Across the Obelisk Complete Guide

Across the Obelisk Guides

Complete guide for Across the Obelisk.

How to Unlock Characters

There are many characters in the game Across the Obelisk. What you need to do to unlock this character, all the information is below.

Character Map Icons [?]:

The 4 character icons in Act 1 start quests to go somewhere and win a certain fight to unlock that character. Accept their quests and head to the [?] in the corresponding portal.

Character icons on the map after Act 1 may require an item from an earlier event to be given to them to unlock.

Magnus Unlock

Character Unlocks

Magnus is a versatile mercenary with high speed, capable of inspiring his team while finding weaknesses in the enemies.

  • Magnus is one of the 4 starting heroes.

Heiner Unlock

Character Unlocks

Heiner is a slow but reliable sentinel, built to last with strong defense and powerful counter-attack lasers.

  • Unlock: Accept their quest from the Crumbling Tower node in Act 1.
  • Beat Act 1 and choose the Reddish Portal.
  • Enter the gates of The Black Forge and clear the enemies inside.

If you take the middle path, you must Combat the goblins at the Goblin Caves node or you can not go up to the quest location.

Grukli Unlock

Character Unlocks
Grukli is an offensive berserker that gains fury while bleeding both the enemies and himself.

  • Unlock: Get a Big Fish quest item from the Small Lake node in Act 1.
  • Clear Act 1 and choose the Greenish Portal.
  • Give Grukli the Fish at Waterfall Ledge.

Bree Unlock

Character Unlocks

Bree is a tactical Warden with a focus on Skills and Thorns

  • Unlock: Choose the Blueish Portal when clearing either Act 1 or 2.
  • Accept the quest from her at the Grove node.
  • Continue through the acts and defeat the Dawn and Dusk combat in Act 4.
  • Take the top path to the Garden node and Plant Ylmer’s Seed.

Andrin Unlock

Character Unlocks
Andrin is a skilled ranger with both ranged and melee strengths. He is the fastest hero, able to mark his enemies for death.

  • Andrin is one of the 4 starting heroes.

Thuls Unlock

Character Unlocks

Thuls is a deadly assassin that focuses on Poison and Stealth to eliminate his foes.

  • Unlock: Accept his quest from the Water Mill node in Act 1.
  • Clear Act 1 and choose the Greenish Portal.
  • Head down to the Spider Lair and beat the boss at the end.

Sylvie Unlock

Character Unlocks
Sylvie is an Elven Archer with keen sight for weaknesses in her enemies.

  • Unlock: Take the bottom path to the Forest Glade node in Act 1.
  • Gain the Moonstone either through the Combat or Steal options.
  • Clear the Act and choose the Blueish Portal.
  • Go to Sylvie at the Owl Guardian node and Give her the Moonstone.

Gustav Unlock

Character Unlocks

Gustav is a rock minstrel that can support allies or cut through enemies with sharp Song Spells and hidden weapons.

  • Unlock: Clear Act 1 and choose the Greenish Portal.
  • Buy a boat to The Lonely Rock node and Accept his quest.
  • Finish that Act then head to the Blueish Portal.
  • Reach the Mansion node and pick the Left Wing option.

Make sure you have 800g across your party to buy the boat, or use one of the ways tyo get it for free, such as helping the Crocomen Leader at the Battlefield.

Thuls’ unique option works when accepting the quest.

Evelyn Unlock

Character Unlocks
Evelyn is a versatile elementalist that can use any element to her advantage and enchant her allies.

  • Evelyn is one of the 4 starting heroes.

Cornelius Unlock

Character Unlocks
Cornelius is a powerful pyromancer, setting everyone ablaze with many burn and raw fire damage options.

Unlock: Accept his quest from the River Bridges node in Act 1.
Clear Act 1 and choose the Reddish Portal.
Head to the Cult Temple node on the far right and beat the fight.

Wilbur Unlock

Character Unlocks

Wilbur is a gnome loremaster that uses his knowledge of electricity to energise his team.

  • Unlock:Accept his quest at the Rest Area in the Reddish Portal
  • Continue until Act 4, then take the Top Path to reach the Library
  • Choose the bottom option Continue to take the book about ancient technology

If you take the middle path in Reddish Portal, you must Combat the goblins at the Goblin Caves node or you can not go up to the quest location.

