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 Dominique Bertrand 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 The Star Trail FAQ can be found at Games Domain's Web site, which we heartly recommend . Screen shots from Shadows over Riva can be seen at the FanPro Web site (the text is in German but isn't necessary). Another player is developing a walkthrough for BoD. I have no further information on the status of his project. "From: mark james harris 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 find that casting 'analyze' on them reveals that they generally have a spell to warn of danger. Doesn't seemed to have helped the bad guys, but you may find it warns of ambush or pitfalls if the character holding it in a hand leads the party by increasing the danger sense by 2. b) The coronet found in the Temple of the Nameless God adds 2 to MR of anyone wearing it. c) Star design amulets add 5 to MR of anyone carrying them. The blue, flower design, amulet protects against the Ignifaxus spell. d) There are several rings to be found in the game. Red - +2 magic resistance Green - Fire resistance Blue - non-magical e) Scrolls of 'praises' and membership scrolls for cults are found. We haven't found a use for them so far. f) After finding 7 map pieces the game allows you to start searching for the location of Hasgar's Grave. g) Death's Head belts reduce your Necrophobia by 4 points when worn. When fighting a zombie or skeleton the belt loses its effectiveness and disappears. h) A Girdle of Might can be found and increases the strength of the character weaing it by 5. i0 To read a document you need to select it and use object rather than drop it on the eye icon. You may need several tries depending upon who is trying to read it. 7) Days and Months ------------------ The days of the week are: Marketday, Praiosday, Rohalday, Fireday, Waterday, Windday, Earthday The months are each 30 days in length: Summer Praios, Rondra, Efferd Autumn/Fall Travia, Boron, Hesinde Winter Firun, Tsa, Phex Spring Peraine, Ingerimm, Rahja Days without a name (5) During Winter you will find it impossible to travel across the Hjaldor Mountains. You may have to defer visiting some locations or travel by ship. WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING HERE FOLLOWS INFORMATION THAT MAY SPOIL THE GAME FOR YOU 8) Places and People ----------------- Location Person Information ---------------------------------------------------------- Hetman Innkeeper Problem at Old Ungalf Oremo Inn Hetman's looking for heroes Thorwal proclamation (possibly any inn in Thorwal). This is the first place to go after searching around in Thorwal so you get the message about the Old Ungalf and hear the proclamation from the Hetman. Hetmans House Hetman Gives Letter of Introduction to Thorwal gain entrance to armoury and to get people's help. You must have this LoI to get at least one and possibly more map pieces. Visit here after Hetman Oremo Inn to get LoI for the armoury so that you can get properly equipped. Gives you a name to start. Map library? ???????? Jondra Gives letter? to allow you to get Thorwal into the armoury. Armoury Allows you to get up to 30 Ducats Thorwal worth of weapons if you have the LoI from the Hetman. Old Ungalf Master Dramosch Gain experience by defeating bandits. Thorwal 4 floors. Visit here after the armoury to gain some experience and get some potions, loot etc. Healer Noro Mystico Good healer Thorwal Chandler Stoerrebrandt Best selection of goods Thorwal Grossberg Amourer Grollo Best weapons Thorwal Gumbladsson Magicians Can remove curses and identify Academy magic items. Thorwal Felstyn Isleif Olgardsson Descendant of Hyggelik Gives map piece Gives names Angbodirtal Bjorn Hjallasson Gt, Gt Grandson of Hyggelik Map piece ? Names ? Varnhome Eliane Windenbeck Will give map piece after the party destroys the Temple of the Nameless God. Ottarje Hjore Ahrensson Map piece (false) Names ? Skjal Jurge Thorfinsson LoI from Hetman required for map piece. Names ? Hjalsingor Algrid Trondesdottir Sold map piece to a merchant (Kolborn). Names ? Orvil Umbrik Sevenstones A druid who asks the party to destroy another druid ravaging the area. Will give a Letter of Introduction to Tiomar in Brendhil and names ? Brendhil Tiomar Swafnildsson Needs letter from Umbrick Sevenstones to give you the map piece. Names ? Pride of Hjalland Swafnid Egilsdottir Will give you a ride and will give a Boat map piece to you in Aryn and names ? Phexcaer Alrik Derondon False lead? Gerbold ????????? haven't found him yet. Vidsend Ragna Firundjasdottir Needs careful choice of words to gain map piece from her. Names ? Thoss Yasma Thinmarsdottir Moved from Clanegh Map piece stolen