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The Dark Eye Advise for noob, going to start Realms of Arkania series.

damager

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Based on the Pen and Pencil game published by Schmidt Spiel und Freizeit GmbH

I have a question though. I started up Blade of Destiny and in the "creation" menu it askes me to chose "name, sex and archetype". I can't find the way to chose my archetype to continue. EDIT: all good I'm making some progress through trial and error now
 

damager

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Damn the character creation is a huge road block for every millenial baby
 

jaekl

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Get enough combat-capable characters. I'd get one Warrior and a secondary fighter like a Dwarf or a Thorwalian to be safe. Also get two magic-capables. A Magician is necessary and Elves are good because they have some magic and can also fight OK. Finally you only need one pure rogue. Remember to max out all the thief type skills.

A hunter is also very useful for your many travels. Max out survival, orientation, tracking etc. But you can do without if you spend on survival in other characters.

I've used the following party build:

Warrior - damage dealer, main combat character
Dwarf - backup combat, 'tank' character
Rogue - talker, thief, money-maker - keep him safe
Hunter - wilderness skills, can fight if he has to (edged weapons), healer
Ice elf - backup magic, second backup combat character, healer
Magician - primary magic, alchemist

You can get a couple of high-level combat NPCs as your seventh character later in the game, but don't rely on them.

Also remember that you can add/remove members during the game. Of course it's preferable not to but if someone dies or you have the wrong build you can go back to Thorwal temple and pick up a 1st level replacement.

Primary skills:
Heal wounds/disease/poison - One person should be maxed in all of these, and you should have a backup wound healer.
Pick locks, disarm, cheat, pickpocket, haggle, street sense etc - For your thief. Pickpocket and cheat are vital to make decent money at the beginning.
Danger sense/perception - All characters should be decent in this but you must max out a couple.
One use rope/climb person - probably your fighter.
Survival skills - vital on long journeys. You'll need to find food/water and you can't buy and carry it all with you all the time.

Important spells:
There's a sleep type spell very useful.
Another spell is one that turns animals to your side
Spell that rusts metal - kinda useful
For healing, best value is some kind of spell that increases healing rate during rest. (Elf/Witch)
An open lock spell is always useful.
Detect passage
Cancel out magic

Domains: Combat, Healing, Transmutation (or something)... um, actually just look at the spell lists in the manual.

I split Astral/Health points about 50/50

Probably missing a lot of things, been a while.

Oh, and read the manual.

And make sure you play the 'advanced' game mode.

Final thing: generate characters with die rolls, do not 'choose archetype', you get better characters. Print out a copy of the manual where it mention archetypes and look at the requirements for the archetypes you need. If you don't meet them re-roll. You can increase Flaws to get more points (Flaws will go down each level-up) but don't overdo it.

You CAN save outside. 50XP are a tiny amount and it won't gimp you. Though I still never did because I wanted level eight characters in RoA 2!

All right, let's see. First off: This game has NO handholding AT ALL. Prepare accordingly. [-> notebook]. Also, I know everything about the trilogy because I have played those games about eight times, so if you ever get stuck, just ask.

Right, that said, here's a collection of hints, which I am compiling randomly from memory in no particular order.