Zek Unlock

Character Unlocks
Zek is a Warlock, specialising in Shadow magic and Curses.

  • Unlock: Go to the Main Road node in Act 1.
  • Select the Profane option to gain the Jeweled Key.
  • Clear the Act and choose the Blueish Portal.
  • Head to Zek at the Sewer Outlet and Give him his key.

The blue event “The Lost Sheep” can appear on this node, stopping you from getting the required event in Act 1. Any option after giving Zek the key still unlocks the hero.

Reginald Unlock

Character Unlocks
Reginald is a blessed healer with high raw healing output and increased holy damage.

  • Reginald is one of the 4 starting heroes.

Ottis Unlock

Character Unlocks
Ottis is an indirect healer that can shield allies to prevent damage and apply sanctify on enemies that heals allies when hit.

  • Unlock: Accept his quest from the Isolated Chapel node in Act 1.
  • Head up to the Bandit Camp at the top of Act 1 and fight Yogger.

Malukah Unlock

Character Unlocks

Malukah is a voodoo witch, experienced in dark magic, curses and regenerative powers.

  • Unlock: Enter the Suspicious Hatch node in Act 1.
  • Clear the mini-dungeon and Fight Belphyor, the boss at the end.
  • Clear Act 1 and proceed through the Greenish Portal.
  • Buy a boat to her shop and give her Belphyor’s Horn(Costs 1000g)

Nezglekt Unlock

Character Unlocks

Nezglekt is a healing Prophet, with mental powers and second sight.

  • Unlock: Visit The Stargazer at Riverside Camp in Act 1 and take either divination.
  • Clear Act 1 and proceed through the Reddish Portal.
  • Take the middle path to the Campsite and agree to carry the item until Act 4.(replaces an accessory)
  • In Act 4, follow the bottom path to the Airship

The Riverside Camp green event can appear, stopping you from starting the unlock in Act 1.

Multiple Unlocks Per Run

It is possible to unlock multiple characters in a run.
Some possible combinations are:

  • Grukli + Ottis + Nezglekt/Wilbur
  • Grukli + Heiner + Wilbur
  • Grukli + Cornelius
  • Malukah + Heiner + Wilbur
  • Thuls + Wilbur
  • Zek/Grukli + Gustav + Ottis
  • Sylvie + Grukli/Cornelius/Wilbur/Nezglekt
  • Bree + Everyone except Sylvie/Zek/Gustav

Optimal unlock paths:

  • Malukah + Heiner + Wilbur = Green+Red
  • Grukli + Ottis + Nezglekt = Green+Red
  • Gustav + Zek = Green Then Blue
  • Sylvie + Cornelius = Blue+Red
  • Bree + Thuls = Green+Blue

Across the Obelisk Builds

We’ve compiled the best deck builds for Across the Obelisk for you. You can easily reach victory with these builds.

Kind regards everyone, in this guide you will find a quick image summary of DeckerTech video guide which you can find at YouTube Video Guide. I recommend watching it since it explains the mechanics as well as reasoning behind card choices and which perks to choose for each of the heroes.

If you want to thank me for this summary, please do it by SUBSCRIBING to DeckerTech.

Magnus Minimum Starting Deck

Across the Obelisk Builds 2022
Across the Obelisk Builds 2022

Andrin Minimum Starting Deck

N/A.

Evelyn Minimum Starting Deck

You just roll with what you get on her by default.

Reginald Minimum Starting Deck

Same as Evelyn just roll with the default. Upgrade Barrier so it heals and vanishes (GOLDEN).

Magnus Big Spender Deck Build

Magnus Big Spender Deck Build
Magnus Big Spender Deck Build

Andrin Big Spender Deck Build

Andrin Big Spender Deck Build
Andrin Big Spender Deck Build

Magnus Final Deck Build

Magnus Final Deck Build
Magnus Final Deck Build

Andrin Final Deck Build

Andrin Final Deck Build
Andrin Final Deck Build

Evelyn Final Deck Build

Evelyn Final Deck Build
Evelyn Final Deck Build

Reginald Final Deck Build

Reginald Final Deck Build
Reginald Final Deck Build

A Word on Equipment

In order to win the game you don’t necessarily need to have a full build of equipment as it is in the pictures. I wasn’t able to acquire all the exact pieces and I still managed to win without any big problems.

