Wednesday, January 14, 2026

Game 565: Realms of Arkania: Star Trail (1994)

        
Realms of Arkania: Star Trail
Original German name: Das Schwarze Auge: Sternenschweif ("The Dark Eye: Star Trail")
Germany
attic Entertainment Software (developer); Fantasy Productions Verlag (original publisher); Sir-Tech Software (U.S. publisher)
Released 1994 for DOS
Date Started: 8 January 2026
       
Star Trail is a sequel to Blade of Destiny, a game I played over six years ago but still remember reasonably well. I liked it but didn't love it, and I don't think I ever fully understood aspects of its magic or spell system. I can see why European players remember it with a certain nostalgia and pride. Not only is it based on a homegrown tabletop RPG (Schmidt Spiel & Freizeit's Das Schwarze Auge), but it's one of only a few European titles of the era to truly compete commercially with games coming out of the U.S. and Japan. attic, Thalion (Amberstar), and Silmarils (Ishar), all of whom had their first releases in 1992, were the only developers whose games went back across the Atlantic.
       
I've never played Das Schwarze Auge, but my understanding is that it's a bit grittier and offers more obvious parallels to European history than Tolkien-derived Dungeons & Dragons. The map of Arkania (later Aventuria, as Sir-Tech somehow got the rights to the name of the setting), the main continent of the setting, is a bit like Europe if it did not have Asia inconveniently attached to its east. There are obvious stand-ins for Italy, the islands of the Aegean Sea, Scandinavia, Iceland, the Netherlands, the Alps, and so forth. (Where Britain ought to be is a bunch of tiny, politically-inconsequential islands, which I can't imagine is an accident.) The cultures are drawn from throughout European history, including Viking Scandinavia (Thorwal), the Holy Roman Empire (Mittelreich), ancient Greece (the Cyclopean Islands).
              
Dwarves, alas, do not seem able to escape the "miners and craftsmen" label, no matter what the setting.
        
I like how the setting treats the "monstrous" races. It is impossible to imagine a Tolkien elf (surely the most insufferable of fantasy races) and a Tolkien orc sharing a drink in a tavern, but that would only be unusual in Arkania. Orcs are less incurably "always chaotic evil" and more just culturally different. They're primitive and tribal, like the Visigoths, and the primary threat of the Realms of Arkania trilogy, but they have an actual society and are capable of adhering to treaties. You could imagine some less bellicose members of the tribes quietly departing for life in the towns. I'm sure I'll encounter some of them. 
    
Blade of Destiny takes place on the northwest coast of Arkania. It involves the threat posed by the unification of the orc tribes under Chief Garzlokh. The Hetman of Thorwal charges a group of adventurers to retrieve an ancient orc-slaying blade. The party spends most of the game finding pieces of the map to the blade. At the end, one character uses the blade to defeat Garzlokh's champion, at which point Garzlokh agrees not to attack Thorwal but ominously suggests that the adventurers have simply deflected the orc hordes to another town.
     
Star Trail posits an earlier elf-dwarf alliance.
             
Neither the manual nor the opening cinematic give much hint as to the plot of the sequel, but the included map shows that it's going to take place in the Svellttal ("slender valley"), in the north-central part of Arkania, east and over the mountains from the first game's map. The opening cinematic, which kept crashing for me on one of its early scenes, appears on YouTube in full. It shows a group of dwarven smiths hammering away at a large gem, which one of the dwarves then holds up to peer inside (this is where my GOG-purchased version freezes). In it, he sees a dwarf and an elf, traditional enemies, uniting to face a horde of orcs together, then apparently later toasting their victory.
       
The player's first option is whether to play in "Novice" or "advanced" mode. The manual promises that with the former, the computer handles all the annoying details like character creation or allocating skill points while leveling up. I assume if you choose it, the game deletes itself from your hard drive and blacklists you from ever buying an RPG again.
 
Gameplay actually begins at the Temple of Peraine (goddess of agriculture and healing) in Kvirasim, where the player can create new characters, use default characters, or import characters from Blade of Destiny. This choice twisted me in knots for a couple of hours, and I will not be so far into the game that I cannot undo my decision based on your advice. New characters start at Level 1 with some basic equipment. Imported characters keep their levels (I think mine are an average of 6, but with enough experience to immediately level up) and more advanced equipment. (Although my character who had the Blade of Destiny at the end of the first game notably does not have it now.) That seems an almost game-ruining advantage. Then again, I didn't find the first game exactly "easy." 
   
The biggest reason not to use the imported party, however, is that all of the character portraits inexplicably come over as children. It is all the more mysterious because those portraits do not appear as options when selecting a portrait for a new character. The issue does not seem to be repairable. If I go into the character's setup and choose to change the appearance, my new selection doesn't "stick."
        
I thought the developers were German, not Japanese.
       
The system offers 12 different character classes: warrior, Thorwalian, dwarf, rogue, jester, warlock, druid, magician, hunter, green elf, silvan elf, and ice elf. Each of them has an unnecessary female analog (e.g., "she-jester," "dwarvess," "magicienne"). Warriors, rogues, jesters, warlocks, druids, magicians, and hunters are assumed to be human. The materials don't suggest a lot of difference between warriors and Thorwalians. Rogues are what they are in other games; dwarves seem like a warrior-rogue hybrid; hunters are basically rangers. Warlocks and magicians differ as to the source of their magic. Druids take on the roles of both druids and clerics from D&D. Elves are small, tribal, and rustic in this setting. Green elves are most likely to live in cities; silvan elves live in the woods; ice elves live in the far north. They're all skilled at missile weapons and magic. Jesters don't make any sense to me at all.
    
Each class has minimum values in some combination of attributes, which in this system are courage, wisdom, charisma, dexterity, agility, intuition, and strength. Creation works by rolling seven consecutive values between 8 and 13; the player allocates them as they come to the attributes. It then rolls values between 2 and 8 for the system's seven "negative attributes": superstition, acrophobia, claustrophobia, avarice, necrophobia, curiosity, and violent temper. There's a way to create characters by specifying the class first, but the manual warns that the values are lower than if you go through the regular process.
       
Selecting a portrait for a new character.
         
From the attribute and class choices, the game determines your base values in nine combat skills (specific weapon types); ten "body" skills like "Climb," "Swim," "Dance," and "Carouse"; seven "social" skills like "Lie," "Haggle," and "Streetwise"; and nine "lore" skills like "Geography," "Alchemy," and "History"; nine "Craftsmanship" skills like "Pickpocket" and "Locks"; six "nature" skills like "Track" and "Herb Lore"; and two "intuition" skills: "Danger Sense" and "Perception." You then get a pool of 20 points to try to increase each of the base values. You can only increase each statistic between 1 and 3 times during creation and at each level-up (depending on category), and if you fail three times, you can't increase it at all. I found failure less likely during character creation in Star Trail than what I remember in Blade of Destiny
     
That's going to be limiting.
       
I created the following six new characters:
   
  • Xamidimura, a female warrior. Skills primarily in weapons and body skills like "Physical Control," "Self-Control.” Since she'll probably be my default leader, I tried to give her a few points in things that a leader would need, like "Danger Sense," "Survival," and "Perception."
  • Mahsim, a male Thorwalian. Since he's not the leader, he was free to concentrate on almost all combat-related skills.
  • Gnomon, a male dwarf. Standing in for a rogue, he has modest combat skills but also "Climb," "Hide," "Danger Sense," "Perception," "Locks." The idea is that he'll be the leader in dungeons. I also figured I should have a dwarf and an elf if the plot is about elves and dwarves.
  • Toliman, a male green elf. He's my social butterfly, the leader in towns. He has the highest charisma. I leveled him in "Seduce," "Haggle," "Streetwise," "Lie," and "Human Nature" as well as some lore skills like "History" and "Read/Write.”
  • Lyra, a female druid. As such, she takes on most of the stereotypical druid roles, like anything to do with nature and animals, including "Herb Lore," "Animal Lore," "Alchemy" (though she started low), "Ritual," and such. She also shares healing skills with Lilii Borea. [Microsoft Word wants me to replace "druid roles" with "drug dealings." Checks out, I guess.]
  • Lilii Borea, a female magician. Anything that was arcane and not covered by Toliman and Lyra, I dumped on her, including "Tongues," "Ancient Tongues," and "Arcane Lore." 
          
I'm not even sure what this means.
       
I tried to get everyone up in their primary and secondary weapons, although you can only increase weapon skills by 1 point during creation or level-up, so I couldn't go too far. All told, it took me well over two hours to go through all the skills, map them to each character and prioritize the point assignment. I'm skeptical of the utility of a lot of the skills, like "Drive," "Bind," and "Train Animals." I believe a few, like "Acrobatics" and "Instrument" are only valuable to earn money in taverns. But my assessment is from my experience with Blade of course; Star Trail could be a lot different.
   
