Character Goals: The Basics (6)
These achievements correspond to general objectives that can be completed in various locations, all without leaving Sokara and usually without much difficulty.
Bring Me That HorizonPurchase a ship.
This can be done at the harbour in any of the various coastal cities.
If you absolutely do not want to spend money on a ship, you can get one for free in Tigre Bay; see Siren's Call.
Death Is Just a Flesh WoundGet a resurrection deal.
This can be purchased from various temples throughout the game. You can also get a free resurrection deal as a reward for certain tasks; see One of a Kind and A Ghoulish Task for those.
Have Weapon - Will TravelComplete 10 quests.
Higher CallingBecome an initiate at any temple.
This usually requires paying a small amount of money.
Home Is Where You Hang Your ArmourAcquire a house.
This is available in most cities and usually costs around 200 shards.
Completing the quest "Rat Problems" in Yellowport (see Exterminator) and returning to the sewers afterwards also lets you get a home for free.
The Wolf of Shard StreetHave 2000 gold in investments at the merchants' guild.
Go to the merchants' guild in any city and invest some money. Then, check on your investments. If you have at least 2000 shards invested after the dice roll, the achievement will trigger.
Being an initiate of the Three Fortunes will add 1 to your roll. So will having explored the harbour area in Yellowport during the day. (This bonus will only apply once; you need to revisit the harbour afterwards to re-enable it.)
(The game mentions a +3 bonus "if you know the best buys locally"; this is not available as of version 0.14.0.)
Character Goals: Challenges (3)
These achievements correspond to challenges that can be completed in various locations; they are aimed at high-rank characters and may require some planning.
Fortune Favors the BoldHave 5000 shards.
You should be able to get that much money pretty easily just by exploring the world, especially the Great Steppes. However, here's a list of some of the places where you can get large amounts of money (for a fairly high-level character):
Bazalek Isle (see High Risk, High Reward). You first trip there will net you 1000-6000 shards (1D6*1000). Return later for a mythic sword, which sells for 3800 shards (though you might want to hold on to it; it's currently the best weapon in the game!). Also, on each trip, you can fight the knight and get his full plate armour (which sells for 1440 shards).
If you side with General Marlock in the Sokaran civil war (see The New Order), one of the rewards you can choose is a cobalt wand, worth 1600 shards.
Looting Xinoc's tomb (see Tomb Raider) lets you get some full plate armour (1440 shards) and some more goodies.
Completing "The Curse of Bakhan" (see A Helping Hand) rewards you with a selenium wand, worth 3200 shards.
Go to the Northern Plains and roll 8-12 to meet some nomads. Make a successful Charisma roll [15, or 13 if wayfarer] to stay for the night. Visit the shaman and ask him about the song to learn how to defeat a fearsome monster. Then go to the Wastelands west of the Ruby Citadel and roll 2-5 to find a tunnel in the snow. Go down the main tunnel and defeat the monster thanks to your knowledge of its weakness, and retrieve 3000 shards. (Do not open the sarcophagus!)
Go the the Nomad camp near Yarimura and roll 2-5 to find a prisoner. Try to free the prisoner by sneaking and making a Thievery roll [12]. Free him to learn some information. (You only get the chance to do this the first time you encounter the prisoner.) Then go north to the mountains, investigate the cliff and enter. If you are NOT an initiate of Nagil, you will have to reach 13+ by rolling two dice and adding your rank. If you make a successful roll, you will escape the place and get 1500 shards as a bonus. (There's an even better reward here if you have the title Chosen One of Nagil, but that is not possible as of version 0.14.0.)
The Cave of Bells. (Not possible in version 0.14.0.)Note that you need to have 5000 shards in your inventory for the achievement to trigger. Money stored in your house or at the merchants' guild does not count.
Power OverwhelmingReach rank 10.
This achievement is missable!
As of version 0.14.0, there are exactly 9 ways to increase your rank. You must do all of them to reach rank 10.
One profession-specific quest in Sokara (see below)
The first half of the Sokaran civil war questline (see Assassin! or Usurper!)
The second half of the Sokaran civil war questline (see The North Remembers or The New Order)
Awaken the High King (see Lullaby Dirge)
Masks in the Dark (see Nightstalker!)
The Mirror of the Sun Goddess (see Divine Reflections)
Reach the Underworld (see Beam Me Up)
Become the Arena Champion on the Isle of Mystery (see Arkane Kombat)
Free Targdaz from the Ruby Citadel (see Dissonant Harmonies)You must also make sure never to lose a rank.
Top GearEquip the best available equipment (not including weapons).
As of version 0.14.0, you need to simultaneously equip a +6 suit of armour, a +5 wand, and trinkets that give a +3 bonus to Charisma, Thievery, Sanctity and Scouting.
All the necessary items can be purchased from the Bazaar of the Golden Ones (see Stairway to Heaven) for a total of 13600 shards. Some can also be found for free as rewards for quests and exploration. All the +3 trinkets are offered as rewards for completing "Defend the Citadel" if you support General Marlock in the Sokaran civil war (see The New Order), but you can only pick one of them.
Locations where you can get the items for free:
Full plate armour: 1 - In Xinoc's tomb (see Tomb Raider). 2 - On Bazalek Isle (see High Risk, High Reward).