My advice is to focus on getting as many items on your damage dealer Andrin, while watching out which similar items you can squeeze in for other heroes.

Also I didn’t have any pets besides the rabbit on Andrin.

  • WARNING for Andrin Berserker Claw:
  • Without the mosquito pet you WILL need a way to purge the blood stacks generated by Fury/Rage.
  • I used Reginald Panacea and a few other cards with dispel in his deck.

If you don’t find a way to deal with the blood stacks, then they will kill Andrin so in that case it might be better to use another item like Flaming Sword which will stack more Powerful on him.

Magnus Build

N/A.

Andrin Build

Across the Obelisk Builds 2022
Across the Obelisk Builds 2022

Evelyn Build

Across the Obelisk Builds 2022
Across the Obelisk Builds 2022

Reginald Build

Across the Obelisk Builds 2022
Across the Obelisk Builds 2022

Across the Obelisk Perks

In this content, we explained the Across the Obelisk perks. Shaping your character according to these perks will give the best results

I have played AtO quite a bit during early access and think I’ve got a good grasp on how the game mechanics work. In this guide I’ll tell you my recommendations for the new Perk System. I usually play on around madness 6-10, so my recommendations are based for that difficulty rating. But before we start, I would like to give a few notes on how the game works, which are not that well explained in the game itself, (I would have loved to have known these when I started the game).

Update 27th August 2022. Thanks to Carrsolo and especially Draco Noctis for providing their opinions in the comments! I updated a few recommendations based on their input.

Important Perks Notes:

  • Block is not affected by resistances (If a monster does 100 fire damage, and you have 50% fire resistance, you will still lose 100 block. Resistances only start taking effect once you take damage to HP.)
  • On Hit Effects (e.g. like some weapons have) only take effect if you deal damage to the HP of a monster. As long as you only hit block, the On Hit will not take effect. (The same is true for taking damage effects. These only trigger if your hero loses actual HP)

Perks Categories

With that out of the way. Let’s get on with the Perk System:
I will split this guide into multiple categories:

  • Always take (I take these on every character no matter what, there may be exceptions. Or depending on play style you can )
  • Always take once (meaning at least one party member should take this)
  • Good optional stuff (Depending on the hero or the build you play, you might want to take these)
  • Traps (These may not sound like it, but they are actually pretty bad)
  • Unique Perks in Detail (Just a few notes on the unique options we get to pick now)

Most Important Perks

These are the perks you need to get first.

Most Important Perks
Most Important Perks
  • The most important perk you can take is Energy. Being able to play your cards, especially having a good first turn is the bread and butter of AtO. This is a no brainer.
  • Speed comes next. To a new player it may sound weak as it only influences the order of the units. The longer the fight goes this keeps mattering less. BUT! If you can finish the fight in very few rounds, this can mean that you could act twice and your opponents only one time. Basically, you have had twice the time to deal damage or heal up, while the enemies only get one. If you act before them, you get to deal damage before they playing annoying trigger cards. Another thing is block, If your tank is able to act before the enemies, you can play a group block card and don’t need to worry how the hell you are supposed to heal all that damage.
  • resistances and a bit of HP. This one is quite simple. As long as your characters are alive, they can deal damage, and resistances helps every character to stay alive. Resistances are better than HP, because it also indirectly improves all healing. If you take 20% less damage, this means you have to heal ~20% less. (Mathematicans calm down, I know these numbers are not perfectly right, but you get the jist of it.)
  • This is not on the screenshot, but the Inspire Perk on the Elemental Tab has a lot of good options. If you have someone who provides Inspire, you can take option 2 (+2 cards from Inspire). If you are worried about the boss fight take option 3 (Immune to stress). If you are unsure, option 1 (+1 card at start of match) is always good!

Perks You Need to Get Once

There are some perks which have “All heroes gain…” so you only need to take them once.

Across the Obelisk Perks Guide Explained
Across the Obelisk Perks Guide Explained
  • Vulnerable stack to 12 and reduce by 1. Vulnerable is the best status effect in the game. So increasing the cap for it is good and making it only decay by 1 per round is awesome. IMO, this is simply the best perk. Always, always, always have at least 1 hero take it!
  • Resistances up by 35%. There’s one on each tab “Physical”, “Elemental”, “Mystical”. If you are planning on using these buffs (which you should on higher difficulties), these are some extra % for your heroes to survive. Note that the higher you get with your resistances, the more effective each % is.