It took me so long to allocate the skills that I found the next section of character creation, a micromanaging of what portion of my attack values go to offense versus defense, extremely unwelcome. I welcome any advice here, but I mostly left it alone.
       
What would you do on this screen?
           
Finally, spellcasters, of which I had three, get to allocate a starting pool of points to skills in various spells. Here, I'm reminded of the Arkania system of giving every spellcaster access to every spell in the game (78 of them, if I counted correctly), but then telling them how much they suck at them. Values go as low as -20, and you can't even try to cast a spell with a skill of less than -5. Most of my characters started in the negatives for most spells. While this somewhat makes sense for Level 1 characters, it's annoying that during creation and with each level-up, you cannot increase a spell skill by more than 2 points, sometimes 1. I remember barely using spells in Blade of Destiny and having no sense which ones are useful, so I mostly concentrated on leveling spells that the characters were already somewhat proficient in already. I welcome your opinions about what spells are absolutely essential.
       
Yay! After five character levels, I'll be at Level 0 with many of these spells!
           
At last, my characters stood in the Temple before the décolletage-revealing priestess of Peraine. We engaged her in dialogue, hoping to learn something about why we were there. "Please wear fewer weapons when you next enter," she said, which was my first clue that the game had given the characters some starting equipment.
   
Blade of Destiny handled NPC dialogue by having a box show up on the main window with the NPC's statements. Sometimes, the player got full-sentence options for responses. Star Trail changes things by bringing the player to a full-screen dialogue interface with a list of keywords on the right. Normally, I might regard the change from full sentences to keywords to be a regression, but the full-sentence options in Blade were so goofy and counter-intuitive that I far prefer what they've done here.
        
That doesn't really tell us much.
        
The priestess gives me nothing and kicks us out of the dialogue window after I ask too many things she knows nothing about, so I reluctantly leave. Right outside the temple, we immediately get some answers. An elf named Elsurion Starlight welcomes us to the city in the name of his brother, King Elestir Starlight. Apparently, we've responded to a summons. Elsurion takes us to a tavern, orders a round, and gives us his pitch:
    
As you know, an Orcish uprising was crushed once before, but only by the cooperation of the Dwarves and the Elves. As a sign of their friendship, a magical artifact, the Salamander Stone, was created to mark the occasion. But the friendship has sundered, and the Salamander Stone lost. In order to resist this new Orcish threat, the Salamander Stone must be delivered into the hands of the Dwarf Ingramosch!
       
That was a weird name to give a stone meant to mark the friendship between Dwarves and elves.
         
He lets us know that Ingramosch is currently away from his people, staying in the town of Lowangen. The Salamander Stone is rumored to be in a "dwarven pit not too far to the south." He pays the tab and leaves.
    
No sooner has he left than a "wealthy businessman" named Sudran Alatzer approaches and says that Elsurion Starlight was lying to us.
       
Well, no. He said he was the brother of the king.
        
He says that elves and dwarves will never be allies, and that if we bring the Salamander Stone to Vindaria Leechbronn, he'll pay 1,000 ducats. After that, we are free to move about the city of Kvirasim, which I cannot find on the game map.
     
For some reason, the cinematic zooms in on Alatzer's eye when he says something to contradict Elsurion. Maybe it's supposed to detract us from his absurd claim.
              
At first, it seems like nothing has changed in the largely Might and Magic III-inspired interface (in terms of overall appearance, not function). A panel of nine icons offers options for splitting the party, switching between parties, reuniting the party, checking the automap, casting spells, making camp, and various disk options. The same options appear if you right-click on the screen or hit "9" on the keypad. The rest of the keypad allows for movement and looking up and down. Clicking on the portraits brings up character sheets and inventory screens. Overall, there is a satisfying amount of replication in how the player approaches different commands. 
       
You can click on the panel to the right or right-click to get a contextual menu with the same options.
          
Some differences between the two interfaces start to become apparent, and they're almost all positive: 
         
  • Although the game has tiles just like its predecessor, the transition between them is animated, giving the illusion of continuous movement if you hold down the movement key.
  • You can rotate the horizontal axis to look almost straight up and down. I wonder if this will ever become important or useful. 
  • The automap is so much better. Blade's just had tiles and colors. In Trail, not only is it much cleaner and clearer, but you can also zoom in and out, make annotations, and move the party to different parts of the city by clicking on the  map.
     
The much-improved automap.
        
  • There's a new journal that records bits of the plot and quests. You can add your own entries to the journal and find entries based on an indexing system. 
                      
The journal offers an entry that transitions between the two titles.
          
  • ESC works more reliably to exit screens in Star Trail
  • Some screens have cosmetic changes. For instance, the character sheet/inventory screen now has a texture behind it, along with some decorations, rather than a relatively plain background. 
       
The inventory screen from Blade of Destiny (left) and Star Trail (right).
      
  • If you sit too long without doing anything, Star Trail activates a "screen save" that rearranges the tiles on the screen. I could do without that.
        
The 1990s obsession with "screen savers" made its way to video games.
      
  • Fortunately, you can turn that option off in an "options" menu that's more extensive than the first game. Here, you can not only turn music and sound on and off independently of each other, you can also assign them different volumes. 
   
Overall, it's a solid interface, with some nice upgrades. I start relatively happy.
   
I'm going to end things here, as before I really get into the game, I want to collect your opinions about whether to go with my Blade party and, if so, whether there is any solution to the "child portrait" problem. The power level variance between imported and created characters is so significant that I can't imagine that it's not too easy for one party or too hard for another.
   
Time so far: 3 hours 

157 comments:

  1. Are your imported characters meant to be the children of the heroes from the previous game?

    Curious of them to translate the game, but keep the German-style quotes.

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    1. 1) Find the CHAR string.
      2) It is followed by a sequence of pairs of 00, and approximately 5 lines below (183 positions) it is interrupted by the number 10.
      3) Replace the number 10 with 00.
      4) Do the same for the other characters.

      (Translated from the page of a czech RPG guru https://www.svetmightandmagic.cz/forum/index.php?topic=993.0)

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    2. No, it's clear that the characters are themselves from the previous game. Thanks for the info, anonymous. Please pick a user name!

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  2. For the imported character portraits I did find some old references online to the effect that is a bug that was never fixed. I also found some, again fairly old, references stating that hex-editing was required to fix it.

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    1. If I remember correctly, one of the savegame editors made for editing the character and inventory for cheating purpose also boasted the function to fix the character portraits.

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    2. A bug in the beginning feels foreboding for the rest of the game

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    3. I was wondering if Chet was going to hit this or not. My recollection is that the game switches to child portraits as a goofy "cheating penalty" if it thinks the imported save game has been hacking like if experience values are too high. The problem being that Sirtech scaled up experience values in BoD which Star Trail now interprets as cheating. Supposedly there was a patch, but you had to call Sirtech for it. There is a patch on Archive.org that comes up when searching for "Realms of Arkania Star Trail" which might be it. It's labeled as a "test patch" but the file inside the zip has a Nov. 1994 creation date.

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    4. I fixed it through hex editing, so it is definitely fixable.

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    5. That's hilarious. I never would have guessed that this is not a bug. 90s copy protection really was something else.

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    6. I was thinking it might be intended to diss the player for taking the easy option.

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  3. "Salamander Stones" is the name of the mountains near the forests of the wood elves in Aventuria. And traditionally, the elves no longer have kings or a central governing Body in this world, so the claim that there is no elven ambassador is not that absurd.

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  4. Regarding the game deleting itself on novice mode, I am reminded of the obscenely difficult platformer I Wanna Be The Guy (IWBTG). The game has an easy mode, which... just immediately kills your character, since players wanting easy mode have no business playing IWBTG!

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    1. I would say that novice mode sounds like soft-serve RPG, but I'm afraid that might finally push Chet over the line to banning me.

      (didn't IWBTG have an actual easy mode with more checkpoints, which put a little bow on the PC's head?)

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    2. I think that was normal mode, and instead there was a hard mode with FEWER checkpoints. And, of course, an insane mode with NO checkpoints!

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    3. IWBTG's bow mode was "medium difficulty", with the no save points mode being "impossible difficulty". The game was not actually tested in impossible mode, the idea merely being done for a joke. The creator could not believe when someone actually beat impossible mode.

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  5. Looking forward to this one. Star Trail was the last CRPG I bought during my high school years. I had high hopes for it but never finished. I recall it seemed difficult with new characters. Then I got stuck and couldn’t find a way to advance the plot. Explored everything multiple times but nothing worked.

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    1. Wasn't there a penalty in the Southpark RPG where you got directed to the crisits if you skipped the tutorial or something like that.