Gold holy symbol: 1 - Reward for "Defend the Citadel". 2 - In the Cave of Bells in the City of Ruins. (The Cave of Bells cannot be explored in version 0.14.0; it requires information from a region that is not yet available.)
Celestium wand: Cannot currently be found for free; purchase it from the Bazaar or on the Isle of Mystery for 8000 shards.
Gloves of Sig: Reward for "Defend the Citadel".
Sextant: 1 - Reward for "Defend the Citadel". 2 - Sail to Disaster bay near Yarimura; roll 10-12 to notice a beacon; go to it (regardless of the Scouting roll) and rally your crew with a Charsima roll [11] to fight the wreckers; you will lose your ship but gain a barque and a sextant.
Centaur flute / enchanted flute: 1 - Reward for "Defend the Citadel". 2 - In the Grasslands (western Steppes), roll 2-5 then make a successful Magic roll [18]. (Be careful: you will lose all your money and items if you fail this difficult roll!)If you need money, check Fortune Favors the Bold for suggestions.
Character Goals: Iron Adventurer (1)
Reach rank 10 in Ironman mode.
This achievement is missable!
See Power Overwhelming for the tasks you have to complete to reach rank 10. This section is devoted to tips to achieve this without saving/reloading your game.
(WIP)
Prepare for the worstThe first rule of Ironman mode is: You Will Die. It doesn't matter how well you mastermind every move or how careful you are, at some point the dice will decide to kill you. You need to accept that and prepare accordingly.
Always have a resurrection deal active. This is expensive in the early game. Being a warrior (or reaching a base Combat ability of 6) lets you become an Initiate of Tyrnai and get a cheap resurrection deal in Yellowport and Caran Baru. Having a high enough Sanctity lets you make a Sanctity roll [10 the first time, 15 if you have to try again] to become an Initiate of Nagil and get a cheap resurrection deal at the Trading Post.
Once you reach the Great Steppes, the best resurrection deal is at Sky Mountain (only 150 shards) if you've freed the Mannekyn in Caran Baru (see One of a Kind).
Whenever you resurrect, you lose all your items and money. Some events will also cause that to happen. Have a stash in every city (they all connect) and store money and equipment so that you can rebuild if you lose everything. (You rarely need to carry more than 300 shards on you.)
Be particularly careful with quest items. Losing one means failing the quest. Only carry a quest item on you when you absolutely need to, and plot your path carefully to avoid losing it.
Never lose a rankThere are only 9 ways to increase your rank. If you ever lose a rank, the dream of reaching rank 10 is over. Here are the circumstances that can lead to losing a rank (all in the Great Steppes):
Fail a Sanctity roll [12] in the Marshland (see Tomb Raider).
Fail a Scouting roll [13] in the Ice mine (see Lullaby Dirge).
Fail a Charisma roll [16] in the Ice mine (see Lullaby Dirge).
Fail a Thievery roll [12] in the daimyo's palace (see Nightstalker).
Antagonize Avar Hordeth in various ways (see A Helping Hand).While you can make sure to steer clear of some of those events, venturing into the Ice mine is necessary to reach rank 10. Prepare a lot before you attempt it!
Blessings and potions are good (but mostly blessings)Blessings are more powerful than they might seem at first. Imagine you have a 50% chance of failure; if you can reroll, that chance goes down to just 25%. This is an essential tool in the game, and particularly in an Ironman run.
The best blessing is the Luck blessing, which lets you reroll any roll. Unfortunately, the game currently uses your Luck blessing before any other applicable blessing rather than let you keep it for when you absolutely need it. (This should be fixed in a future update.)
Potions can be bought in Blessed Springs and the Isle of Mystery. They temporarily increase an ability by 1. However, blessings are cheaper and, as shown on the graph below, significantly more effective. Still, you can combine both (the potion will work for both the initial roll and the reroll) for situations where you cannot afford to fail.
Blessings can be bought in the following locations:
Luck: Caran Baru
Charisma: Yellowport, Marlock City, Yarimura
Combat: Yellowport, Caran Baru, Yarimura
Magic: Isle of Mystery
Sanctity: Yarimura
Scouting: Trading Post, Caran Baru, Yarimura
Thievery: Marlock City, Yarimura
Improve your abilitiesWhatever your starting profession, Fabled Lands requires you to become a jack-of-all-trades, especially if you hope to reach rank 10. Items that boost your abilities are good but, since you might lose them, permanent increases are better. Check out the appendix at the end of this guide and consider doing as many of these events as you can reasonably do without putting the run in jeopardy.
As far as ability-boosting items are concerned, listing them all would take too long but here are some important locations where you can find many of them:
The Sea Dragon has all the +2 trinkets in its hoard (as well as a +3 weapon and +5 armour), and you can steal 3 of them (see Transmutation).
The City of Trees on the Isle of druids sells some +2 items (Scouting, Sanctity, Magic).
Completing "Defend the Citadel" (see The New Order) rewards you with one +3 trinket of your choice.
The Bazaar of the Golden Ones sells basically everything. However, reaching it is difficult (see Stairway to Heaven).
Sokara: Quest Goals (6)
A Ghoulish TaskComplete "A Ghoulish Night".
This achievement is missable!
Visit the temple of Nagil at the Trading post on the Isle of Druids to receive this quest. Explore the town to look for the ghoul. (Note that this quest can be hard at the very start of the game depending on your profession, and you only get one chance to complete it.)