Good Options: Damage Dealers Perk

Across the Obelisk Perks Guide Explained
Across the Obelisk Perks Guide Explained
  • Your primary damage and charges. This is actually another “Always Take” for the damage dealers. You only might to consider skipping this on your tank and maybe healer.
  • Powerful stack up to 12 and only decay by 1. If you have some source of Powerful (which again you always should as it is free damage) always take this. This makes it much easier and faster to stack up and you can even get up to +60% damage, which is nice.
  • Shards & Gold. If you want to play without chests / supplies, you need to take at least some of these. I usually fill up remaining points here.

Good Options: Tank Perks

New Perk System GuideNew Perk System Guide(My page for Magnus)

  • Fast and Slow charges. I like playing Piecing Howl (Slow and Vulnerable on all) as well as Push Forward for defense. With these two I often manage to have my whole team act before the enemies. This is by no means a must, but is definitely not a bad option out there.
  • Block: Who would’ve guessed this? Block is the number one job for your tank, so he should do it well. As simple as that. While Entrench is still the go to to get Fortify on your heroes, the huge amount of +Block you can get from this, makes Barricade and even better card than it already is.
  • Fortify: Take option 3 to get even more block for free. (This makes the good cards Entrench and Citadel even better)
  • I know you can play the tank class as damage dealers as well, but these are the options if you want that character to help protect the team.
  • Note: Since tanks have lots of base HP, i usually don’t take HP for them.

Good Options: Healers Perks

New Perk System Guide(example page for reginald)

Every healer is very different and requires a unique rune page, which can even vary depending on how you play them (e.g. healer Malukah vs. damage Malukah)

  • Heal: Pretty simple. If you job is healing, then + Heal is what you want.
  • Regeneration: Regeneration has two very good special perk options: Healing on the side and increased healing received. Both are very strong. (see below for more info on it).
  • Bless: If you are planning to bless yourself, take increased healing done here. If you are planning to bless the whole team, I would recommend to take the not decay option, although the holy resistance is kinda useless. If you take it though, make sure to take the upper route in chapter 4, where enemies actually deal holy damage.

Traps

  • Burn dealing cold damage. Normally burn is basically a COMBO in itself. It deals Fire damage and decreases Fire resistance. If you take this feat, you remove the combo from it, forcing you to stack Chill on enemies as well for maximum damage. Hell no!
  • Bleed at end of turn. +1 additional Bleed is not worth the drawback of dealing it’s damage after the enemies turn. Especially a healer will probably heal himself for much more or could even dispel the bleed. Nononono.
  • +50% poison damage, but decays completely. If you don’t finish the enemies turn 1, this perk is a downgrade to your damage. Yes it can’t be dispelled, if it dispells itself, but then the enemies will dispel another status effect you may wanted to keep on them.
  • This hero starts with 1 Reinforce / Insulate / Courage. This feat is very expensive with 3 points, and you should try to play a card giving this effect to all your heroes anyway. And remember that this status effect doesn’t stack!
  • Vitality giving mind resistance. There are just too few enemies dealing mind damage.
  • Insane reducing max HP. As damage this is useless, because it only matters if the enemy is at full HP and has block. Otherwise if your enemies manage to heal back up to full HP you have a problem anyway.

Special Perks in Detail

Special Perks on Physical Tab:New Perk System Guide

  1. Fury: I am actually not quite sure here. I consider the last one the best, but i haven’t played with Fury very often. Should be the best if you can ensure to dispel it. (+5% damage, but take more damage, considering you can survive it.)
  2. Bleed: Just take +1 bleed. I have no idea why you would want to pick option 2 or 3. +1 further bleed stack on option 3 is absolutely not worth the downside of end of turn.
  3. Sharp: Any option is fine. Take third option if you have multiple characters with sharp.
  4. Poison: Take +1 charge, except you have another dark focused hero, then option 2. Option 3 is a big no.
  5. Thorns: Avoid option 2. Take option 3 if you have another character with poison. Take option 1 if you are unsure.
  6. Crack: Option 3 if you are worried about getting enough vulnerable on the enemies. Otherwise take option 1 or 2. Both are fine IMO.
  7. Fortify: Option 1 on Heiner. Option 3 is not bad, you can take it if you want. Option 2 would be ok on non-tanks, but you don’t want to take +1 fortify on them. Since you will usually play an entrench in your tanks deck, I usually don’t take this one.
  8. Taunt: I don’t play Taunt, because for me it was always a “pls kill me” buff. (You can write your opinion on this in the comments 😉 )