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  6. > Each of them has an unnecessary female analog (e.g., "she-jester," "dwarvess," "magicienne")

    That’s because German naturally defines masculine and feminine versions of professions. Whoever did the translation will have just straight translated everything rather than try and adapt them to the non-gendered English equivalents.

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    1. That was exactly what I wanted to say. And since male characters in the German original will be linked with male pronouns (and female characters with female pronouns), they possibly thought it was less work to just invent female forms for the English character names, even if English in unspecific regarding the sex.

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    2. I guessed that was the reason and probably should have put it in. English doesn't make the same distinction absolutely, and any distinction is falling out of favor now, but traditionally we've had actors and actresses and waiters and waitresses. Witch/warlock holds up. Even "druidess" isn't terribly alien. It's the "she-" options that seem weird in English.

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  7. I recommend using the new characters. Soon after leaving Kvirasim there will be an optional encounter with a relatively easy combat. Winning it gives the characters enough experience to gain two levels. This is the game's way to close the gap between new and imported characters. I think, imported characters don't get that encounter at all. Ignoring that encounter is, in essence, a choice for a "hard" difficulty for the game instead of a "normal".

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  8. http://www.gogwiki.com/wiki/Realms_of_Arkania_2:_Star_Trail

    Known issues

    Sometimes, after a transfer from RoA 1, the characters changed to children. Here is the fix (thanks to Johntuck77):
    1) Download the following Hex Editor you can find it at this website http://www.softpedia.com/progDownload/tiny-hexer-Download-35737.html
    2) Install the editor and open your save game which you imported into ROA2. BEFORE YOU CHANGE ANYTHING MAKE A BACKUP COPY OF YOUR SAVEGAME.
    3) You can either find it manually or by pressing Ctrl+F and look for the word "CHAR". It is usually located right before your characters name. Click the letter C of CHAR and make sure it is highlighted in the Hex editor as well.
    4) Here comes the most important thing. Press Ctrl +G in the field type in +0xB7 (comment from Glabro: look at the HEX value of the letter "C" in "CHAR" and add to it b7 HEX value and find it in the file. You can use MS calculator to add HEX values). This will take you about 5 lines further down from the word CHAR and you should see right where it lands or right next to it the number "10"
    5) Replace the number 10 with 00 and save.
    6) Repeat the previous steps for all your characters.

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  9. The children's portraits are what the character's portraits change to when you cast the mage's Camouflage spell. There's a similar effect for the elf's Eagle, Wolf spell, where the portrait changes to an animal image. You may find both of them useful at one or two points (though not absolutely necessary as there are workarounds). You will need the spells Banish Spirits and Melt Solid for some puzzles, so make sure you are able to cast them (no need to increase them past -5 thought).

    The spell increase system works like this: although every character has access to every spell, they are still assigned to specific classes. That governs how much you can increase them: 2 points for class spells, 1 point for non-class spells. Mages get to specialise in a school of magic, which allows 3 increases per level in that school.

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    1. Btw, you can actually toggle free movement in this game. It's not particularly advisable, since turning in that mode feels very weird (I have a suspicion the code was lifted from some racing sim), but there's one chest in the game that's only accessible in free movement mode.

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    2. I think this also means that many -10 or worse spells will not ever be truly accessible given you do not gain too many levels. In that way character class does specify which spells you may "master" and use. If memory serves, most spells are actually implemented in game (the first part had spells which did not work at all) but keep in mind that for charm spells, enemy magic resistance is added as penality on the spell check so with negative values, you'll never scare (Horriphobus) anyone. Damage spells on the other hand sap a lot of your astral energy which is a pain to replenish. I remeber my mages therefore focussing on cheap charms, Armatrutz for increasing armor class etc. I also did solo the game with one character (and a walkthrough), so I don't think you need to fear building your party wrong despite the somewhat forbidding and unintuitve character system... :D As regards weapon AT/PA (attack/parade) choices, parades help not getting hit, if you get hit, armor class subtracts from damage, so you could have a high attack low parade setup with high armor class but I'm not sure the game allows you to split AT/PA too much. At well-balanced setup may make most sense. The above mentioned Armor spell, however, is excellent for those who can use it to reduce incoming damage. I hope I remember this all well, but reading your post makes me want to reinstall the game and play it once more. I also second the new party setup and getting the optional encounter (near Gashok?)

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    3. Thanks, VK. I wouldn't have interpreted "Walk Stepwise" that way if I hadn't read your comment. Yeah, it feels like the party is drunkenly careening about. I'll look for that chest.

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    4. It's funny you say that because it's an actual thing in RoA (at least in Shadows over Riva, not sure about Star Trail): if your party gets drunk, camera controls become erratic.

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  10. Is the screensaver automatic or could you turn it of. I would think this is annoying when trying to blog about what's on the screen and having it turn into a Jigsaw puzzle.

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  11. I've been eagerly awaiting "Star Trail" here for a long time. Since there's a bug with chests in one of the dungeons that, in my opinion, severely disrupts the gameplay, I recommend trying the "Sternenschweif Fanpatch" from the following page: http://nlt-wiki.crystals-dsa-foren.de/doku.php/downloads?
    I hope Far02's notice was helpfull with the "children portrait bug".

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    1. Just to add, the "Sternenschweif Fanpatch" also works with English-language versions (according to the file contents; haven't tried it myself). It recognizes these versions:

      U.S. floppy 2.00
      U.S. floppy 2.01
      U.S. CD-ROM C2.00
      U.K. CD-ROM C3.00

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  12. If desired, I could provide a fairly complete list of which skills and spells are used/usefull in the game. (I would use Rot13 of course)

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    1. I'm not sure if my post about the Skills was deleted due to a technical error or intentionally.
      I sincerely hope there was no reason for the latter and try once again!

      Some hints about the Skills:

      Weapon Skills:
      Because of weapons can break or be stolen (with execption of magician's wand and warlock's broom) unarmed is a bit advisable
      I suggest to set attack value higher then parry value, maybe to opposite for worse fighters/spell casters
      At least 2 characters should be able to Missile Weapons, Throwing Weapons are less usefull

      Body Skills:
      At least one character should be able to Climb / Swim
      Dance is only for gaining money
      Physical Control for example reduces fall damage
      Self-Control prevents fainting
      Sneak is for obvious break in and hunting

      Social Skills:
      are mostly uselees, as far as I and others know:
      Seduce und Streetwise are only used in Shadows over Riva
      Evaluate can always be used in the character menu to evaluate the price of an object
      Haggle should be helpfull in the beginning, later the party should have enuagh money

      Lore Skills:
      these mostly give background informations in various encounters, but very seldom
      Arcane Lore is completly useless
      Tactics (or whatever it is called) was only used in Blade
      Oddly Geography is used in Star Trail to move through swamp

      Craftmanship Skills:
      Train Animals and Drive are unused
      Instrument can gain money and calm one(!) enemy in combat
      At least one hero should be able to Treat Wounds, Disease und Poison

      Nature Skills:
      Bind increases the hunting yield
      Track, Survival and Animal Lore should increase hunting success
      Herb Lore should be practiced be one character, one will use many medical herbs
      I don't know about Orientation

      Intuition:
      Both skills should be increased for every character, mostly the leaders

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    2. I honestly think that would be useful, if it doesn't already exist somewhere.

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    3. Thanks, Titus. Blogger though your posting was spam for some reason, so it took me a while to notice and restore it. This is very helpful and of course makes me want to start completely over.

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  13. I'm trying to remember, but was this the game where Elves were OP? That you'd be better of creating a party of mostly elves (Ice Elves in particular).
    Again, memory is a bit vague here

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    1. I think it was Blade of Destiny; in Star Trail, the elves were nerfed (no longer could equip scale armor).

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    2. Yes, elves are very powerful. They are capable fighters with both ranged and melee weapons, have many skills that benefit you in the game (such as healing, perception, and surviving in the wilderness) and a nice assortment of spells. No other character class is as "complete" as they are. The fact that, in Blade of Destiny, green elves can wear mail shirts is just the cherry on top.

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  14. Well written introductory paragraphs to the 'DSA' system and how it differentiates from 'D&D'. I guess you can say that 'Arkania/Aventuria' is more grounded and grimdark than the 'Forgotten Realms'.

    A quick anecdote: When I studied the rulebooks back in the 80s, I did realize that elves were better at everything, so I asked my older brother why anyone would play as another class - he then bluntly lectured me that elves are basically the fascists of fantasy land and thus nobody wants to sit next to them ;)

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    1. Right now reading "The nightmare stacks" from Charles Stross, which gives a very funny spin on elves as the fantasy totalitarian fascists. "The Laundry Files" and Ultima 5 are probably the best things I discovered last year.