You start with a Magic roll [10] and a Scouting roll [9 if the Magic roll was successful, 12 otherwise]. If you fail that Scouting roll, the quest will end and you will not be able to get the achievement. If the Magic roll was successful, you can spend 15 shards to buy salt and iron filings.
As you approach the ghoul, a successful Charisma roll [10] will prevent you from losing 4 stamina. You then have three ways to kill the ghoul: 1 - Use the salt and iron filings. 2 - Sanctity roll [10]; lose 2 stamina then fight if failed. 3 - Fight (the ghoul has fairly weak stats but 15 stamina!).
Then return to the temple for your reward.
ExterminatorComplete "Rat Problems".
Visit the merchants' guild in Yellowport and talk to the guildmaster to receive this quest. Get ready (you might want to purchase some rat poison at the market) then visit the sewers. You will need a lantern (buy one if necessary) to explore.
You'll have to fight some ratmen; a successful Thievery roll [11] will make the fight easier. Then make your way to the "thrown rum". You have two ways to deal with the king (bluffing your way in will not work, and charging in is the same as failing the Magic roll): 1 - Thievery roll [11]; if you fail, you get a chance to escape the sewers and try again later. 2 - Magic roll [12]; if you fail, you fight Skabb and two ratmen.
Once Skabb is dead, bring his amulet to the merchants for your reward. You can return to the sewers and use the place as a home afterwards.
Knight In Beastly ArmorComplete "Damsel in Distress".
Make your way to Fort Estgard, near the border to Nerech. The commander will task you with rescuing his daughter from the manbeasts.
Cross into Nerech and head for the hill. Fight the manbeasts, then put the helmet on. You must make a successful Magic roll [14!] or die immediately. If you survive, you can also go to your character sheet and equip the helmet there; it increases your odds of blocking.
Go through one more fight to rescue the daughter. You bring her back to the fort and receive your reward.
Pig-stickerComplete "A Sacred Tusk".
Visit the shrine to Lacuna at the trading post on the Isle of Druids to receive this quest.
Go to the Coastal road. If you roll 9-12, you get attacked by a wereboar. Defeat it (its Combat is 8 and its Defence is 9, which should be a bit tough but manageable at the start of the game), take the tusk and bring it back to the shrine.
(Note: The wereboar was found in a different region in the books. Its location might change as more content is added to the game.)
Raider of the Lost KnowledgeComplete "Book of the Seven Sages".
Visit the tavern in Yellowport and listen for rumours to start this quest. You are tasked with recovering a book.
You can go to Scorpion Bight through Venefax (you might want to stock up on scorpion antidote while there). As you arrive, you have to fight two scorpion men; if you get hit, use the antidote after the fight to avoid penalties. If you have a ship, you can also sail to Scorpion Bight; this allows you to skip the fight altogether.
To find the book, start with a Thievery roll [9]; if you fail, you immediately die unless you can make a successful Luck roll (if you do, you escape and can try again later). Then make a Magic roll [9]; if you fail, you have to fight a few scorpion men. Either way, you retrieve the book. Bring it back to Yellowport for your reward.
RetiariusComplete "Sunken City of Ziusudra".
Visit the temple of Alvir and Valmir in Yellowport to start the quest. Go to Shadar Tor, on the road to Marlock City. In order to go to the sunken city, you can either examine the runes with a Magic roll [11] or deal with the merfolks on the beach with a Sanctity roll [10], then a Charisma roll [9]. Note that you can retry the runes as much as you want without penalty, whereas failing the Sanctity roll will make you lose all your items.
Reach the sunken city. You have three options to retrieve the net: 1 - Fight three creatures. 2 - Magic roll [11]. 3 - Scouting roll [11]. Failing one of the rolls just lets you pick another option without penalty. Once you have the net, go back to Yellowport to conclude the quest.
Sokara: Profession-specific Goals (6)
These quests can currently be completed by any character (contrary to the way it works in the books), but the reward depends on your profession. If you belong to the proper profession, you gain a rank; otherwise, you gain 1 in that profession's main ability (e.g. sanctity for priests).
Blasphemous Burglary (Rogue)Complete "The Golden Chain Mail".
This achievement is missable!
Visit the temple of Sig in Marlock City to start this quest. You are told to steal a suit a armour from the temple of Tyrnai in Caran Baru. Note that this is a very hard task, and you only get one chance: if the heist fails, you won't be able to retry and get the achievement. Start by becoming a Follower of Sig, which will give you +1 Thievery. (You will lose that point if you decide to renounce Sig later.) Also, make sure to stock up on blessings, including a Luck blessing from the temple of the Three Fortunes in Caran Baru. Finally, unequip any Sanctity-boosting equipment you might have before you start the heist.
First, you have to deal with the golems guarding the armour. Make a Magic [11] and a Thievery [11] roll. If you fail the Thievery roll, the quest will instantly fail (you might still be able to escape). If you failed the Magic roll, you will have to fight two golems. If you succeeded, you have to do a Combat roll [9]; if that fails, you have to fight one golem; if it succeeds, you avoid the fight. Golems are tough enemies (Combat: 7, Defence: 11, Stamina: 10, Damage: 3-5); try to avoid fighting one (let alone two!) if possible.
You can now steal the armour. A Thievery roll [12] will cost you 5 stamina if failed, and you will get cursed unless you fail a Sanctity roll [10, or 8 if you failed the previous Thievery roll].