Special Perks on Elemental Tab:New Perk System Guide

  1. Powerful:As written above. Take option 2 at least on one hero. +1 charge can be helpful as well.
  2. Burn: As a fan of Cornelius I am pretty sad about this one. Option 2 can be ok for self-burn Cornelius. Option 1 is my default. Option 3 is just absolutely awful. Burn reduces Fire resistance, so it’s damage will go up the more you stack it. If it now deals cold damage, you do not profit from that and you will be forced to stack Chill as well. Just a big no!
  3. Chill: My opinion is mostly “Don’t play chill. it’s not good.”, but option 2 (increased blunt damage) can be really good in the right team. (I don’t know of any good self-chill decks out there for option 4 and so far noone in the comments mentioned anything. If you know something, let me know below 😉 )
  4. Wet: Option 1 and 2 can be good in the right combinations.
  5. Spark: Actually all options are good, but Option 2 is just so OP (applying 30% of Spark to the sides), that you always want to take it. Theoretically, once you have Wilbur’s buff “Spark deals damage to the target as well”, you could spark all enemies once to 6 (if they don’t dispel) and only play block and heal. In the meantime Spark will just stack up higher and higher and kill everyone without you doing anything more. (You will lose a lot of score, if you really play it like this, but the fact that you theoretically could, just shows how strong this perk is)

Special Perks on Mystical Tab:New Perk System Guide

  1. Vitality: Option 1 (+8 HP) looks best here, Option 2 (remove bleed) for Fury builds. Option 3 (Mind resistance and no decay) is ok, mostly because you can take it only once for the whole team. But there are not that many enemies dealing mind damage in the game.
  2. Sanctify: You can play all options, but Option 3 is best. When you have Sanctify capped at 50, it will deal ~12 damage per hit for free, which is very nice if you play repeat or jump cards.
  3. Decay: I am not to sure about this one. I usually don’t build for decay, but option 2 (reduced healing by 75%) and (Option 3) reduced Shadow resistance doesn’t sound to bad.
  4. Dark: Option 1 (+1 charge) for Malukah or Option 3 (+25% explosion damage) for damage. Option 2 (dark explodes at 35 on this hero) is made with Zek in mind, this is made for his talent “Reduce the cost of spells by the amount of dark stacks on you”. If you don’t build plan to take that talent, take another option.
  5. Regeneration: Make regeneration great again (it wasn’t bad to begin with actually). Both option 1 and 2 are really great. If you think about it, option 1 bascally triples the regeneration for the 2 center heroes, as well as giving heroes healing outside of their and your healers turn, which can be very useful! Option 2 (increased healing received) is really good as well as it applies on all heroes.
  6. Insane: Insane perks are actually not that insane. Badum tss! (sorry for that one) I would simply go with the charges (option 1). Unless you hit enemies for the first after they get block, option 2 is completely useless. Option 3 also is way to specific and not even THAAT great. It could be your heroes are immune to insane and I would still be unsure whether that’s worth it.
  7. Bless: All options are fine, it depends on how you are planning to use bless in your team.
  8. Stanza: I haven’t tested Gustav yet, but for the scouts so far there was one important rule: Avoid Songs at all costs. (When all stars align, you may be able to actually cast the song cards, but even then they are not that great, that it is worth the risk of not being able to do something useful on your turn. Have to see if the Bard will be able to do this more consistently. I’ll update this, once I’ve got an opinion on him.)

Winners and Losers of the change

Concluding this, here is a short list of which heroes have benefit or lost the most due to this change. (in comparison to the early access version). Simply skip this if you haven’t played in early access.