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    2. > I guess you can say that 'Arkania/Aventuria' is more grounded and grimdark than the 'Forgotten Realms'.

      Not just more grimdark. With DSAv5, a few years ago, a rulebook entitled “Wege der Vereinigungen” (Ways of Union) about Aventurian sex practices was announced as an April Fool's joke. But then they got serious.

      The 240-page rulebook, which was finally published, contains detailed descriptions, rules and pictures for (translated from a German website):

      - Comprehensive and detailed background information on the courtship and sexual customs of the various Aventurian species and cultures, including a lengthy section on same-sex love, orgies, and prostitution.

      - Rules on the “profane” side of sex: rules for seduction, sexual practices, critical successes and failures in lovemaking, but also for procreation, sexually transmitted diseases, and special features in combat.

      - With the section on sexual characteristics, you can determine these for your character. The expansion of the hero sheet lets you enter all the details, as well as preferences, special sex skills, and conquests.

      - Special skills and advantages and disadvantages related to gallantry, seduction, eroticism, and other things pleasing to Rahja.

      - A section on sex toys, erotic literature, artifacts, and talismans.

      - An entire chapter on magic and divine powers, featuring new liturgies and spells, new magic songs, witch curses, and... staff spells. The effects of virginity on spellcasters, new ceremonies and ceremonial objects, and even new traditions for wizards and priests with the Tsatuara follower and the Levthan priest.

      - A chapter on secular, magical, and sacred professions with a Rahjan background, including the erotic artist and the harem guard.

      - A concluding chapter with archetypes such as the Engasalan sex mage, the Al'anfan flogger (dominatrix), and, among others, the Horasian erotic writer. An exquisite selection of lustful demons that can enrich any orgy and surprise even experienced visitors rounds off the chapter.

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  15. I remember Star Trail being significantly better than Blades and my favorite of the trilogy (Riva is great, but I found the setting too limited. Kinda like Ys 8 vs 9). I’m looking forward to seeing if I just have nostalgia or if the game is actually good.

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    1. I prefer Str Trail as well, but I hated giving up my stuff so much...

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    2. Shadows over Riva's setting is great, we should have many more urban RPGs like that. It's just not one particularly suited to TDE's strengths.
      Although I might be biased because it was my first "proper" RPG (after Diablo, which many people at the time didn't consider a real RPG at all).

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    3. Well, I was one of these people. Let's just say coming from the mid 90s waiting for a proper CRPG Diablo wasn't that for me nor the direction I wanted the whole genre to go. Thankfully Fallout came out shortly after which was exactly what I had been waiting for.

      Years after that I see the values of this subgenre and the impact the series had though I'm never going to be one of the many die hard Diablo fans. I recently did have some decent fun with Diablo 4 although I don't care for the whole multiplayer and endgame content. I'm just not that into MMOs in general.

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    4. Diablo 1 was a good game the rest is just more bloated and streamlined arcade-games with numbers added to the power-ups. I enjoyed them while playing as ablenkung but the after I killed the final boss I cant remember anything, the gaming equality to a marvel movie.

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    5. The marketing team of Interplay wanted to change Fallout 1 to real time because of Diablo's success. Fortunately Tim Cain convinced them it would be too expensive.

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  16. "I assume if you choose it, the game deletes itself from your hard drive and blacklists you from ever buying an RPG again." While I'm definitely of the mind that folks should play games at whatever difficulty suits them (from "story mode" to "impossible"), I found this a hilarious statement and would actually be very amused to find a game that actually deleted itself if you selected too low a difficulty level (albeit annoyed if it was a difficulty I wanted to select!). I hadn't realized that this game was so close to the top of the queue - need to pay better attention - since I wanted to play along with you. Now I have to go track it down and take a break from BG3.

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    1. Also, I have a love/hate relationship with complex character generations. On the one (primary) hand - I do actually spending literally hours working up character concepts and generating exactly the party makeup I want to have. On the offhand, it takes literally hours (occasionally days) before I can actually dive into the game!

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    2. Novice mode just takes care of skill and spell increases for you. You still get to create your party and manage their main attributes. I used it when I first played Shadows over Riva - it was my first proper RPG (after Diablo), so I dutifully clicked novice. And because it was a pirated copy with no manual, it was only a couple years later that I learned there actually were skill and spell values in the game.

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    3. I see DSA has pretty complex character generation, with derived attributes and negative skill levels and all that. I'd be ok with that in a CRPG, but would find it annoying in tabletop gaming.

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    4. @Radiant Oooh yes, it can be! DSA was (and probably still is) the biggest and most played tabletop RPG in Germany, but I never really got into it, because the skill system is *insane*. Most people I know started to use software tools (written by fans) to manage leveling for them, because it was such an incredible *pain* to do manually. These tools usually also manage skill checks for you, because having to keep track of three different attributes per skill (or sometimes, one attribute twice and then another) with additional modifiers on top could get confusing even if you weren't a novice. And don't get me started on the dozens of superfluous skills that practically never come up (though to be fair, I once deliberately played a character who put his strengths into carousing, dancing and etiquette, and I had a whale of a time in a party that otherwise consisted of a Thorval warrior, a Mittelreich warrior and an Elven Mage... though, of course, utterly useless in a fight (which often could eat up, like, 4 hours of a 6 hour RPG session btw... can you tell I'm not a fan? 😜 )

      The "Easy mode" that took care of leveling for you was actually a feature advertised in gaming magazines at the time, because after the first game a ton of players complained about how easy it was to sink points into skills that were utterly useless, by the way...

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    5. Me, I just got turned off DSA by the doggerel nursery rhymes that the player had to sing for the character to cast a spell. Although I think they took those out in later editions because I'm not the only one who found that stupid.

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    6. I loved the extensive skill system in tabletop DSA (and also in Shadowrun), it gives more depth to the character, not just in text, but also in stats. The DSA rounds I was involved in were also rather light on combat (because tabletop combat is slow, especially in DSA), so non-combat skills played a bigger role.

      The computer games try to give a lot of the skills at least some use, but in the end they are much more combat heavy, and would probably have worked better with a smaller skill system.

      @El despertando It's not that hard really. The character sheet lists the attibutes needed next to each skill. So it's e.g. "Streetwise (KL/IN/CH): 3" and you know exactly what to roll. If there's a modifier to the check, your GM will tell you.

      The use of software tools started mostly with DSA 4 (Arkania is DSA 3), which introduces a lot of character customization together with a build point system. This is a lot of work, but at least gets rid of the randomness of DSA 3.

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    7. @Radiant
      "Round and tasty on a bun,
      Pickles, french fries, yum yum yum!"

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    8. @El despertando, talking about software tools for DSA reminds of my tabletop gaming experience. My regular weekly group (who celebrated our 15th anniversary last year) still play Pathfinder 1e, and while I resisted for a long time, I finally gave in a few years ago and started using Hero Lab to manage my character, because the alternative (for me) was a constantly-shifting series of scribbles on the margins of my sheet to keep track of conditions, modifiers, and spell effects. I tried getting into MERP (Middle-Earth Roleplay) a couple years ago, and the lack of similar software tools to manage the endless rolling on tables sapped much of the excitement for me.

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  17. I'm grateful to the developers for offering ice elf as a class in the sequel as well. To them I say: thank you falettin me be ice elf again.

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    1. Exactly the kind of praise that I fear the developers would greatly enjoy.

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  18. The children portraits *are* repairable, and I did it in between GOG versions. You need to hex edit very specific parts of the save, though.

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  19. What I vaguely remember is that it might be useful to have a mage to level up Transversalis every single time possible every level so you can hit -6 with it. That spell is effectively teleport, I believe, like the moving through walls spells in some games. I have no idea if it's required, I only beat the sequel to this game.

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    1. I'm impressed there's a CRPG that incorporates a teleportation spell, noting that tabletop D&D has several of those and (to my knowledge) none of the D&D CRPGs implement it. Even Serpent Isle's blink spell that got dummied out.

      Most CRPG teleport spells I can think of are sharply limited in effect (e.g. "only teleport into town" or "only teleport up to ten steps straight ahead"), the main exception being Nethack.

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    2. Didn't Wizardry have Malor since the very beginning?

      In RoA, Transversalis can only move you a short distance on the current level, and only to a place you already know - i.e. that is visible on the automap (and IIRC, there were some limitations on teleporting through walls added with each game). It's still pretty powerful, especially in combination with Penetrate which reveals the automap in a certain radius around the party, making new squares teleportable.

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    3. @Radiant: What about 'Dimension Door'? I recall that being in the Gold Box games.

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    4. Bard's Tale had APAR with which to teleport inside a dungeon.

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    5. Right, gold box actually had dimdoor, I forgot about that. Ok, then teleportation is more common in games than I thought. I still appreciate this game for having it too.