Once you have the armour, bring it back to the temple of Sig for your reward. Never return to the temple of Tyrnai in Caran Baru, as you will get recognised and risk getting sold into slavery.
Cross-polination (Wayfarer)Complete "In Service of the Druids".
Visit the Forest on the Isle of Druids. Make a successful Scouting roll [10] (lose 2 stamina and try again if you fail), then a successful Charisma roll [10, or 7 if wayfarer] or just fight the tree to reach the City of Trees and accept the quest from the druids' leader.
Travel to the Forest of Larun in Sokara and look for the druid with a Scouting roll [12] followed by a Sanctity roll [9]; try again if you fail. He'll give you another staff to bring back to the Isle of Druids. Do so to complete the quest.
Eucharist (Priest)Complete "The Lord of Thunder".
Visit the House of Priests in Marlock City to receive this quest. Then make your way to Devil's Peak, north of the city. Climb up by using some climbing gear and making a Scouting or Thievery roll [10] (lose 4 stamina and try again if you fail).
At the top, make a Sanctity roll [12]; if you fail, you have to fight two storm demons (they're not too tough, but can do up to 6 damage per hit). Trek back to Marlock City for your reward.
Knightfall (Warrior)Complete "The Black Dragon Knight".
This achievement is missable!
The first time you travel the road between Yellowport and Marlock City, you meet a man who wants to judge your fighting prowess. If you can make a successful Combat roll [9], he'll ask you to defeat the Black Dragon Knight. If you fail the Combat roll, the man will lose interest and you'll never get a chance to do the quest.
Make your way to the Dragon Knights castle (west of Caran Baru), and defeat your target (he's not particularly tough, though he does have a Defence of 9 and 15 stamina), Go to the inn in Caran Baru to conclude the quest.
This One's a Tribute (Troubadour)Complete "The Greatest Story".
This achievement is missable!
Visit the tavern in Marlock City and listen for rumours to start the quest.
Make sure you have some climbing gear and go to the Eastern foothills in north-eastern Sokara. Climb then make a Magic roll [10]. If you fail that, a successful Scouting roll [10] will set you back on track. Failing both rolls means instant death.
If you survive, you find Damor the hermit. Ask him about the Greatest Story to hear some platitudes and conclude the quest.
(Damor, being, after all, a hermit, does not like visitors and will only talk to you once. If you visit him before receiving the quest, you will be unable to complete it.)
Transmutation (Mage)Complete "The Stolen Chest".
This achievement is missable!
In Marlock City, explore the Street of Entertainers. Follow the man and visit the gambler's den. Gamble if you want to. (If you don't use a luck blessing, you should expect to lose 30% of your bet on average.) As you leave the den, you notice a scholar. Follow him, chase the muggers and help him.
(You only get one chance to do this. If you ignore the scholar on your first visit to the den, or choose not to help him, you won't be able to do the quest and get the achievement.)
He gives you a vial of yellow dust and tells you to go and throw it in the Blessed Springs, on the eastern coast of Sokara. Go there and do as instructed: a wizard appears! He wants you to retrieve a chest from the Sea Dragon (who actually lives in a lake – go figure).
While you're here, you may choose to explore the area to find a gorlock's cave. If you can make a successful Magic or Scouting roll [both 11], you can explore its cave while it's gone and find 500 shards and a silver nugget. You can also fight the beast to achieve the same result, but it might be a tough fight in the early game since the gorlock does 3-5 damage on each hit.
Proceed to the Lake of the Sea Dragon, to the south-west. If you did not get the silver nugget from the gorlock's cave, buy one here for 165 shards. Hire a boat. The dragon appears; give it the nugget, then grab its tail as it dives back. There's a Thievery roll [10] here, but the amulet the wizard gave you will protect you if you fail. Retrieve the chest and some nice loot. Then make your way to Trefoille, north-east of Marlock City, for your reward.
Sokara: The Civil War (4)
You can get involved in the civil war going on in Sokara by choosing to support either Nergan Corin or Grieve Marlock. Each side offers two quests that must be completed in order. You have to pick a side: completing a quest for one party will prevent you from working with the other. (You may start both sides' first quest, but completing one will cause the other to fail.)
Assassin! (King Nergan, part 1)Complete "Assassin in Disguise".
This achievement is missable!
Go to the Coldbleak mountains, east of Caran Baru. (You'll need some climbing gear.) Claim you support King Nergan. Convincing the captain will require a Charisma roll [9, or 8 if warrior, rogue or wayfarer]; you can leave and retry if you fail. The king will ask you to assassinate governor Marloes in Yellowport.
Head there. You can try to make a Charisma roll [11] to convince the guard to let you in; just bribe him if it fails. To perform the assassination, you must make a Combat or Magic roll [14]. If successful, you need to make a Luck roll to escape (with a bonus if you are a rogue, troubadour or wayfarer). Once the deed is done, return to Nergan for your reward.
If you fail either roll, you will be captured, all your possessions will be taken and you will be sold into slavery. It is possible to escape from there (by making a Thievery roll [10]) and continue the quest.
The North Remembers (King Nergan, part 2)Complete "The North Remembers".
This achievement is missable!
Travel to Beladai's camp south of Yarimura. The general asks you to help him take the citadel of Velis Corin.