  • Magnus: Around equal. You must now decide if you want to go damage or block with him.
  • Heiner: Around equal. The Perk granting Blunt + Fire damage for Fortify was definitely made with Heiner in mind and is very good, but he does a lot of different things: Fire + Blunt damage, Crack, Fortify. It will be hard to get everything you want for him with just 50 points.
  • Grukli: Benefit slightly. Grukli is very focused on bleed and Fury stacks. The perk system gives him more options to focus on his strengths.
  • Andrin: Around equal. Similar to Heiner, Adrin can do a lot of different things, but he also can focus in one direction.
  • Thuls: Around equal. The Stealth build may have benefit slightly.
  • Evelynn: Lost a lot. Evelynn so far, was an adaptive mage, with different spells. Her biggest strength was that she was equally good with all elemental damage types, so you could pick the right tool against the right enemy. Now that you have to focus on one type, makes her versatility very weak.
  • Cornelius: Benefit slightly. Since you only need to spec into fire and burn for damage, you have a lot of points to put into other good stuff.
  • Wilbur Benefit greatly. Willbur was already a great mage to begin with. Now with Spark having the best special perk (Spark spreading to neighbors with 30%), Willbur is the big winner of this change.
  • Reginald: Benefit quite a bit. There are very good perks for regeneration as well as bless. And he is able to focus on holy damage and heal and can neglect dark and mind.
  • Ottis: Benefit slightly. Both builds from ottis focus hard on one thing, sanctify or shields. Sanctify has good unique perks and you can buff the shields by quite a bit now.
  • Malukah: Around equal. While Malukah focuses on Dark damage only, there are too few good Dark and Shadow cards, which forces her to take some other damage types as well.
  • Nezglekt: Around equal. Nezglekt only focuses on mind damage and Sight for his healing. Unfortuantely the unqiue perks for that aren’t too great.

Across the Obelisk Boon Cards

Having boon cards in Across the Obelisk will make you stronger. In this ultimate boon cards guide, you’ll learn where to find all the boon cards and what they do.

In any deck-building game, consistency is key. The ability to get the cards you need when you need them is typically even more important than the power of the individual cards themselves.

In Across the Obelisk, there is no greater consistency-enabler than boon cards. Not only does each boon effectively reduce your max deck size, it does so using a trigger that still allows you to have a full hand of cards before applying effects that reduce card cost. Each boon is guaranteed to grant you an additional card and to provide some other bonus to the character.

Across the Obelisk Boon List

That said, it makes sense for us to have a guide for obtaining these powerful cards. Here are all 15 of the boon cards available as of Autumn 2022 along with instructions for how to obtain them. Note that some boons are not available in all runs while others are always available if you visit the correct map nodes. Note, too, that boons are affected by perks and equipment just like other cards. This means that certain boons are more powerful on some heroes than others or may even have a steeper drawback on some heroes than others.

The Starting zone has quite a few different boons, but each of the secondary zones has a sort of “home boon,” if you will. In the Red zone, take the north path for the Arena Champion boon. In the Green zone, take the mid/north path for the Child of the Storm boon. In the Blue zone, take the mid path (and 1600g) for the Well Fed boon. Beyond that, look for any rare zones that generate boon cards, and be sure to nab a Trustworthy boon or two from character unlock paths.

Arena Champion

Ultimate Boon Guide

  • Location: Red Zone, Coliseum Node (Northwest corner of the map), The Coliseum (grey book icon)
  • Availability: Always available.
  • Choice 1: [Combat] Participate in the Arena.
  • Choice 2: [Combat] Fight “The Fang Gang.” -OR- [Combat] Fight “The Blazing Brothers.”
  • Choice 3: [Combat] You are ready to fight.
  • Reward: All four members of the party receive the Arena Champion boon.