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    6. Transversalis can, in some cases, move you to places you have seen through walls. I think it works unevenly in RoA2 due to plot reasons.

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    7. Other roguelikes also have teleport spells or items; Brogue has a staff of blinking (directed, linear) and scrolls and charms of teleportation (random, takes you out of line of sight). And Legerdemain, which is sort of roguelike in micromechanics although not at large scale (no permadeath or procgen maps) has "tweening" which can be random or directed, though I never managed to successfully use the directed version. (There are a lot of forbidden teleports to avoid sequence breaking, or I may have just lacked the skill to ever get the directed teleport to work.)

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    8. IIRC - and it has been far too long since I last checked, so can't guarantee it's correct - in BoD it works through any walls; in ST, only through thin barriers (like doors) and is turned off completely in a certain dungeon; and in Riva, it doesn't work through walls at all.

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    9. Would've been fun if they had an in-universe explanation. "Too many accidents with people not making it quite all the way to the other end of the wall. And when two different matters try to occupy the same space... well, you get the picture."

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    10. In 1994 we are going to get to Arena, which requires extensive use of Passwall! There are some rare funny lampshading references to the spell in some books in latter Elder Scrolls games.

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    11. AlphabeticalAnonymousJanuary 15, 2026 at 10:14 AM

      @matt w: It's not even clear to me that Brogue would qualify as a CRPG for this site. As I recall there are no experience points, and power-ups only come from items that one collects. Or do I misremember? It's been a while.

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    12. No that's true, at least as of the recent versions (1.5 or so had experience points). You get HP and Strength upgrades from potions which might barely qualify but Chester would also be cranky that there's just one of each of these stats, and no economy whatsoever.

      It's very obviously a slimmed-down Rogue, much more so than most things called roguelikes these days, but what it's slimmed down may have taken away a lot of what Chester looks for in an RPG.

      OTOH other roguelikes do have teleport--I'm pretty sure Golden Krone Hotel does and I think it would count. Desktop Dungeons Alpha had teleport too and I also think it counts at least by technical criteria. I think there's teleportation in DCSS as well? It just seems to work very naturally for roguelikes.

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    13. Yeah, the Angband line also has teleport, though the destination is random so it’s almost purely an escape. Early Might and Magic games also had both in-dungeon teleport (up to nine squares in the direction you’re facing), and a mark-and-recall system that works across the whole world map.

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    14. Early Might and Magic also had the Fly spell to go to the safest square in any designated overland sector.

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    15. Time Distortion, in later M&M games (possibly because the idea of flying to safety doesn't fit too well with underground dungeons).

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    16. In the game "Mordor : The Depths of Dejenol", there will also be teleportation. Moreover, it will be possible to specify the coordinates where you need to teleport - the coordinates themselves consist of specifying the floor number and coordinates along the x and y axes.
      You don't have to have been there before. The only danger is that you can teleport into the rock. And stay there forever.

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    17. Time Distortion was around since M&M1.

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  20. If I was playing this I would be tempted to immediately just make an All-Jester party and see how far I got.

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    1. That would be funny (pun intended)

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    2. AlphabeticalAnonymousJanuary 14, 2026 at 12:35 PM

      It does seem a missed opportunity to not include at least one jester in the party. How else will the rest of them stay entertained while adventuring through the wilds?

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    3. The "jester" is "Gaukler" in German, which is a travelling entertainer, who might play music, juggle, but also play tricks and perform (non-magical) illusions. "jester" isn't wrong per se, but "tickster", "entertainer" or "gypsy" might be a better fit.

      Basically it's a thief class with better body and entertainment skills, but slightly worse core thief skills.

      The difference between the two is more relevant in tabletop than in the computer games, so I wonder why they decided to include the Gaukler in Sternenschweif (the Gaukler is from the "Mantel, Schwert und Zauberstab" extension, a box that also contains the sailor, bard, medicus, and several other archetypes not included in the game).

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    4. "Bard" is the obvious analogue in D&D.

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    5. Not unite the same, but Dragon Quest IiI had the goof-off, which was a pretty terrible class, but could promote into Sage at level 20, which is arguably the best class in the game. Normally a character needs an item of which only 1 exists to promote to Sage.

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  21. For the question with magicians: at each level up you get x attempts to improve skills and y for spells, depending on your class. Attempts works by rolling two dice, if the result is higher than your current skill level it increases. This means if your skill is 1 or less you always succeed, but then you can start to fail. Once you reach skill 10 you get to roll 3 dice insteae, which means the absolute max is 18.

    Anyway, as a magician you can choose to sacrifice 10 of your attempts to improve spells for extra astral/spell points. Both in game and in my PnP group it was seen as a no brainer to do that, since you run out of astral points quickly and you still get plenty of increase attempts.

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  22. For me Star Trail showcases a typical discrepancy of the times between quest design and engine design. The engine, rules system, dungeon exploration, combat, travel... everything is really nice and inspiring. But quests are unclear, badly written, rely on obscure hints and allow to get yourself if walking dead situations at so many points in the game if you didn't pick the right item/skill at the right moment in the correct order. I really want to like the game, and even started a replay this fall when it was announced as upcoming on this blog. But I feel that's it's only playable with some form of walkthrough else it's overly frustrating, but if you play it with a walkthrough it's kind of boring. I'm excited to see how it goes for you in any case.

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    1. Well, that's unwelcome news. I would ask fans to warn me of potential "walking dead" scenarios as I approach them.

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    2. To my knowledge, there's only one alleged walking dead scenario and you have to try really hard to achieve it: at one point you have a choice between giving up the mcguffin and fighting a battle. The battle is supposed to be unwinnable, but with enough cheese you can actually win it - which supposedly breaks the quest progression.

      There's also a certain dungeon that you can't complete or escape without Banish Spirits spell, but as long as you have a save file from before entering it, it's no big deal.

      You get enough hints from the game to do everything without a walkthrough, you just have to work for them - talk to everyone about everything, if an NPC throws you out like that priestess, try again. I think that's the game's misguided attempt to make social skills useful - the higher they are, the lower the chance of being thrown out of the conversation. But since there's no penalty for trying again immediately, it's kinda moot anyway.

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    3. Not sure if my comment was sent to moderation or glitched out of existence. In case of the latter: to my knowledge, there's only one walking dead scenario that isn't immediately obvious - if you win a certain battle that is supposed to be unwinnable (and even that I'm not sure about because there's also contradictory information that you can just stumble upon the final dungeon). There's one other possible dead end I can think of, but it's immediately obvious and you can then just load a save from an hour or two ago.

      Save often enough and don't overwrite or delete your saves (IIRC there's no limit on how many you can have) - and you'll be fine.

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  23. I'm not sure there's a good equivalent to the cleric in DSA (as in, an okay warrior with healing/buffing spells). The druid is more of a mage with focus on control spells and nature skills. You could have a mage with a specialisation on healing, but he wouldn't be a good fighter. The closest mechanically is probably the Auelf, who is a good fighter and has strong healing spells.

    There is a DSA box that introduces priests of the temples of the 12 gods, but IIRC they are not your classical spellcasters, and the classes are very different for each god. A priest of Rondra for example is basically a warrior with some additional powers and restrictions. None of them are in the Arkania computer games.

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  24. Has it really been six years already since Blade of Destiny? *shudder*

    While I spent quite a lot of time with Blade, I never made it far into the sequels. I still haven't given up the desire to get through the entire trilogy one day.

    By the way, a while ago I started a wiki (https://realms-of-arkania.fandom.com/wiki/Realms_of_Arkania_Wiki) as an attempt to create a comprehensive, English knowledge base for the series and supplement some extra information from the tabletop game. There isn't too much in it yet, but I've already written some descriptions for the character archetypes and stats, weapon tables, and a bit of Aventurian lore such as blurbs on the twelve gods and a brief history of Thorwal and the Orks. Feel free to peruse it to maybe fill in a few things the game leaves unexplained. That's yet another project to get back to for me...

    The Svellttal, incidentally, is named after the river that flows through it: the Svellt. While the river's name might be inspired by the English word svelte, German doesn't have a cognate of that word, so the vast majority of players would have missed such a connection.

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  25. The intro freeze apparently is an issue others have experienced, too - not sure if the last comment on this page is the actual solution, others more versed in these technical questions might be able to say.

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  26. For anyone playing along or planning to pick it up (again), it might be useful to mention once more (as commenter Flash already did in the 'Upcoming' post) that the English manual which comes with the gog version unfortunately is incomplete.

    On the MoCAGH site you can find an English manual ('Player's Guide') whose content ends with page 76 (plus blank pages for notes and some Sir-Tech ads on both ends). There is also a separate reference card document of 8 pages.

