Physical Damage +1.
- Warfare: Physical Damage +2, Armor +1
- Stalwart: Armor +2, Physical Damage +1
- Coercion: Vulnerable magnitude +2, Improved Vulnerable +15%
- Connections: Parley magnitude +2, Dodge +2%
- Diplomacy: Parley magnitude +2, Dodge +2%
The Warfare and Stalwart rewards are significantly more powerful than the others. I opted for Stalwart because Armor bonuses tend to be scarcer than Physical Damage bonuses.
Woodcarver
Easy difficulty (25 XP)
Can trigger on Forest
- Diplomacy: Elk Figurine trinket (Requires Level 3, 550 gold value, Parley magnitude +2, +1 Diplomacy rolls)
- Subterfuge: Fox Figurine trinket (Requires Level 3, 550 gold value, Feint magnitude +2, +1 Subterfuge rolls)
- Watch without interrupting: 15 XP
- "Your work is beautiful": 25 XP and Skill Points +1
- Choose not to interrupt: 15 XP
- "Can I assist you?": 15 XP
While the Elk and Fox Figurines may seem novel and cute, the optimal choice is actually to tell the woodcarver how beautiful his work is and snag the bonus skill point. Whereas many of the major events may give +1 to a skill roll and the Elk/Fox figurines do so while in your trinket slot, an actual skill point can be assigned to any skill that you want. In addition, an allocated skill point contributes to the rank requirements of perks and equipment, which bonuses to skill rolls do not help with.
As of Version 1.1.19, the Subterfuge option doesn't actually do a skill check (you still get the XP as if you had succeeded and you get the Fox Figurine) so it doesn't look like you can fail it.
Fireflies
Most of the choices involve getting a large relationship bonus with one romantic interest but will also result in relationship penalties with every other romantic interest in your active party.
The best choice is actually to keep the grove to yourself. This nets you a free Skill Point!
Mire Wraith
Can trigger on Marsh
Can be triggered by Explore action
The Mire Stalker and Mire Wraith are two separate events that both can happen on Marsh tiles. The Mire Wraith offers a unique reward if you successfully loot it after combat so you definitely want to fight it!
First you have two options to choose from:
- "Something inside you stirs" results in combat, which is good
- "You feel it, the pull" leads to another decision tree
If you want to explore the additional options:
- "You step forward" will also result in combat which is what you want
- "Something in your gut tells you this isn't right" will skip the combat and end the event! You should NOT do this!
When I fought the Mire Wraith in Witherfen Bog it was around Level 17-18. After defeating it, if you can succeed on a Moderate rituals skill check when looting the body, you receive the special Duskrend action!
Lizardfolk Ambush
Moderate difficulty (35 XP)
Can trigger on Marsh
Initially, this might seem like a primarily negative event because it will automatically result in a combat. All of the skill checks (Warfare, Subterfuge, Alchemy, Coercion, Survival) simply determine whether or not you take some damage before the combat. If you succeed you get the party XP for passing a skill check and you don't take damage.
It's also crucial to note that this is an individual skill check for your main character. It is NOT a party skill check where you can rely on the skills of your companions. Only choose a skill that your main character can do. If you fail, it's not a big deal - you'll just take a little damage.
Ultimately, this event can be beneficial because of the loot available from the defeated Lizardfolk. Several of them have actions that you can gain:
The Lizardfolk Skirmisher has a Leap action that can be obtained with a successful Easy Warfare check. This is the same Leap action as from the Predator's Pounce (Primal 3) perk.
The Lizardfolk Hunter always has the Shield Cover action but with a successful Easy Perception check you will also get a Scout Ahead action.
Hidden Pitfall
Can trigger on Forest
Can be triggered by Explore action
This event provides one of the strongest Bladed weapons in the game. It is also notable because no skill checks are required! All you have to do is make the right choices (investigate the whispers and use one of two ways to free the spirits) to get it.
The Revenant's Frostbite weapon requires Bladed 10 so you probably won't be able to use it for awhile. This weapon can also be bought in Doven. It's one of the best Bladed weapons though it is surpassed by Fallen Seraph (which also requires Bladed 10 but Fallen Seraph is one-handed whereas Revenant's Frostbite is two-handed).
I'm assuming that based on your party composition, a different companion may be listed as leading to each path.
- Let [Sheela] lead toward the eerie whispers
- Let [Janus] lead toward water
Going towards the water will give you some flavor text and end in the event. You do NOT want to do this.
Going towards the whispers will give you two routes to try and free the spirits:
- Free the spirits: 25 XP + Revenant's Frostbite weapon (Requires Bladed 10, 6400 gold value, deals ice damage, passive benefit Ice Resistance +15)
Freeing the spirits simply solves the event and gets you the reward. If you want a more convoluted but thematic approach you can instead
- Avoid the spirits: which results in you finding a journal.
You then have to choose between:
- Backtrack and find an exit: Flavor text only
- Journal is the best clue: 25 XP + Revenant's Frostbite weapon
Backtracking will end the event with no reward just like if you had gone towards the water.
Using the journal results in the same XP and Revenant's Frostbite reward as if you had directly freed the spirits earlier.