Before going to the citadel, if you haven't already done so, explore the caves in the Western foothills by making a successful Scouting roll [13], then return to Beladai to let him know about the secret tunnels. Beladai will also give you an officer's pass.
Go to the citadel. Thanks to the pass, the guards let you in. If you are able to make a successful Thievery roll [14] and then a successful Combat roll [15], you open the gate. (Failing either roll means instant death.) Beladai's forces make a surprise attack and take the citadel, concluding the quest.
Usurper! (General Marlock, part 1)Complete "King Slayer".
This achievement is missable!
Visit the provost marshal in Yellowport to start this quest. You can try to make a Charisma roll [11] to convince the guard to let you in; just bribe him if it fails. The provost marshal wants you to assassinate the pretender to the throne, Nergan Corin.
Go to the Coldbleak mountains, east of Caran Baru. (You'll need some climbing gear.) Claim you support King Nergan. Convincing the captain will require a Charisma roll [9, or 8 if warrior, rogue or wayfarer]; you can leave and retry if you fail.
Once you meet the king, kill him; this requires a Thievery roll [12] and failure means instant death. In order to escape, you then need to make a successful Thievery or Scouting [9] roll. (If you fail that one, you die but retain the king's ring if you have a resurrection deal, enabling you to continue the quest.)
Travel back to Yellowport to conclude the quest.
The New Order (General Marlock, part 2)Complete "Defend the Citadel".
This achievement is missable!
Visit the palace in Marlock City to start the quest. You are tasked with helping defend the citadel of Velis Corin, at the border between Sokara and the Great Steppes. Go to the citadel. There, the commander wants you to assassinate General Beladai.
Don't head north just yet. Leave the citadel on the Sokaran side and explore the Western foothills. Enter the cave (you can fight some wolves south of the citadel if you need a pelt) and explore by making a successful Scouting roll [13]. Return to the citadel and tell the commander about the tunnels. You'll also receive a thievery potion. (This is not strictly necessary, but it will make things easier.)
Head north to the camp and try to kill Beladai. You'll have to make successful Thievery and Magic rolls [both 14]; failing either roll means instant death. Once the deed is done, the Sokaran troops will attack, which will let you escape safely.
The citadel commander rewards you for your actions. You should then go back to Marlock City to conclude the quest.
The Great Steppes: Quest Goals (6)
A Helping HandComplete "The Curse of Bakhan".
Explore Yarimura to meet Bakhan. She asks you to find a witch's hand and some parrot fungus. After you bring those to her, she'll ask for some selenium ore before you can have your reward.
Witch's hand locations:
Go to the Frozen wastes, south of the Pyramid of Xinoc. Roll 8-12 to meet a nomad. Help him and the shamans defeat a vampire (you don't actually need to roll or fight anything), and you'll receive a witch's hand.
Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven).Parrot fungus locations:
Buy it from the Nomad camp west of Yarimura; you need to roll 8-12 there and make a successful Charisma roll [15].
Buy it from the caravan at the River of Destiny (roll 2-5).
Find it in the City of Ruins (see Tomb Raider).
Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven).Selenium ore locations:
In Yarimura, explore the Thieves' Kitchen and visit the tavern. Convince the thieves to work with you with a Charisma roll [14, -1 if rogue, -1 if Nightstalker]. (You only get one shot at this!) If you succeed, you can join them to burgle the villa of Avar Hordeth. If you can make a successful Thievery roll [12], selenium is one of the items you can steal. (You can only take three items, and that must include the dust of tranquillity if you want to escape safely.)
Go to the Northern plains, south of the Ruby Citadel. Roll 2-5 and follow the voices to encounter a storm demon. If you can make two successful Sanctity rolls [14 then 16] or defeat it in a tough fight (Combat: 13, Defence: 10, Stamina: 20, Damage: 3-9), you get some selenium ore.
Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven).Once you've brought all three items, Bakhan will craft a powerful selenium wand for you. You can also return at any point to have her remove curses for free.
Divine ReflectionsComplete "The Mirror of the Sun Goddess".
Visit the temple of Nisoderu in Yarimura to get this quest. Go to the Horde of the Thundering Skies, north of the City of Ruins, and roll 2-5 to find a corpse. Search it to find the mirror and return it to the temple.
Heart of DarknessComplete "Heart of Darkness".
This achievement is missable!
Visit the village of Vodhya, near Yarimura. Agree to help the villagers and go to fight Kaschuf. After defeating him (Combat: 14, Defence: 8, Stamina: 20), he proves immortal. Convince his butler to give you information by making a Charisma roll [12]: you have to find a locket. (If you fail the roll, you will have to return and fight Kaschuf again to retry.)
Sail to the Unbounded ocean, north-east of the Isle of Mystery. Roll 7-12 to find an island, and a chest with the locket. A girl will ask you to give it to her; refuse and open it instead. (If you give the locket to her, you will be unable to complete the quest.)
(Note: The locket was found in a different region in the books. Its location might change as more content is added to the game.)
Return to Kaschuf's keep, and kill him again, this time for good. The villagers will reward you.
Nightstalker!Complete "Masks in the Dark".
In Yarimura, explore the Thieves' Kitchen. In the streets, visit the Brotherhood of Night and try to enter. If you are a rogue, you will be let in; otherwise, you will have to perform a Thievery roll [12]. (If you fail that roll, you can return later and try again, but the thieves will steal an item from you.) In order to join the Brotherhood, you will have to sneak into the palace.