    The version included on gog (at least if it's still the same 2009 file I got when I bought it a couple years back) is a copy of the manual that ends with page 48 which somehow also has the reference card inserted at the beginning after the credits and before the actual start of the manual. Besides the table of contents and the index, it's missing quite a few appendixes with important or at least quite useful information.

    I understand that, as Flash said, even the full English manual lacks some info compared to the German one. There is also a separate kind of reference card document in German that, in addition to interface explanations, contains a 'diary of Iris' of a couple pages which seems to provide some ideas as to your first steps.

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  27. do you play with speech or not?

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    1. I need to investigate that. I thought the GOG version was supposed to have the "speech pack" installed, but there's been no speech so far. I'd probably turn it off if there was.

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    2. Could be a German only thing, they love.

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    3. I read something earlier today that suggested that the speech was on the German CD only (available through Steam, but not through GOG that I can see). But if there's a way to get that working, I'd be interested in that.

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    4. Ah, thanks. If that's the case, it makes life easier.

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    5. @Scott: According to the game's page on PC Gaming Wiki, the gog Windows version is incorrectly configured for the voices to work, but it can be fixed by changing one value in the dosbox_realms2.conf file. Haven't tested it myself since not on Windows.

      It also has information about how to use the CD music in the English version (the English version has MIDI music whereas the German version has CD music).

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    6. I decided to try to play along as i have fond memories of this game, and I am using the gog version. I do get speech although I found it and the music so enervating that I had to mute my whole computer until I found out how to shut it off.

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  28. Played the game to death in the 90s, but ofc it was the German Version. Awesome CD Music and some noteworthy improvements over the first, including I think that you can now shoot diagonally in combat.
    I am not sure if the English Version has the CD Music though (pretty sure the first one doesn't). Also in multiple playthroughs I never encountered this Bug with the Children, possibly also a bug which didn't occur in the German Version.
    Personally never used the free move option. Always felt weird.

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  29. Definitely get the full manual. Be aware that rolling for high attributes does make a big difference in the game, a single attribute point affects dozens of skills and spells in the game as you can see in the manual. It's not hard to get 13 in all positive attributes at creation since you can rise them with the negative attributes.

    I recommend maxing the attack values, each point less reduces your chance to hit by 5 percent. Exception: The unarmed parrying skill is used when holding a bow.

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  30. The English translation isn’t the best and yeah the bug about children faces is specific to that version. As others have already pointed out it is fixable, but I would recommend to just go with new characters.

    As you already guessed it makes the game too easy otherwise. You‘ll get two level ups for free by killing some wolves on new characters shortly after leaving town.

    I have played this game a lot as a kid, and I have done challenge runs like single character and no save scumming etc, so I‘d say I know it rather well :)

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  31. All right. I appreciate everyone's comments, and at this point I think I'm going to move forward with new characters, so while I'm satisfied that we have the solution to the "children" bug, it's also moot. Thanks again to everyone who contributed your thoughts.

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  32. One of my favorites of the era! I never did beat it but had a lot of fun wandering around lost, the world and gameplay really got me immersed. I still hum a lot of the music occasionally.

    Speaking of music, last time I fooled around with it I did the thing where you use the German CD version to have CD audio, and apply a fix to have English text. Thing was you still had to type in the answer to some riddles in German. Just be warned that might be a thing if deciding to go that route.

    I would recommended new party but it seems like that was already settled on, yay!

    Magicians have a special camp activity that is multiple stages and good to do as soon as possible.

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  33. Character Creation Guide: https://gamefaqs.gamespot.com/pc/564655-realms-of-arkania-blade-of-destiny/faqs/64921

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  34. TDE Lore: https://writeups.letsyouandhimfight.com/doresh/the-dark-eye/#6

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  35. The game includes a mechanism that allows a new party to compete somewhat with an imported one. A few miles after Kvirasim, there's a special encounter only for new parties that grants enough Experience Points to reach level 3.

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    1. I think the encounter is there either way and you just don't get much experience with an imported party. But it's been almost forever since playing it for me.

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  36. Spells with no known use in the trilogy:
    Heal Animal (not 100% sure), Conjure Spirits, Mutabili, Walk on Ice, Witch's Eye, Aeolitus, Freeze the, Soft, Calm the Storm

    Spells which can be used in Shadows over Riva:
    Nihilatio, Solidirid, Motoricus, Claudibus

    A spell which seems not be working:
    Guardian

    Additional comments and corrections to the guide on gamefaqs linked above by someone else:

    • Balm: Unlike in Blade of Destiny, this spell can also be cast in combat. (By the way, in the pen and paper game, the effect only kicks in after 5 minutes; instant healing is difficult.)
    • Astral Theft: Can revoke the ASP from fellow heroes!
    • Respondami + Sensible: Each NPC companion has their own catchphrase.
    • Meekness: Doesn't work like Evil Eye.
    • Blood and Furor, Heptagon and Conjure Elemental:
    very dangerous, often doing more harm than good
    • Acceleratus: Overpowered Spell! Grants the target 2 attacks und defenses per round too! Oddly enough, this is often overlooked. Many game guides call this spell useless.
    • Without a Trace: Spoiler: Hfrshy ntnvafg obgu xvaq bs chefhref ba gur znc
    • Transversalis: There is an unlikely bug that occurred for me and other players (hard to believe). If you save standing in a specific doorframe within the most western dungeon, you'll get stuck after loading. This spell is the only way out.
    • Duplication: Can be cast twice on a target. The first doppelganger reduces the opponents' chance of hitting the character to 50%, two doppelgangers to 33%.
    • Nekropathia: Applicable to deceased heroes, they give are more or less useless tips.
    • Darkness: Lowers attack and defense values (by 7 if I remember correctly) of everyone, foe and friend, except the caster. In S. o. Riva it additionally turns the screen a bit darker.

    And an obscurity:
    The game contains a recipe that requires a basilisk tongue. This weapon can only be imported from Blade of Destiny or purchased in Kvirasim on the day the market first opens. The recipe's effect is more of a PRANK ON THE PLAYERS than an Easter egg.

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    1. The summoning spells are so much fun! As a kid I would stack up on mana pots and summon 20 fire elementals in a fight. They'll eventually turn on you and you get a lot of XP for killing your own summons. The first time you fight any enemy you get the most XP for it, so if your first encounter with fire elementals happens to have 20 of these: great :-)

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    2. Very useful tips - thank you! On the Summon Elemental - I gathered this was a SAFE spell (because it's in Elements, not Demonology). Is it truly a risk? It'll take even my Druid a long time to get to cast it (since she started at -15 and is closer than anyone else), but I don't want to burn the increase attempts for a spell that's too risky to use.

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    3. Any summons can (and most will) turn against you, yes.

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    4. In my experience Fire Elementals are even the ones who the most turn against you. Even if the lore of DSA says otherwise.
      Zombies are the safest to raise. They were primarily useful as quasi-shields.

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    5. There is an unknown dice roll happening every turn for summons. It seems to be very hard as most times you loose control after 1 or 2 turns.

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    6. Some spell advice:
      - Camouflage and Eagle, Wolf makes a character look inconspicuous (outside combat), which can be used in Star Trail
      - Accelerate is one of the best spells
      - Armor is also good
      - Combat spells are only good against enemies immune to physical weapons. The costs are 1:1 Astral points to damage, so pretty costly.
      - Penetrate clears the fog of war on the map some squares around you, which helps to find secret doors. It is also great in combination with teleport to "jump" over obstacles your party doesn't have the right skills for (locked doors, ravines, holes,...)
      - Balm is great to prevent your damage dealers from dying without making them use an action to drink a potion.
      - Lightning is great to debuff an enemy for a time. It seems to wear off after the enemy is attacked though.
      - Terror power is a good buff.
      - Iron rust is a good debuff against enemies with weapons.
      - increase stat is a great buff and lasts quite some time.
      - Ocean floor allows to breath under water - which helps with all the swimming you have to do in the game.

      General magic advice:
      It is extremely useful for your mage to get all the wand spells (which can be tried during resting in an inn). This will give you a never ending torch, a rope and a fire sword.
      The fire sword is the reason that mages should increase swords every level, so they can use it effectively.

      The glass dagger of a druid count as a magical weapon (effective against demons).

      Some general advice:
      - the birth god of a character gives a bonus (some are better than others):
      • Praios +1 Courage
      • Rondra +1 Swords
      • Efferd +1 Swim
      • Travia +1 Treat Poison
      • Boron +1 Human Nature
      • Hesinde +1 Alchemy
      • Firun +1 Missile, Track
      • Tsa +1 Charisma
      • Phex +1 Stealth, Pickpocket
      • Peraine +1 Treat Disease, Treat Wounds
      • Ingerimm +1 Tactics
      • Rahja +1 Dance, Seduce, Instrument

      As I found it extremely annoying to fail the attacks, it worked best for me when I increased attack as much as possible and ignored parade. A tough armor can mitigate the damage.