Pulsing Circle
Hard difficulty (35 XP)
Can trigger on Marsh
First you have a Hard skill check. Authority, Connections, Herbalism, Rituals, and Perception all lead to the same result which is the discovery of the Forge of Echoes.
Then you get to choose between 3 reward options. No additional skill checks are required. Forging the Phaseblade or Specterbane Halberd will cause several game days to elapse whereas opting for the Spiritstone does not require any days.
Phaseblade (Requires Bladed 8, 8300 gold value, Dispel Fortify, passive benefits Improved Vulnerable +25% and Accuracy +30%)
Specterbane Halberd (Requires Polearms 8, 8300 gold value, Heal caster 8 HP, Silver Poisoning, passive benefits Resist Fear +35% and Resist Drain +35%)
Spiritstone trinket (Requires Rituals 8, +2 Occult rolls, Astral Damage +3)
I didn't like the Specterbane Halberd because it takes too many AP's (3) to use so you can't easily move and attack. The Spiritstone isn't significantly better than other trinkets you can find and requires a massive investment in Rituals. So I went with the Phaseblade instead. It is two-handed and only requires 2 AP to use but there is a 2 turn cooldown so you can't attack with it every turn. This was a good intermediate weapon between upgrading from the Blade of Vigilance (Bladed 6; obtained from the Frozen Pond event) to the Revenant's Frostbite (Bladed 10; obtained from the Hidden Pitfall event).
Locked Chest
Hard difficulty (30 XP)
Can trigger on Plains
This event provides powerful equipment for the mid-game and the flexibility to choose what you need or what you can use. Although it requires succeeding on a hard skill check, if you can unlock the chest early on it will give you a massive boost. Unlocking the chest gives you two items - one is fixed and the other depends on the skill used. The fixed item is always the Soulguard Vambraces trinket (Requires Religion 5, 750 gold value, +1 Religion rolls). The second item varies depending on the skill:
- Subterfuge: Emerald Dewdrops amulet (Requires Level 2, 700 gold value, Regenerate +1 magnitude)
- Warfare: Dawnfire Talisman amulet (Requires Level 8, 3000 gold value, Improved Vulnerable +20%, Fire Damage +3)
- Alchemy: Mystweaver's Clasp amulet (Requires Level 5, 1500 gold value, Fire/Water/Air/Earth Damage +1)
- Perception: Moonshadow Guard armor (Requires Level 7, 1225 gold value, Armor +6, Dodge +4%, Resist Distract +10%, Covert Tactics +2)
- Connections: Goldenleaf Trousers attire (Requires Level 6, 1150 gold value, +1 Connections roll, +1 Diplomacy roll, Luck +2)
I think the Emerald Dewdrops are on the weak side but the others are all solid choices. The Dawnfire Talisman is worth the most and is especially great if you have an Occult character specializing in Fire magic. This amulet is not unique and can be bought from the antiquities merchant in Doven. I ended up going with the Moonshadow Guard armor (purchasable in Valetport or Denham) because it was significantly better than the armor I had available at the time.
7. SUMMARY
If you choose wisely on these random events, you can stack a lot of modifiers, probably on your main character since sometimes your main character will have to perform checks or fight by themselves.
In my game, I boosted my main character with:
- Shield Cover and Scout Ahead actions (Lizardfolk Ambush)
- Resist Fear +10% (Abandoned Treasure)
- +1 Diplomacy rolls (Duel)
- +1 Survival rolls (Spike Trap)
- +2% Critical Chance (Target Practice)
- +1 Warfare rolls and Physical Damage +1 (Distress Signal)
- Cute Badger action (Badger Cave)
- Luck +2 (Ancient Bridge)
- Fire Damage +2 (Hidden Cave)
- +1 Alchemy rolls (Lone Figure)
- +1 Perception (Fleeing Deer)
- Armor +2 and Physical Damage +1 (Armored Figure)
- Physical Damage +1 (Still Pond)
- +1 Herbalism rolls (Humming Woman)
- Skill Points +1 (Woodcarver)
- Luck +1 (Glowing Eyes)
- Duskrend action (Mire Wraith)
If I was trying to min/max instead of exploring and documenting the game, I could have also gotten +1 to Survival instead of the Dreamcatcher and +1 to Druidism instead of the Swamp Fen Brew.
The only benefits I gave to my companions were:
- Leap action to Janus (Lizardfolk Ambush)
- Strengthen +1 duration to Wyll (Ancient Tree)
- Opportunity +1 magnitude to Sheela (Bear Cubs)
- Strengthen +1 magnitude to Wyll (Journal in Garden)
And then for the entire party I got:
- Azure Bloom (Azure Bloom)
- Party +1 SP and +1 PP (Mirror Well)
- Dreamcatcher (Wind Chimes)
- Moonshadow Guard & Soulguard Vambraces (Locked Chest)
- Swamp Fen Brew (Makeshift Altar)
- Treasure Map (Mechanical Contraption)
- Revenant's Sword (Hidden Pitfall)
- Dragon's Talon Ring (Large Bow)
- Blade of Vigilance (Frozen Pond)
- Candle of the Cryptkeeper & Tarnished Key (Skull Pedestal)
- Invitation to Gnosis Society (Stone Circle)
- Phaseblade (Pulsing Circle)