Make sure you have some climbing gear and head to the palace. Make a Thievery roll [12]; do not fail or you will be captured and sold into slavery. Once you reach the daimyo's bedchamber, do as instructed and leave without stealing anything. Go back to the Brotherhood for your reward.
Northern HospitalityComplete "Seek Me Out".
In Yellowport, explore the poor quarter by day to encounter a mad beggar. Be one of those obnoxious people who choose to pontificate about their religion when asked for help. Because this is a fantasy game, this actually works – at least if you can make a successful Sanctity roll [12]. (If the roll fails, you can just return later to try again.) Your blessing cures the man of his madness. He invites you to visit him in the Great Steppes.
Proceed to the Nomad camp west of Yarimura. Roll 8-12 and make a successful Charisma roll [15] to visit the camp. (If you fail the roll, you will lose plenty of stamina and have to return to try again later.) Explore to find the man and conclude the quest.
See No EvilComplete "Remnants of the Past"
Sail to the Isle of Mystery (see Arkane Kombat for the details on how to reach it) and talk to the chief mage. You are told to find some runes in the Steppes.
Go to the Grasslands, west of the City of Ruins. Roll 8-12 to find a circle of stones. (Warning: If you roll 2-5 rather than 8-12, you will encounter a centaur who will make you lose all your money and items unless you can make an extremely hard Magic roll [18]!)
As you enter the circle, make a Sanctity roll [14]. If it is successful, you gain a Combat blessing; otherwise, you lose all your blessings. Either way, copy the runes, then return to the Isle of Mystery for your reward.
The Great Steppes: Exploration Goals (5)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked in the Great Steppes.
Dissonant HarmoniesRescue Targdaz the Magnificent from the Ruby Citadel.
You can hear stories about a wizard imprisoned inside a giant ruby in various locations, but the most important clue comes from the old woman in Cliff Wood (near Yarimura), who mentions that you should be prepared to "be the Piper". Therefore, you should start by acquiring a flute (you can buy one in Yarimura for 300 shards).
Make your way to the Ruby Citadel, north-west of Yarimura. Enter the citadel. If your base Sanctity is less than 9, you will have to fight three tough undead warriors (Combat: 12, Defence: 13, Stamina: 18, Damage: 4-8) on the way.
You then have to deal with a necromancer. Perform a successful Magic roll [13], then a successful Charisma roll [13, or 12 if troubadour]. If you fail, you get teleported to Tigre Bay and will have to return to the Citadel and try again.
If you succeed, you defeat the necromancer and blow up the Citadel. You will have to perform a luck roll and lose some stamina if you fail. Targdaz will thank you for freeing him. (You will have the opportunity to meet Targdaz again in Old Harkuna once that region is added to the game.)
Lullaby DirgeAwaken the High King of Old Harkuna.
Sail to the Isle of Mystery (see Arkane Kombat for the details on how to reach it) and visit the inn. Listen to the troubadour to learn about the High King of Old Harkuna and a love ballad.
(Note: The love ballad was found in a different region in the books. Its location might change as more content is added to the game.)
Go to Lake Rimewater in the western Steppes and visit the mine. (Be sure to bring a lantern.) Venture down a dark tunnel and make a Scouting roll [13]. Do not fail this one, or you will lose a rank! You reach an ice panel. Pay Blue Cap to smash it (200 shards) or use uncanny salts if you have some.
You find the tomb of the High King, guarded by a spectre. Sing the love ballad to awaken the King and put the spectre to rest. In order to do so, you must make a Charisma roll [16, or 13 if troubadour]. This is another roll you should not mess up! You will lose a rank if you do.
If you succeed, you awaken the High King, unlocking the achievement. (This storyline will continue in Old Harkuna once that region is added to the game.)
One Of a KindLearn more about the Mannekyn people.
This achievement is missable!
In Caran Baru, visit the slave market. You will get the chance to buy a Mannekyn creature for 50 shards. Do so and free him.
(You only get one chance to do this. If you fail to buy or free the creature on your first visit to the slave market, you will not be able to unlock the achievement.)
Then reach Sky Mountain in the south-eastern Steppes, which requires a Scouting roll [13]. The Mannekyn people will welcome you and you will learn more about them.
Siren's CallRepair the Mermaid's Desire.
This achievement is missable!
In the Great Steppes, make your way to Tigre Bay on the west coast. Explore and help the crew repair the ship; this requires successful Charisma [13] and Scouting [14] rolls. This lets you have a new ship!
(You only get one shot at this. If you refuse to help, or fail one of the ability rolls, you won't be able to unlock this achievement, nor Air Miles.).
Tomb RaiderLoot Xinoc's tomb.
This is an extremely challenging adventure; you will temporarily lose all your money and equipment during a big part of it. So prepare accordingly.
Part of the quest takes place in the City of Ruins. If you've spent time at the inn in Yarimura, you know you need a banner of the Shadar as protection there. If you don't already have one, here are the possible locations:
Go to the Marshland in the central area of the Steppes. Roll 2-5 to notice a mysterious light. Investigate. You have to make a Scouting roll [13] followed by and Sanctity roll [12]; if you succeed, you'll get a banner. (However, if you fail the Scouting roll, you will die unless you can make a successful Luck roll. And if you fail the Sanctity roll, you will lose a rank.)