      Armor makes it hard to swim, though.

      Delete
    7. I omitted complete spell descriptions and tips, as they would be redundant with the guide linked above.

      Is the 5th wand spell, the (powerful) Fire Sword, implemented in the Star Trail HD remake?
      It definitely doesn't appear in the original NLT.

      And to prevent misunderstandings, the first wand spell is placed on it at the beginning. After torch and rope the 4th spell decreases the cost of each spell casted by 2 Points, but each spell still costs at least one astral point.

      (In Blade of Destiny, whenever you try to place a wand spell on the wand when there are already 4 spells on it, you get the terribly misleading message "unfortunately failed".)

      Delete
    8. Good hint about the glass dagger, Discobutcher.

      Delete
    9. I'm sorry, the flame sword only appears in the remakes. I mixed this up.

      Delete
    10. Focusing on attack and then just equip all the armour is the way to go. Also having 13/13/13 in courage, dexterity and dtrength gives a base attack of 8 (divided by 5 and rounded up). You can increase it to 9+. For defense it was afair Dex/Intuition and strength, making strength by far the best stat for combat, as it can also increase you damage for weapons/unarmed. Praios is the best deity to start with courage 14. Casters might prefer Tsa for Charisma.

      I went to great lengths in character creation to have ALL characters start at 8/8 base attack and defense, which was annoying with spellcasters but can be done, especially if you roll low on a negative attribute you have to increase afterwards. Your magic resistance is intelligence + courage + level divded by 5 - 2 times superstition, + modifier of profession. At least It should heve been at that time, nowadays it is different. Never take high superstition, always keep it at 2 except if it is a requirement.

      Always focus on attack for Warriors/Thorwals/Dwarfs and just equip the heaviest armour.
      (afair max Rüstungsschutz/damage reduction is 12 without a shield and 2h weapon for warrior or 14 with). It is too expensive ate the beginning and quite heavy though. Others might be more defensive orientated.

      And for fun, do as my brother did and take of your trousers when you euqip leg armour. But don't sell them as he did. then walk around in a town...
      He thought, he did not need them any more... :D

      Delete
    11. One additional - easily overlooked - feature is the meditation. With this action (can be done when resting) you transform hit points into astral points. As your hit points recover faster than your astral points and health potions are cheaper and more available than astral potions - this increases your magic regeneration dramatically.
      For non-mage magic users you need to consume a Thonnys plant.

      The plant "Tarnelen" (I don't know how they translated it) increases your nightly HP recovery, by the way.

      Delete
  37. I've never played any of the games in this series. For years, seeing this game on the upcoming master list, I've assumed it was a science fiction follow-up. Who names a fantasy RPG Star Trail?

    ReplyDelete
    Replies
    1. The German original „Sternenschweif“ refers to the tail of a comet or meteor in a nice, slightly archaic tone that is very suited for fantasy. I guess they had no idea for a better title when translating it into English.

      Delete
    2. It still sort of suits the plot of the game though, since it's the name of an artefact weapon blessed by the god of stars (and rogues).

      Delete
  38. Fun fact: Guido Henkel, one of the main developers for this series (he executive produced and did programming and music - he’s credited as “Guy Henkel” in one of the screenshots above) later went on to work for Interplay/Black Isle, where he served as EP and also the cover model for Planescape: Torment.

    ReplyDelete
    Replies
    1. That is a very cool bit of trivia about my favorite game! I never thought that was a photo. More info here: https://guidohenkel.com/2011/10/whats-in-a-face/

      Delete
  39. "The manual promises that with the former, the computer handles all the annoying details like character creation or allocating skill points while leveling up. I assume if you choose it, the game deletes itself from your hard drive and blacklists you from ever buying an RPG again."

    Is this an indirect jab at JRPG players?

    "But the friendship has sundered, and the Salamander Stone lost."

    But did the friendship sunder because the Salamander Stone was lost, or was the Salamander Stone 'lost' because the friendship sundered?

    "I want to collect your opinions about whether to go with my Blade party"

    I prefer that you start a new party because it gives a more accurate experience of the game's difficulty.

    ReplyDelete
  40. As others already said, it's not much use trying to learn spells that start really low. Concentrate on the ones in which your different spellcasters are already somewhat proficient in. Discobutchers spell list is a good. I would add most of the spells from the Domination group, which usually take out the target from the fight with one casting. Which one to use depends on spellcaster class.
    I also emphasize reading the whole manual at MOCAGH at least once; unfortunately this is a rather complex game for someone not familiar with the table top rules.
    Did you remember to install the fanpatch you thanked me for in the 'games ahead' post? You still can on an already running game.
    By the way: Kvirasim is just outside the map at the northwestern road over Hillhouse.

    ReplyDelete
    Replies
    1. IIRC, only Dance and Bambaladam take out the enemy completely, other Domination spells have less drastic effects. But I second that advice (I actually wrote the same for BoD, but in vain). Transformation spells Salother and Paralyze have the same effect and, while far less cost-effective, are easier for a mage to get (the two Domination spells belong to druid and elf classes respectively).

      Delete
  41. >The map of Arkania (later Aventuria, as Sir-Tech somehow got the rights to the name of the setting)

    In German, it was always called Aventurien! "Arkania" was entirely made up for the English version of the computer games, as far as I can tell. I've never seen the name Arkania used in any German DSA book, or in any other computer game that uses the setting. It has always been Aventuria.

    The German Northland trilogy (as Blade of Destiny, Star Trail, and Shadows over Riva are known here) doesn't have Arkania in any of its titles, nor does the name appear in the games themselves. Really seems like it was chosen by Sir Tech, perhaps because "The Black Eye" would sound silly as an RPG title in English.

    ReplyDelete
    Replies
    1. Thanks.
      Indeed: "Arkania" was made up by Attic/Sir Tech.

      But there is a great curiosity:
      In the German original of "Blade of Destiny" in two dialogue boxes "Arkanien" is mentioned instead of "Aventurien"!
      These two boxes can appear if the party knocks on the doors of ordinary houses before they know about the Hetman's mission.

      In any other case the trilogy, as every other DSA product, calls the continent "Aventurien".

      Delete
    2. Well, both names could have used a little workshopping.

      Delete
    3. Wikipedia + AI explains it like this:

      The name “Aventurien” is derived from the Middle High German word “Âventiure,” from which the modern German word ‘Abenteuer’ (adventure) originates. In Arthurian romance, beginning with Chrétien de Troyes, “Âventiure” referred to the trials, heroic deeds, and adventures that the protagonist had to face. Most often, these involved defeating an overwhelmingly powerful opponent.

      Âventiure (Middle High German; Old French aventure, avanture) is a central concept in the secular, romantic poetry of the High Middle Ages.

      Based on the basic meaning of “chance, fate” (from the Latin adventura, “that which will/should happen”), âventiure refers, especially in Arthurian romance since Chrétien de Troyes, to the trials that the hero must pass (cf. the structural principle of the hero's journey). In these novels, chance is reinterpreted as part of a meaningful context.

      The âventiure [...] is no longer arbitrary fate that befalls the hero, but a perilous trial that he seeks out of his own volition and that is destined for him alone by a miraculous twist of fate[1].

      The narrative episodes of the âventiure – duels with fellow knights or dishonorable (but equal) criminals, perilous encounters with mysterious mythical creatures such as giants, fairies, and magicians – form the structure of the novel in their sequence and thematic references to each other.


      Since the late 12th century, âventiure has also been part of the vocabulary used to describe the art of storytelling (poetology). German poets use the term to refer to the literary models that usually come to them from France. But the (own) narrative as a whole can also be referred to as âventiure. Wolfram von Eschenbach has a personified woman named Aventiure appear as the narrator's dialogue partner (Parzival 433,1–434,10). Many poets, including Hans Sachs, imitated this self-reflexive device.

      Âventiure in the sense of “component of a narrative” already appears in the oldest manuscripts of the Nibelungenlied as a heading for the individual sections of the plot.

      In the late Middle Ages in Germany, the word took on forms such as affenteuer, ebenteuer, and abenteuer. The New High German term Abenteuer ultimately developed from this.
      ---------
      The name "Aven" has multiple meanings, primarily derived from Celtic and Welsh roots, where it means "river" or "flowing water." It can also mean "fair radiance" in Irish, and has potential Hebrew origins relating to "stone" or "strength."

