FAQ and Hint sheet for Realms Of Arkania Part 1 Blade of Destiny Rev 1f ======================================================================== Section 1 Introduction Section 2 Putting together a Party Section 3 General hints and tips Section 4 Potions and herbs Section 5 Weapons and Armour Section 6 Cornucopia (Everything that won't fit elsewhere) Section 7 Days and Months Section 8 People and places Warning!! spoilers Section 9 Answers to riddles Warning!! spoilers Section 10 Outstanding Questions
List of Contributors -------------------- Uwe Hauck <hauck heidelbg ibm com> Dominique Bertrand <dbertran ufrima imag fr>
1) Introduction --------------- This FAQ was put together by Nigel Clarke and Sean Abrams to help other players of the Realms of Arkania - Blade of Destiny game. Despite being quite an old game this has no previously written FAQ that we can find. The game is appearing in bargain bins and players of Realms of Arkania - Star Trail who liked that may enjoy the precursor to that game.
The third part in the series, Shadows over Riva, has been delayed until the Summer of '96 and this may give players a chance to develop a party from BoD through ST ready for when it is released.
Email comments and suggestions on this FAQ to <nclarke bda-hp bda nasa gov>
The Star Trail FAQ can be found at Games Domain's Web site, which we heartly recommend <http://www.gamesdomain.co.uk/>. Screen shots from Shadows over Riva can be seen at the FanPro Web site (the text is in German but isn't necessary). <http://www.fanpro.com:80/spiele/multi/riva.htm>
Another player is developing a walkthrough for BoD. I have no further information on the status of his project.
"From: mark james harris <marhar ozemail com au> I am working on a walkthrough, let me know if you require any hints,"
2) Putting together a Party --------------------------- These are some hints and tips for putting together a party. We assume that you are using advanced mode to play.
A party is made up of six characters, although a single Non Player Character may join you at various points. We suggest 2 fighter types (Warrior, Thorwalian or Dwarf), a Druid, Magician, Sylvan Elf and Hunter make up a reasonably balanced party.
When completing the generation process or when going up levels your characters should concentrate on getting high haggle skills, healing skills or spells, lockpick skills, perception/danger skills, nature skills, survival skills, carouse skills, and orientation skills. When raising combat values we do not tend to increase parry levels beyond the initial level. Rather we rely on raising attack levels to hit the enemy first.
At the beginning at least two or three characters should try and get good healing skills (wounds, disease and poison). These will be very important during the early game.
We suggest that your Fighter/Dwarf characters concentrate on the survival and perception/danger skills. These help in leading the party and avoiding danger. The party leader should have good charisma for interacting with people you meet. Lockpick is another skill choice the fighters should have.
Elves should gain skills in perception/danger, nature, survival, herb lore and orientation. These help with hunting for food and water and other outdoor work.
Hunters should choose perception/danger, nature, survival, and orientation skills. These help with hunting for food and water and other outdoor work.
Druids should choose nature, perception/danger, and herb lore skills to allow them to gather herbs easily.
Magicians should make sure that they have good spoken, read/write skills, ancient tongues, ancient lore etc to allow them to read scrolls, recipes etc. We suggest that combat spells be chosen as the preferred Arcane Lore. In addition we strongly suggest that Magicians switch skill increase attempts for Astral Points, give all the Life/Astral points increase to Life Points and convert 5 skill attempts to get 5 spell attempts when going up levels.
For spells we specifically recommend the following: Magicians All combat spells, Horriphobus, Foramen, Pure and Clear, Analyze, Transversalis and Penetrate. Druids Lightning, Iron Rust and Evil Eye. Sylvan Elves Lightning, Fulminictus, Eagle Eye, Balm of Roond, Rest the body and Odem Arcanum.
Generally at least one magic user should get the dispell skills necessary to remove petrification (Dispell Transformation) as soon as possible.