by man with 2 'brutes'. He is in the ruins on the road to Rybon. Breida Asgrim Thurboldsson Descendant of one of Hyggelik's party map piece ? names ? Road from Merchant Kolberg Has map bought from Algrid Varnhome to Trondesdottir in Hjalsingor. Daspota Charges 50/60D but allows you to trade with him to get the funds. He says that he can be found in Clanegh if you don't wish to trade at this point. This may be a random encounter. Daspota Pirate town with plenty of fighting and lots of loot that you can sell. Old man wants writ ? Pirate Treasure Cave Lots of pirates, 2 floors. Road from Rybon to Thoss. Leaping Salmon Innkeeper Yasma Thinmarsdottir now lives Thoss in Hasgar's house Ruins on Sorceror Has map piece from Yasma. The ruins Thoss to are maze like, have teleports, many Rybon road secret doors. Use bag from orcs in NE corner of room to gain entry to rest of ruins. 3 floors. Road from Olvir Gunridsson Tells tales and sings songs. Ala to Orvil Old Inn Lots of secret doors, on road from Zombies. Death's Head belts. Daspota to Ottarje Ljasdahl Alwine Terhaas Good chandler Ljasdahl Temple of Nameless God Ruined shack 2 floors. Spider Cave Priests have weapon breaking spells. on road from Use crystals from spiders on altar. Ottarje to Skjal Heptagram with SNATCAM ? 2/3? floors. Prem One Leg Best herbalist Sperm Whale Innkeeper Old mine rumour and NPC Prem Garsvik (Thorwalian) Old Mine The mine is on near the river (on the Prem east side) and at the north of the town. There is a weapon shop nearby. There is no fighting involved here but you gain a lot of experience. This is not easy to find as it occupies a plain green square and there is no indication of it until you actually try to enter the square. Runin Lighthouse Faenwulf Excellent healer Runin Island Pirate cave. Lots of pirates. Cave on road Dragon sends the party on a quest. to Lighthouse Tjanset Morvan Excellent chirugeon(healer) Pirate cave Dangerous trap at end. 2 floors? Road from Treasure of 100 D and gold jewelry. Manrin to This is a good place to use that Brendhil Fire's Bane spell. Upper Orcam Morka Good armourer Upper Orcam Veteran Dwarves, good for experience. Dwarven dungeon? Treasure of 400D at end. Use the statue with the movable arm to assist in crossing the pit. Road from Robbers Lots of experience and an amulet. Felstyn to Orkhanger Beetle Cave Lots of stagga beetles, good for Road from experience. Orkhanger to Felstyn Snapper Inn Harika NPC She Rogue who will join the party Phexcaer for 20D?. Road from Griffons Answer riddle to avoid being held Phexcaer to hostage. This encounter is with Hermit Lake a Dragon (Drachen) in the German version of BoD). Unicorn Promises map piece, you may have to return in a week's time to get it. (also sometimes found on road from Felstyn to Hermit Lake). Hermit Lake Hermit Hermit's stew recovers lost LP's Going round Hermit lake and climbing the pillar can give clues to the the date of the Orc attack and also information on the location of some of the map pieces. You can get some useless information. We don't know the trigger for the correct information. Orc Cave Need name from statue for answer to on road from riddle. Make sure that you get the Skelellen to Orc document, it is required to find Phexcaer the Orc camp for the end game. Hasgar's Grave You need to have at least 7? map Road from pieces for the game to allow you to Phexcaer to find this location. Skelellen There are lots of zombies here and we strongly suggest that you save the game before entering. 9) Answers to Riddles --------------------- Griffon/Drachen Riddle - When it is whole it symbolizes movement, when in half symbolizes one's end. Answer - Wheel (Boron's symbol, used as a grave marker) Orc Cave Riddle - Who is the Lord of Death, Master of Blood and of Revenge. Answer - Found on one of the statues earlier in cave. Spider Cave Riddle - What is hard as iron and transparent as glass. Answer - ?????????????????????? 10) Oustanding Questions Temple of Nameless God What use are the black statue and the praises and membership scrolls? Prem Where is the free fighters academy on top of the hill by the town? It is mentioned in the glossary/index in the PDF file on the bargain bin CD-ROM. Daspota What is the writ needed by the old man and where can I find it? Hasgar's Grave How do you open the door with two mirrors on the second floor? Orc Cave What use is the Red moon disk? Various locations What use are the (iron, bronze, red, gold etc.)keys that you find? With the exception of one found in the cave on Runin, none seem to be specifically needed to open any doors. Nigel J. Clarke NASA Tracking Station BDA Ph: (441) 293-1142 Fax: (441) 293-6955 E-Mail nclarke@bda-hp.bda.nasa.gov