Catharsis

Ultimate Boon Guide

  • Location 1: Starting Zone, Small Lake Node (in the South near the beginning of the map), Morning at the Lake (purple book icon)
  • Availability: Rare. Usually is the fishing contest instead.
  • Choice: [Explore] Look around for something unusual.
  • Location 2: Starting Zone, Forest Ruins Node (slightly East of the middle of the map), Story Time! (grey book icon)
  • Choice: [Accept] Show them just the note with the tree and ask about it.
  • Location 3: Starting Zone, Treasure Spot Node (one node South of the Northeast corner of the map), Treasure Hunt (grey book icon)
  • Choice: [Dig] You start digging.
  • Location 4: Green Zone, Campsite (near the Northeast corner of the map), Strange Rock Formations (grey book icon)
  • Choice: [Dig] Dig near the western rock formation.
  • Location 5: Red Zone, Kuzam’Dhar (gate node in the middle of the map), The Gates of Kuzam’Dhar (grey book icon)
  • Choice: [Enter] Open the gates at any cost and try to endure the heat.
  • Note: If you have Wilbur in your party, you may skip Location 5 and still obtain the Catharsis boon.
  • Location 6: Final Zone (first floor), Plaza (node on the circular platform immediately east of the town), The two armies (grey book icon)
  • Choice: [Combat] Go south and fight the black constructs.
  • Location 7: Final Zone (first floor), Statue (node you automatically reach after the previous choice), The Black Statue (grey book icon)
  • Choice: [Continue] You use the white key in the lock.
  • Note: Alternatively, you can take a skill check (group 9 or higher) or use Wilbur’s character option.
  • Location 8: Final Zone (first floor), Treasure (the node with the green chest on it that is just east of the middle of the map), The Jade Chest (grey book icon)
  • Choice: [Open] You use the key to open the jade chest.
  • Reward: All four members of the party receive the Catharsis boon. Additionally, opening the jade chest will also get you some great items as well as the “Last Piece” achievement, one of the lesser-obtained Steam achievements in the game.

Child of the Storm

Ultimate Boon Guide

  • Location 1: Green Zone, Eastern Village (slightly Southeast of the starting point), An Empty Village (grey book icon)
  • Availability: Always available.
  • Choice: [Look] Look for anything interesting but don’t steal anything.
  • Location 2: Green Zone, Naga Mural (slightly Southwest of the top middle of the map), The Lightning Runes (grey book icon)
  • Choice: [Read] Decipher the mural using the nagas notes.
  • Reward: All four members of the party receive the Child of the Storm boon.

Custodian

Ultimate Boon Guide

  • Location: Starting Zone, Altar Rubble Node (near the middle of the map), The Broken Altar (grey anvil icon)
  • Availability: Always available.
  • Choice: [Rebuild] Do not make an offering, but try to restore the altar to its former state. (Group skill check of 6 or higher)
  • Reward: All four members of the party receive the Custodian boon.

Note: Wilbur’s character-specific choice does not require a skill check, but it only gives Wilbur the Custodian boon.

Dark Miasma

Ultimate Boon Guide

  • Location 1: Starting Zone, Scorched Field Node (Northwest corner of the map), Honest Work (green book icon)
  • Availability: Rarely available.
  • Choice: [Accept] You offer your help.
  • Location 2: Starting Zone, Suspicious Hatch (slightly Northwest of the middle of the map), The Hatch (map icon)
  • Choice: [Enter] Jumping on the hatch will break it. The problem will be trying to land on your feet. (Solo skill check of 1 or less)
  • Note: Failing the skill check still allows you entry. Additionally, several other options may allow you entry but have a risk of failure.
  • Location 3: Starting Zone (in the hatch), Front Door (entry node), Silly Gatekeepers (grey book icon)
  • Choice: [Capture] Make a noise to distract two of them and use the old rope to tie the one sleeping.
  • Location 4: Starting Zone (in the hatch), Pit (node South of the big pit), The Bottomless Pit (grey book icon)
  • Choice: [Throw] You remember typing up a pigman at the entrance…
  • Reward: All four members of the party receive the Dark Miasma boon.

Note: Two characters can obtain this card without the rope. Malukah can gain it simply by choosing her character-specific option while Zek must pass a Shadow Spell skill check.

Enlightened

Ultimate Boon Guide

  • Location: Final Zone (up the staircase), Garden Node (Top middle of the map), The Sacred Garden (grey book icon)
  • Availability: Always available.
  • Choice: One of the four “I will eat the apple.” choices.
  • Reward: The character you chose to eat the apple will receive the Enlightened boon.

Friendly Tadpole

Ultimate Boon Guide

  • Location: Not applicable.
  • Availability: When Nezglekt is in the party and reaches Level 5.
  • Choice: Select Incubation for Nezglekt’s Level 5 upgrade.
  • Reward: All four members of the party receive the Friendly Tadpole boon.