Buy it on the Isle of Mystery (see Arkane Kombat for the details on how to reach it) for 800 shards.
Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven) for 800 shards.Once you have the banner, go to Yarimura and store most of your equipment in your stash there. Keep a wolf pelt, and maybe a weapon (as you will need to make a Combat roll), but be sure to have replacements in storage. Also, triple-check that you've stored your banner safely. Then make your way to the Pyramid of Xinoc; you should travel close to the northern mountains (through Vodhya, the Ruby Citadel, etc.), as this path has no random encounters (which you want to avoid in your quasi-naked state).
Explore the pyramid, making a Combat roll [14] to avoid getting attacked by the idols. (You will lose some stamina if you fail the roll.) Make a Magic roll [14] to avoid getting a curse. Find your way into a room where you end up having to abandon all your money and equipment. Finally, make a Luck roll to escape the pyramid; you will die instantly if you fail. (If you have a resurrection deal, you can return to the Pyramid and try again, but the equipment and money you left in the room will be lost forever.) If you succeed, you find an obsidian key on your way out.
Now walk back to Yarimura (once again hugging the northern mountains, and trying not to freeze to death without your pelt) and get your stuff back, including the banner of the Shadar. Cross the Steppes again, this time towards the City of Ruins and make your way to the Crypt of Kings. You get attacked by a fearsome snake demon (Combat: 15, Defence: 9, Stamina:18, Damage: 3-6), though a successful Magic roll [14] will weaken it significantly.
Use the obsidian key to open the tomb. Get the treasure there, as well as the pyramid key. Then go back to the Pyramid of Xinoc and use that key to recover your lost money and equipment.
Whew!
Beyond The Steppes (2)
These achievements are tied to two challenging adventures that do not appear in the quest log. They start in the Great Steppes but explore the world beyond.
Beam Me UpClimb over the Peaks at the Edge of the World and reach the Underworld.
There are two ways to do this.
1 - The ascent (quicker, but more dangerous)
Make sure you have both some rope and some climbing gear for this. (All the values given for the rolls in this section take into account the bonuses you get for having both.) Make your way to the Northern mountains, north-west of Yarimura. Investigate the cliff and start climbing, with a Scouting roll [11]. If you fail, you will lose a bunch of stamina (3d6, i.e. 3-18) and will have to try again if you survive the fall. If you succeed, you will get a permanent +1 increase to Scouting.
At that point, you should really take your Scouting increase, climb down, and switch to the other method. If you wish to persist, however, you can reach the top of cliff and start moving north. Make another Scouting roll [16]. Even you succeed, you will lose 2d6 stamina. Once you reach the edge of the world, it's time to climb down with a final Scouting roll [18]. (If you fail but have a rope, you are sent back to Yarimura and can try again later.)
2 - The path of the dead (safer, but more convoluted)
Become an initiate of Tambu in Yarimura. Then reach the Strange gully around the central area of the Steppes.
Make an offering at the Fane; offer any item with at least a +3 bonus. (+3 armour is a good choice. You should already have better armour at this point.) You will get the title "Blessed of Tambu".
Then proceed to the stairway west of the Pyramid of Xinoc. Climb all the way up (you will lose some stamina). Thanks to your title, the dragon at the top will let you pass to the Underworld.
Stairway to HeavenVisit the Bazaar of the Golden Ones.
This is a bit convoluted. First, you need to acquire some faery mead. Here are some possible locations:
Sokara, Curstmoor. On your first visit, you'll encounter a herd of horses. Mount one to be taken to goblins. A successful Sanctity roll [9] gets you some faery mead; however, failing that roll will make you lose all your items and money.
Great Steppes, Eastern plains. If you roll 2-5, you'll encounter some redcaps. If you can make successful Magic [12] and Sanctity [13] rolls, you will defeat them. Otherwise, you will have to fight them. (They are not particularly tough, but there are four of them!) Either way, you will find some faery mead on them.
Great Steppes, River of destiny. If you roll 8-12 and make a successful Scouting roll [15], you encounter a kelpie. (If you fail the roll, you can leave and try again later. Do not mount the horse.) Attack it and refuse to spare it after the fight to get some faery mead.
Great Steppes, Strange gully. Loot the shrine. If you roll 5-6, you will find some faery mead. However, you will also permanently lose 1 point of Scouting.(Note that none of the first three are repeatable, so if you missed your chance or lost the faery mead, you will have to loot the shrine and lose (at least) 1 point of Scouting.)
Then, you need to acquire a pathfinder's gem. Go to the Gemstone hills in the Great Steppes. After a successful Magic roll [12], meet some goblins and give them the faery mead. (If you fail the roll, just come back and try again later.) Step into the trau hole and explore by making a Scouting roll [14]. If you fail, you will get lost in the tunnels and will have to return later to try again, if you can find more faery mead. (There's a chance you might lose all your items and money if you also fail a Luck roll.)
If your Scouting roll is successful, you find a door guarded by three faery hounds. Try to sing them to sleep by making a Charisma roll [13, or 12 if troubadour]. If you fail, you will have no choice but to fight them; they are not particularly tough but can hit hard (Combat: 13, Defence: 10, Stamina: 12, Damage: 2-6). Once you've dealt with them, you find the pathfinder's gem and leave the tunnels.