3) General Hints and Tips --------------------- These are in no particular order.
a) Make a map. The bargain bin CD-ROM doesn't have a map. Having a map makes it much easy to work out where you need to go, especially when you are at a harbour which doesn't show the map screen. Do this by standing at a town exit and clicking on the map for information and place names.
b) Visit every building in each town or village. Talk to every Inn and Tavern keeper and their patrons for information. If necessary split the party and use just the character with the highest carouse skill to avoid getting drunk. The game will almost certainly lock up and crash when this happens.
c) Make a donation and pray at every temple as this may help with certain, minor, side quests.
d) Use tarnele on any wounded character prior to sleeping as it helps recover Life Point's.
e) An alchemy set is a waste of time and carrying capacity. Buying magic potions to recover Astral Points or using meditate is easier.
f) Magicians should meditate to turn Life Points into Astral Points and then eat whirlweed to recover Life Points. Whirlweed is cheaper than healing potions and can be stacked on a space. Use healing potions as soon as you lose Life Points to reduce weight carried.
g) Use the 'analyze' spell to check if items found are magical and to find out the properties of the magic item. If your magician is short of AP's then cast Odem Arcanum first to see if it is magical.
h) Save game often, 50 points is easily recovered in a fight against just about anything.
i) Always cure wounds after combat when low level. Failure to do so will cause the party members to frequently die of tetanus from infected wounds.
j) Secret doors can be found by characters with high perception skills. Make sure that the character at the front (in the left most slot) has this skill. You can sometimes see them when bumping into a wall as the game will not say "You cannot go any further" when there is a secret door, these doors you have to go through backwards. You may also find them by attempting to go through the wall at every likely point. Another thing to remember is that the caves, dungeons etc are all laid out as a square so if you don't see the complete square then generally you will have missed something.
k) When characters are about to go up a level remove any MR enhancing devices from them before you get the experience to reach the new level. A bug in the game fails to increase the character's MR correctly when you are using one of these devices.
4) Potions and Herbs -------------------- Some potions and herbs are useful and others are just for background and local colour. The healing herbs are most useful as they can be stacked in a characters pack unlike potions. Poisons should be used on arrows and extra strength healing potions can be useful in combat. However whirlweed is generally the best source of Life Points.
Healing Whirlweed gives back up to 10 LP's. Four leaf Loneberry gives back up to 4 LP's. Tarneles will aid in recovering AP's and LP's while sleeping. Healing potion gives back 10 LP's. Potent healing potion gives back up to 30 LP's. Miracle cure gives back all lost LP's. Antidote cures diseases
Making money Most herbs that you find should be sold to herbalists in towns and villages. Sell excess healing potions and buy whirlweeds instead.
5) Weapons and Armour --------------------- Weapon Damage Attack Parry Weight -------------------------------------------------- Cutting Cutlass 4-9 0 -1 70 Sabre 4-9 0 0 60 Mace 5-10 0 -2 110 Kunchomer 5-10 0 -1 70 Pointed Knife 1-6 -3 -4 10 Obsidian D 1-6 -2 -3 30 Mengilbar 2-7 -3 -4 20 Dagger 2-7 -2 -3 20 H Dagger 3-8 -1 -3 30 Foil 4-9 0 1 30 Rapier 4-9 0 1 35 Epee 4-9 0 1 35 Swords Short Sword 3-8 0 -1 40 Sword 5-10 0 0 80 Axes Skraja 4-9 0 -2 90 Hatchet 5-10 0 -3 120 Orc Hook 6-11 -1 -3 120 Polearms Wand 2-7 0 0 70 Quarterstaff 2-7 0 -1 70 Catchogre 3-8 -2 -3 30 2H Swords 2H Sword 6-16 -2 -3 160 War Axe 6-16 -1 -4 150 Missile Short Bow 4-9 0 0 20 Long Bow 5-10 0 0 30 Crossbow 7-12 0 0 200 H Crossbow 8-13 0 0 220 Throwing Knife 1-6 -3 -4 10 Francesca 4-9 -1 -3 60 Axe 4-9 -1 -4 120
Armour AR Att Parry Weight --------------------------------------------------- Body armour Quilt 2 1 1 120 Leather 3 1 2 180 Toadskin 3 1 2 150 Chainshirt 4 2 2 320 Scale 5 2 2 480 Shield Shield 1 0 0 140 Iron Shield 2 0 -1 200 Head armour Cap 1 0 0 90 Pot helm 2 0 1 100 Iron Helm 3 1 1 180 Leg armour Leather greaves 1 0 0 70 Chain greaves 2 1 1 80 Scale greaves 2 0 1 100 6) Cornucopia -------------
a) Crystal balls are often found in the posession of enemies. You will
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