* Increase the spells "Banish Ghosts", "Conjure Ghosts", "Transversalis", "Motoricus", "Foramen" the melting spell, all spells of the Abjuration school for the next games. Also, the spell to talk to the dead from communications, though it's useless in RoA 1. Furthermore, the only good attack spells are Fulminuctus and Ignifaxius; raise those high, but be aware that mages are NOT there to unleash death in combat.
* Other spells that are useful in combat: Either Horriphobus or Great Greed, one of either Paralysis or Salander Mutander, and a disabling spell, like Somnigravis or Lightning (Flash?).
* The best class in combat is the warrior. Second to him is the dwarf. The latter can also lock-pick which can allow you to skip a rogue-ish party member because you don't need many thief-skills.
* On your first play-through, your party ought to have a warrior, a dwarf, an elf (or two), and a wizard at the very least. Dwarves and elves get some special options and stuff throughout the whole series. Well, RoA 2 and 3. (If you're curious, my party was the one that is most useless, on purpose. More fun with a true challenge: Jester, Thorwalian, Hunter, Druid, Witch, Wizard. Completely useless, but it works.)
* Everyone needs a blanket, a waterskin, and a few rations
* Cutlery and dishes and the like are optional, as are sleeping bags, but they WILL increase the quality of rest as well as lower the chance of getting some sicknesses. I would skip them because they weight a lot, though.
* Don't give any character positive stats that are less than 13. Yes, they should all be 13. Negative stats don't matter (much), except for superstition which would be kept as low as possible. My latest party had all 13s and the negative ones all fours and fives, except for superstition, which was 3.
* Raise strength of all characters at least once or twice. It gets infuriating to have to put up with low carrying capacity. You can skip this, but I wouldn't. You'll find belts of strength in RoA 2 and 3. MANY of them. [Increase strength by five]
* Warriors increase strength, dexterity and agility, Wizards intelligence AND dexterity. Manual skill is VERY important.
* The skill "tactics" gives combat bonuses
* Don't raise spells past, say, five. Work on other spells instead.
* All party members need the intuition skills, the treat wounds skill, swimming, climbing, stealth, and carousing if you really want to. (The last is very much optional).
* One member needs the nature skills
* Another one should focus on alchemy and herb lore
* ALWAYS bring two weapons to combat, in case one breaks. You will find some unbreakable weapons in game later. [An axe, a short sword, a two-handed sword, and that's it in RoA 1. Oh, bastard sword too.]
* Even the cheapest poison is VERY potent. Fighters can not use poison
* Self control is important for everyone. It lessens the damage you take somewhat
* The wizard's staff-magic will make torches and ropes (almost) obsolete
* Advance slowly
* Make notes
* Magic items are RARE
* When increasing weapon skills, ALWAYS take attack
* Skills ONE or two guy should know: cure disease, open locks, pickpocket, haggle, alchemy, old languages, reading, magic lore, track, survival.
* Everyone should get HIGH climbing skills. You can DIE permanently for failing climbing checks, and there is a free stat point in it for you if every party member can climb well
* Climbing equipment (ropes, hooks, etc.) make climbing checks easier
* Fishing hooks and nets make hunting easier, so keep one each on your nature guy
* Same goes for swimming, but you will need it more in RoA 2. And 3. So start working on it now. You should not feel safe with climbing/swimming < 8.
* One member should have a high ranged combat skill
* If you have a witch or elf, increases their harmless and/or invisibility spells. You will need that in RoA2.

Gimped archetypes:
Jester:
Sucks. Low skills that matter, completely useless.
Hunter:
Like an elf, but worse in close combat and has no magic.
Witch/Druid:
Restricted mages that generally suck.
Thorwalian:
Like a dwarf without lockpicking.

[Yep, I made a party of them. Level nine now, working through RoA 2. Not easy, but rewarding.]
 

Nikanuur

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Based on the Pen and Pencil game published by Schmidt Spiel und Freizeit GmbH

I have a question though. I started up Blade of Destiny and in the "creation" menu it askes me to chose "name, sex and archetype". I can't find the way to chose my archetype to continue. EDIT: all good I'm making some progress through trial and error now
I'd help you out, but damn, I only have Star Trail in my 30 years old Dos directory, hh.
I vaguely remember that you couldn't have chosen a(ny) archetypes unless you met the attributes' requirement.
Sadly, I can't seem to find any character cheat sheet on the internet.
Fyi, Courage is one of the most important attributes, and something like at least 12 Courage was needed for most, ...I think...
Someone correct me.
 

Nikanuur

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A-ha! Found some weird doc next to the directory explaining the stats. It's for the Star Trail, but it's the same ruleset, so you should be fine.
 

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damager

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This game is gonna make me whip out the pen and paper to write down the weird different dices it has for stats and their weird order
 

damager

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I don't get it. I got Courage 13, Agility 12, Strength 13 and Violent Temper 5 and I still can't chose any archetype (I wanted to go for Warrior)
 

damager

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Alright, alright I got it I think...
 
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jaekl

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Then I figured it would be easy to just transfer them to Star Trail, but I had to spend another 2 hours learning how to hex edit the save files to fix the portrait bug
 

damager

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Dude how do you build a Warrior? I pumped a bit in 2H sword, sword, missle weapon, physical control, self control

I still got some remaining attempts. Whats useful?