      Meaning of Aven
      Aven is a versatile name with connections to nature and strength.
      Name Origin and Definitions
      Celtic and Welsh Roots: Aven is derived from Celtic and Welsh origins, meaning "river" or "flowing water." In Welsh, "afon" translates to river, which evolved into the name Aven.
      English Origin: The name also has English roots, where it can mean "mountain avens," referring to a type of flower known for its resilience and beauty.
      Hebrew Connection: In Hebrew contexts, Aven can mean "stone" or "strength," adding to its diverse meanings.
      Other Definitions
      Geological Term: In geology, an "aven" refers to a vertical shaft leading upward from a cave passage, often connecting with other passages above.

      Celtic/Welsh: River or flowing water
      English: Mountain avens (a type of flower)
      Hebrew: Stone or strength
      Geological: Vertical shaft in caves
      Aven is a versatile name with connections to nature and strength.

      Delete
    4. Thank you for this detailed and insightful, educational explanation and etymology!

      Ingame "Aventurien" was later derived from the demigod Aves, a son of Rhaja and Phex and patron of travelers and explorers. The coincidental similarity with the Latin Aves = birds is said to have led to Aves being considered also the god of birds.

      Originally, the RPG was to be called "Aventuria," and the continent was subsequently named "Aventurien," as far as I know. The publishers at Droemer Knaur and Schmidt Spiele found the title too uninspiring. They decided on the more sensational name "Das Schwarze Auge" for publication.

      To give some meaning to the new name, the Black Eyes, artifacts similar to the Palantíri from Tolkien's works, were invented. (I hope it's understandable; I'm not very practiced at writing in English.)

      Delete
    5. I'd take that Wikipedia article with a grain of salt. It contains no references to a source, and searching for it returns mostly copies to the wikipedia article. dsa-spielen.de says it's derived from the latin word "adventura", but does not give any sources either. I think it's safe to say that it relates in some form to the modern word adventure/abenteuer.

      The name of the world, "dere", is easier, as that is just the German word for earth backwards.

      Delete
    6. (And now that I write it down I notice it actually isn't, that would be edre - but it's close.)

      Delete
    7. https://de.scribd.com/document/714484055/World-of-Aventuria

      Delete
  42. I have written some notes about fixing the freezing during the opening scene (they are old, so I don't remember how accurate they are):

    "Do it in this order:
    Edit conf file:
    CPU Cycles: 8000

    Open Launch Settings:
    Music:
    General MIDI synthesizer / Roland MPU-compatible Interface

    Sound effects:
    Media Vision Thunderboard(TM) Digital Sound"

    ReplyDelete
  43. > “Although the game has tiles just like its predecessor, the transition between them is animated, giving the illusion of continuous movement if you hold down the movement key.”

    Not quite right! You can enable Free Movement (and disable stepped movement) in the Game Settings (I think it was F1?).

    As the game’s producer, Guido Henkel, put it in this interview:

    https://www.youtube.com/watch?v=S_JAMNFSiTQ&t=228s

    > “Before we started developing Star Trail, we sat down and made lists of what people really wanted to see in the game, and what they really never, ever wanted to see again. We have a fully fluid 3D engine in there now, which, by the way, is a real 3D environment. It’s not like the Doom engine, for example. [..] We are really using full-blown 3D objects all the time.”

    ReplyDelete
    Replies
    1. I wonder what he means by that? Looking over Youtube videos, Star Trail seems to be using 3D textures pretty similar to what Doom does (and Star Trail requires everything to be on a square grid, like Lands of Lore; whereas Doom has polygonal maps like Ultima Underworld).

      Delete
    2. It's not particularly extensively utilised, but Star Trail engine can do elevation and ramps. IIRC, Doom happens fully on a flat plain.

      Delete
    3. No, Doom is not a flat plain - you can't have rooms over rooms, but from E1M1 onward there's drastic elevation changes that are a core part of level design.

      You're probably mixing it up with Wolfenstein 3D, which was a flat plane with only 90-degree walls.

      Delete
    4. if I'm remembering right, Doom's capacity for elevation changes is a complicated "cheat"; the engine actually treats the entire level as a flat plane but the rendererer draws them at different levels

      Delete
    5. Ok, so both engines can do elevation... I'm curious if there's anything in particular that the Star Trail engine does that Doom doesn't?

      Delete
    6. You can look up and down in the Star Trail engine, which wasn't possible in the original Doom.

      But a feature by feature comparison of the two doesn't make much sense anyway. Doom was optimised for speed and fast-paced action, not for being as "feature-complete" as possible.

      For the Star Trail engine, Ulrich Walther is credited, the guy who did the intro animation for Blade of Destiny. I can't find much on him, and Star Trail doesn't seem to make much use of the engine, so it's hard to tell what it could actually do. Part 3, Shadow over Riva, lists Jürgen Friedrich for the 3D engine (who is also credited on Thalions Albion), so it probably wasn't used again either.

      Delete
    7. According to wikipedia article on Doom engine, the up and down looking is actually a fairly big deal technically: https://en.wikipedia.org/wiki/Doom_engine#Drawing_the_walls

      One other thing I'm seeing in Star Trail but not in Doom are actual 3D objects in the environment - houses, bushes, hay heaps etc.

      Or it could be just that Henkel made the same mistake I did and mixed up Doom and Wolf.

      Delete
    8. Right, looking up and down is a fairly big step. Vertical aim didn't exist in Doom but in its successor (Heretic, released after Star Tail); and neither of them has 3D objects like bushes (they do have bushes but they're flat sprites; the enemies are also flat sprites).

      This all leads up to the first six-degrees-of-freedom game in 1995, Descent. All right, so Arkania is pretty impressive, from a technical perspective.

      Delete
    9. @Buck: Surely the 3D algorithms from RoA 2 were reused and extended in RoA 3.

      @Radiant:
      "Star Trail requires everything to be on a square grid, like Lands of Lore; whereas Doom has polygonal maps like Ultima Underworld"
      In UU everything is tile-based / on a grid, but a tile can have 90° or 45° angled walls, and a sloped floor.

      Boasting about technical 3D engine features is the same situation as with Ambermoon, but in both cases, there wasn't much benefit to the user compared to tile-based movement with short transition animations, as in Lands of Lore. Ultima Underworld and Doom actually did something with their 3D features.

      Delete
    10. @Radiant: I think what he primarily meant was this:

      They weren’t doing sprite-based “fake 3D” (or billboarded scenery). Instead, most/all objects are actual triangulated, textured meshes, and the 3D engine renders whatever it’s given.

      That said, they didn’t make *that* much of the feature in Star Trail (they lean into it more in the successor, Shadows over Riva), because the gameplay still mostly happens on a 2D Grid.
      And Collision-wise, all three games are basically 2.5D: no truly stacked floors/levels. There are ramps, but the game logic still operates in 2D.

      [Side note: I’m currently writing a custom 3D renderer for the successor. After finding Guido’s comment above, I’m considering extending it to Star Trail as well.
      Having clearly defined 3D objects is a lot more promising (and easier to handle) than a pseudo-3D representation. But that’s a “maybe in a few months” plan.]

      Delete
  44. Well! Star Trail. It's been a long time since I read your Blade of Destiny entry. I've a huge soft spot for the Realms games, Blade of Destiny was one of my most favourite games back in 1994 and I've played it multiple times since on DosBox.

    I could never get into Star Trail at the time but I managed to get through it about three years ago and really enjoyed it. Can't remember much now. I'm getting old!

    And I agree about the problems about knowing which skills, and which spells, are of use. I vaguely recall hint guides that would state the obvious. Some skills are used all the time, but many are not but inevitably there is one skill that is probably checked once in game, but a failure is a game-breaking moment. Sigh. They were like that in the 1990s.

    I'm sure others have said before now. If you import, fine, your party will probably be overpowered. If you don't, you get gifted two levels on leaving the first town.

    Personally, I'd import.

    ReplyDelete
  45. English Manual: https://mocagh.org/sir-tech/trophycase-arkania2-manual.pdf

    English manual of the Remake: https://cdn.akamai.steamstatic.com/steam/apps/288860/manuals/RoA_Star_Trail_Manual_EN.pdf?t=1641988169

    ReplyDelete
  46. Travel map for the Svellt Valley (from the Remake):
    https://www.mediafire.com/view/tssrzwqsb6spcsj/Tavel_Map_Svellt_Valley_EN.png/file

    ReplyDelete
  47. If you do not wish to fix the child portrait problem yourself:
    Please post your exported save file (or the save after importing it) at
    https://www.crystals-dsa-foren.de/showthread.php?tid=2164

    and I (or any other forum member) will be happy to help you.

    ReplyDelete
    Replies
    1. Thank you. I would want to fix it if I was keeping those characters, but I'm going to go with new characters, so it's moot. I appreciate your willingness to help.

      Delete
    2. Speaking of Crystal's DSA Forum: Did you remember to install the fanpatch you thanked me for in the 'games ahead' post? You still can install it on an already running game.

      Delete

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