Heat Surge

Ultimate Boon Guide

  • Location 1: Starting Zone, Suspicious Hatch (slightly Northwest of the middle of the map), The Hatch (map icon)
  • Availability: Always available.
  • Choice: [Enter] Jumping on the hatch will break it. The problem will be trying to land on your feet. (Solo skill check of 1 or less)

Note: Failing the skill check still allows you entry. Additionally, several other options may allow you entry but have a risk of failure.

  • Location 2: Starting Zone (in the hatch), Stone Statue (Northeast corner of the hatch map), The Imp Altar (grey book icon)
  • Choice: [Examine] Carefully you inspect the statue to find something unusual. (Group skill check of 4 or less)

Note: Wilbur’s character-specific choice allows you to succeed here without a skill check.

  • Location 3: Starting Zone (in the hatch), Secret Room (unlocked room node), An Ephemeral Potion (grey book icon)
  • Choice: One of the four “I will drink it” choices.
  • Reward: The character you chose to drink the potion will receive the Heat Surge boon.

Honorable

Ultimate Boon Guide

  • Location: Any location that completes a character unlock quest.
  • Availability: Always available.
  • Guide: Please see one of the Character Unlock guides on Steam for details of unlocking this boon.
  • Reward: All four members of the party receive the Honorable boon.

Note: It is possible to receive this boon multiple times in a single adventure.

Merciful

Ultimate Boon Guide

  • Location: Green Zone, Cobwebs (Southwest corner of the map), A Tough Choice (grey book icon)
  • Availability: Always available.
  • Choice: [Kill] Kill them without opening the cocoons to spare them from suffering.
  • Reward: All four members of the party receive the Merciful boon.

Merciless

Ultimate Boon Guide

  • Location: Green Zone, Cobwebs (Southwest corner of the map), A Tough Choice (purple book icon)
  • Availability: Rarely available.
  • Choice: [Combat] Slaughter them all mercilessly.
  • Reward: All four members of the party receive the Merciless boon.

Owl Blessing

Ultimate Boon Guide

  • Location: Blue Zone, Sanctuary (Northwest on the map), The Owl Sanctuary (grey book icon)
  • Availability: Always available.
  • Choice: [Sing] You try to sing the ancient song in chorus. (Group skill check of 7 or higher)
  • Reward: All four members of the party receive the Owl Blessing boon.

Note: Gustav can gain the Owl Blessing with a skill check for a Song card. Sylvie can gain the Owl Blessing simply by choosing her character-specific option.

Take Cover

Ultimate Boon Guide

  • Location: Starting Zone, Tower Side (slightly Northeast of the middle of the map), The Soldier Trainer (green book icon)
  • Availability: Rarely available.
  • Choice: [Pay] Pay 1000g for the whole group to learn his move.
  • Reward: All four members of the party receive the Take Cover boon.

Note: You may instead choose to pay 200g for a single character to gain the Take Cover boon.

Trustworthy

Ultimate Boon Guide

  • Location 1: Starting Zone, Tom’s Farm Node (slightly Southeast of the Northwest corner of the map), The Baker’s Son (grey book icon)
  • Availability: Usually available.
  • Choice: [Accept] Take the gold and agree to find his son.
  • Location 2: Starting Zone, Forest Arch (near the Southwest corner of the map), The Forest Trail (quest icon)
  • Choice: [Combat] Try to obtain an advantageous position before starting the fight. (Group skill check of 4 or higher)
  • Reward: All four members of the party receive the Trustworthy boon.

Well Fed

Ultimate Boon Guide

  • Location: Starting Zone, Forest Node (near the Southeast corner of the map), The Goblin Settlement (purple book icon)
  • Availability: Rarely available.
  • Choice: [Accept] Accept the offer and stay for the banquet.
  • Reward: All four members of the party receive the Well Fed boon.
  • Alternate Location: Blue Zone, Inn Node (near the middle of the map), The Happy Owl (grey book icon)
  • Availability: Always available.
  • Choice: [Rest +100H] You pay her 1600g to have a big feast.
  • Reward: All four members of the party receive the Well Fed boon.

Note 1: Magnus can gain this boon in the Forest Ruins, Story Time event in the Starting zone with a Defense skill check.

Note 2: Thuls and Zek can gain this boon (or an additional copy of this boon) by choosing to eat an egg at the Egg Chamber node within the Spider Lair map in the green zone. It’s even possible for these two characters to get three copies of Well Fed if The Goblin Settlement shows up in your run.

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