Actually I think Swords cost me like 10 attempts and is still on lvl 6 the son of a bitch skill
 

jaekl

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Did you get all your climbing and swimming and shit? You need those for everyone
 

jaekl

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I think the only truly important level up choices are a main weapon, physical movement skills like climbing and swimming and spells for your magic users. Otherwise I tried to spread the other skills across the different characters. I'm pretty sure I was able to cover everything.
 

damager

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I got 2H Swords, Swords, Edge Weap, Missle, Physical + Self control, Swim and Climb

5 tries left. Thinking of going Survival. Whats with treat wounds?
 

jaekl

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You def. want two guys who can treat wounds, disease and poison, though I don't think disease actually works in the first game if I'm remembering right. I believe it's a camp action.
 

jaekl

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You want a hunting + survival type of guy too so you get free food and water on your travels
 

damager

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Alright I'm happy with my warrior. I saved him. Now I go on "new hero" until I have 6 heros or what?
 

Nikanuur

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Dude how do you build a Warrior? I pumped a bit in 2H sword, sword, missle weapon, physical control, self control

I still got some remaining attempts. Whats useful?

Actually I think Swords cost me like 10 attempts and is still on lvl 6 the son of a bitch skill
Intuition, Agility, Strength, Courage are the primary attributes to boost basic Attack / Parry values. Dexterity contributes to missiles and thrown ATT/PA only. I don't remember what is the ratio with which they contribute to the final score, but I think that CO and STR count the most, AGI a little less, and INT is the least important. ALTHOUGH, the AGI and INT are used in many, many talent checks and contribute to mucho othero stuff-o. So, you could say that, in general, those are pretty important stats.
Anyway, ATT/PA are the warriors' daily bread. First and foremost, do whatever you can to increase those for them.
Fyi, I'd specialize only in one one-handed weapon category at first (whatever one you wish, although swords are usually the least tricky). Two-handed weaponry is quite unwieldy for the beginning, they impose heavy debuffs. If you feel like you must pick them, it's your game, but if I were you, I'd start to rise those only after some time in the game, when you can afford some malus to ATT/PA.

Then, of course, PHY / SE Control you yourself picked are very wise choices—Warrior will get hurt a lot, and the less wounds they acquire the better. I believe there are also some story-related checks for these talents.

Put the rest into HP, and if there's something left, pick whatever you fancy from the "Body" category.

In general, the usual party-based RPG approach works here. E.g. at least some points in Swimming on every character would probably be a good choice—when you fall into the water, those who can't swim will get hurt or even drown.
On the other hand, say, Herbalism, Picklock, Haggle, or Train animals? Why have more than one specialized character for these? The checks don't stack... and it's not like that two people can pick one lock faster, or haggle more out of one trader, etc.
...in the similar spirit, e.g., does your Mage really need Physical Control at all—your job is to keep them from any harm in the first place, right?
Then we have things like Treat Wounds / Poison / Disease—definitely at least one character should have high scores in those, but hey, maybe more characters should know about these procedures, too. What if your Treat Disease character contracts something themselves and their ability scores are lowered, what then? Another character for the rescue, then...?

Consequently, you may ask yourself that, perhaps, your Thief would get incapacitated and what if you'd needed to pick some lock on the way. But things like this don't happen that much you'd need to think about it. I'd say, that would fall into the min-maxing category, and Blade of Destiny isn't a game where min-maxing is that much of a factor. You can definitely do bad and good builds, but that's got do more with what is a wise to have and not about some math excercises or something. It's supposed to be an adventure, after all.
 
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Nikanuur

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Alright I'm happy with my warrior. I saved him. Now I go on "new hero" until I have 6 heros or what?
I salute your patience. I had it the same the first time I've encountered this game, many, many years ago. Didn't know a first thing about the absolutely mad character creation. No manual, no internet, it was a challenge in its own right.
 

Nikanuur

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Survival.
That one usually serves for adventure-only checks regarding knowing of the land, how to live off the land, how to survive tough conditions, how to navigate through terrain or how to find water, etc.
Whats with treat wounds?
Used in checks whenever you want to "heal damage" or "lower the wound amount". I don't remember if in Blade of Destiny you can actively heal a character with this talent (with some right clicking and choosing to heal or something), or if it's rest-only related (the higher the check, the better the recuperation). Same goes for Poison or Disease...
 

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