Finally, make your way to the Wastelands in the northern Steppes (it looks like a floating tower on the map). Roll 8-12 to discover a tower. Thanks to the pathfinder's gem, you can (finally!) access the Bazaar.
Make sure you bring some shards, there are some really nice items for sale!
Coastal Waters (4)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked while sailing or on islands.
Air MilesDefeat the young rukhs.
This achievement is missable!
Make sure you have some rope before you start this. Once you've acquired the Mermaid's Desire (see Siren's Call), sail to the coastal waters. You'll be attacked by a rukh and taken to its nest. Fight and defeat its two chicks (Combat: 12, Defence: 5, Stamina: 21; Damage: 2-3). Then climb down to the Southern plains.
If you missed your chance at repairing the Mermaid's Desire, you won't be able to unlock this achievement as of version 0.14.0. This might change once more regions are added and you become able to sail to Tigre Bay from Uttaku.
Arkane KombatBecome the Arena Champion on the Isle of Mystery.
The Isle of Mystery lies east of Yarimura and is particularly tedious to sail to. Approach it from the south-west. You will need to make a Charisma roll [13, you get a bonus for your rank] followed by a Magic roll [12] to reach the shore. If you fail either roll, move and retry. (You will have to make those rolls every single time you want to sail there.)
Explore and you stumble upon ruins. If you completed "Book of the Seven Sages" (see Raider of the Lost Knowledge), you will be led into the city. Otherwise, you will have to make a successful Magic [13] or Sanctity [13] roll to enter the city. If you fail, leave and try again. (You only have to do this step on your first visit.)
In the city, explore to find the arena. In order to enter a fight, you must pay 50 shards, and either be a mage or make a Magic roll [18]. (If you fail the roll, you can retry as many times as you want, but you will have to pay the entrance fee again each time.)
You must then defeat two opponents, choosing the right spell to counter their attacks. Choose the wall of fire, then the wall of water to win.
High Risk, High RewardRaid the fortress on Bazalek Isle.
Sail to the coastal waters south-east of Yarimura. After a Scouting roll [14], you'll discover Bazalek Isle.
Avoid the cave. You have two options to reach the fortress. 1 - Swim. This requires a Magic roll [14]. If you fail, you lose some stamina (in a rather hilarious fashion) and can try again. 2 - Cross the bridge and fight a knight. If you use a rope to ambush him, you can reduce his stamina to 6, but he is still a formidable opponent (Combat: 14, Defence: 20, Stamina:6/35, Damage: 4-6). In particular, his high Defence might make him invulnerable to physical attacks if your Combat is too low. If you defeat him, you can take his suit of full plate armour.
Once you reach the fortress, a golem will ask you to choose the correct password out of three. There is no clue to this in the game; you will have to get lucky. (A clue exists in a region that is not currently available.) The correct password is Glass .
This will reward you with several thousand shards and unlock the achievement. You can return to the fortress once more later for more loot (a very powerful sword). The second password is Scarlet .
Do not attempt to raid the fortress a third time!
Indistinguishable From MagicAcquire a gun.
Sail to the coastal waters near Scorpion Bight. On a roll of 8 or 9, you find a bizarre "ship", in which you discover a weird "spear" that shoots bullets.
Appendix: Permanent Ability Boosts
Ability rolls are a huge part of Fabled Lands. Equipment is the main way you can improve your abilities, but some quests and events also let you improve them permanently. Here is the full list of those events.
An ability of your choice Throw the yellow powder into the Blessed Springs (see Transmutation).
"Book of the Seven Sages" (see Raider of the Lost Knowledge).
Listen for rumours at the inn on the Isle of Mystery, then travel to the Forest of Larun. Use the password and reach the sarcophagus. (Note: The password was found in a different region in the books. Its location might change as more content is added to the game.)
TODO: genie
Do the task for the merchants' guild in Marlock City. (Not available in version 0.14.0.)
Charisma "The Greatest Story" if not a troubadour (see This One's a Tribute).
"Heart of Darkness" (see Heart of Darkness).
Defeat the storm demon in the Northern plains by making successful Sanctity rolls (see A Helping Hand).
Go to the Nomad camp near Yarimura and roll 2-5 to find a prisoner. Announce your presence and say the word back to the nomad. (This will however prevent you from opening the bronze doors in the northern cliffs, see Fortune Favors the Bold.)
Combat "The Black Dragon Knight" if not warrior (see Knightfall).
"Damsel in Distress" (see Knight in Beastly Armor).
"The North Remembers" (see The North Remembers).
Magic "The Stolen Chest" if not a wizard (see Transmutation).
Putting on a manbeast helmet without dying (see Knight in Beastly Armor).
"Remnants of the Past" (see See No Evil).
TODO: gobbos steppes
Sanctity "The Lord of Thunder" if not a priest (see Eucharist).
Help the shamans at the Pyramid of Xinoc (see A Helping Hand).
Scouting "In Service of the Druids" if not wayfarer (see Cross-polination).
"A Sacred Tusk" (see Pig-sticker).
Start climbing the Northern mountains (see Beam Me Up).
Thievery "The Golden Chain Mail" if not rogue (see Blasphemous Burglary).
Become a Follower of Sig at the temple in Marlock City (you lose the point if you renounce Sig afterward).
Rob Avar Hordeth (see A Helping Hand).
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2502327003