Friday, March 20, 2026

Star Trail: Sweet Is the Swamp with Its Secrets

They're kind of cute.
          
I started this session by replaying a lot of Lowangen. As commenters figured out after my last narration, I had obtained a fake Salamander Stone when I attacked and pillaged Vindaria Leechbroon's house. When I followed and accosted Gavron, who had stolen the stone from me in the first place, he misdirected me to Leechbroon's house. It was really in the house of his friend, Ailian Sevensprings. Unlike Vindaria's house, the player cannot force his way into Ailian's house prematurely. But once the player has confronted Gavron, even if Gavron lies, new options become available at Ailian's house.
   
All the options seem to end in a battle of roughly the same composition as Vindaria's house: about eight warriors and elves. When it was over, we had a second, identical, Salamander Stone. We also got some nice armor.
      
A lucrative battle. The "plate armors" and "chainmail armor" were actually plate and chainmail greaves. Toadskins are a light armor, and "orc hooks" are axes.
     
Also, Mahasim was sick with battlefield fever, so I took him to a healer. I paid the healer three times, but she couldn't cure it. I had to consult the manual to see that the treatment is a combination of joruga root and gulmond leaves. I don't know if I had both of those items before I was stripped of all my equipment when entering the city, but I sure didn't have it now. Moreover, I couldn't find any herbalist in town who had both. Finally, I took him to a different healer, and finally it worked. I owe you a rundown of the herb, potion, and healing system in general, but this is the wrong entry in which to do it, as herbs in Lowangen (like everything else) cost a fortune.
       
That doesn't seem fair.
        
While I was exploring some other things in Lowangen, I decided to take a tour of the temples, donate a substantial amount of money, ask for a miracle, and see what happened. I reloaded after each one because I couldn't afford the totality of the financial drain. This is what I got:
  
  • Tsa: Healed one character for 7 hit points.
  • Rahja: Made us all "enchanting dancers." This took me almost 100 gold pieces. Presumably, we could have made some of it back by dancing in taverns. 
     
I'd pay for this in real life. I'd even settle for "competent."
       
  • Peraine: Healed one character for 5 hit points. 
  • Ingerimm: Donated everything I had and got nothing. He's clearly still sore. 
  • Phex: "Elates all thieving hearts." I guess maybe this would have been a good stop before burgling the Exhibition Hall.
  • Hesinde: Could not get anything out of her, no matter what I donated.
  • Travia: Filled our stomachs. I wish we could tell the populace about this trick. That's one way to outlast a siege. 
  • Boron: Granted protection from undead.  
      
All I can say is, this world has an interesting definition of the word "miracle." (Granted, my party didn't need much. I assume if one of my characters had been dead, one of these gods would have resurrected him.) Also, the same woman's face appeared when granting us the miracle in each temple. Maybe the gods use a common messenger.
            
Surely, that was the work of a god.
      
Some other bits about Lowangen, mostly clued by commenters:
   
  • There's a smith named Roglima the Great who, if you pester her a few times about STAR TRAIL, tells a long and (probably because of translation issue) somewhat confusing story. It concerns an ancient dwarven prince named Tordol who set out to find the perfect alloy. In his quest, he conquered the Great Peaks from the orcs in a massacre so violent they were renamed the Blood Peaks. Eventually, he found the ore he sought (called "Dark Soil"; we'll let that go) on the highest mountain in the Finsterkamm range, and he built the forge we've already visited in Finterkoppen Pit. His son, Thiondasch, in an effort to surpass him, stole ore from the elves, for which the god Ingerimm punished him by imprisoning his soul in the golem that we fought there.
  • Meanwhile, the god of trickery, Phex, made some kind of a deal with Ingerimm that he could keep the first thing that Thiondasch forged with the stolen ore. Ingerimm agreed, not knowing that there was only enough ore to forge one item. So he told Thiondasch to make Star Trail, a throwing axe, knowing that (for reasons I don't understand) it would be useless to Phex.
  • This story prompted me to ask about Star Trail at the Temple of Phex. "You should ask again in Tiefhusen," the priestess said. "Everybody does if they are looking for Star Trail." I see it on the map pretty far to the northwest. 
      
How many people are we talking about?
      
  • I got options to buy magic amulets two more times from strangers. I said yes to both of them, and both turned out to be authentic. 
  • If you haven't found the Salamander Stone after seven days, a party member speaks up—which would have been my clue that Vindaria's stone wasn't the "real" one (if I didn't just assume the game was bugged). If another four days pass without the party recovering the stone, a scripted death screen appears.
     
If it depended on a stone, it was never there to begin with.
       
  • The spell "Respondami" prompts NPC companions to tell the truth about their intentions.
      
In fairness, that's what we planned to do to him.
       
  • I got lucky when I broke into the Exhibition Hall the first time. The game rolls skill checks for various stealth and thieving skills behind the scenes, and there are several places where bad rolls can summon the guards and see the party tossed in prison, with a corresponding loss of health and items. 
  • In addition to helping with Gavron and getting out of town, Dragan Escht will offer what he knows about the Salamander Stone, where to find food, and where to find lodging. He has a different mini-quest for each favor that the party asks. 
  • I mentioned last time that one of the buildings has a note that says, "Eat more cheese toast." Reader M. N. sent me an email alerting me to a podcast in which developer Guido Henkel explained that while the game was in production, the developers were so poor that they subsisted mostly on cheese toast. One of them bucked this trend and brought mostly salads for lunch, but his salads started to disappear. He angrily admonished the others to "eat more cheese toast and leave my salad alone!" 
       
Having finished the city for the second time, I again approached the Order of the Grey Wands, reshuffled some inventory, left Toliman and Lyra behind with both Salamander Stones (I don't even know which is which), and headed into the Netherswamps. As we did, the game asked if we wanted to sacrifice anything to our patrons. I had Mahasim sacrifice 5 gold. I'm curious how we did that. Toss it into the river?
          
I'm getting very familiar with this tunnel.
         
We weren't in the swamps for more than a few steps before we were attacked by half a dozen apelike creatures called "swamp rantzies." The battle left the party rather battered. 
    
I began circling the rather large map, which featured a lot of boardwalks through squares of mire that the party is otherwise unable to step on. The map also has a lot of water squares, requiring swimming to get to various areas, and here Lilii Borea was a constant liability. Her "Swim" skill of 3, compared to 4-6 for the rest of the party, was just low enough that she occasionally took damage and drowned, forcing me to save and reload frequently.
    
This kept happening. I guess I could have split her off from the party, but I needed every person I had in combat.
      
There was sort of a field in the middle of the swamp and an area of weird walls to the southwest. My exploration pattern (following the rightmost "wall") led me to explore the outer edges before the middle. I ran into multiple battles with orcs and goblins, so many that I just started letting the computer fight. Gnomon leveled up.
        
This battle wasn't as hard as it looks.
       
Various encounters:
      
  • A building where no one answers the door. 
  • A chest buried in the mire that the game wouldn't acknowledge.
      
I'd like to know what this is all about.
       
  • At least one exit on each "wall" of the swamp. 
  • A single swamp rantzy sitting in a corner, holding something in its paw that glittered. He didn't act in combat, so I just had everyone retreat.
  • A tower in the middle of a lake in the northwest corner. It was magically locked.
      
No, Star Trail is the name of the game.
       
  • A gulmond bush that the game said we pulled out of the ground.
     
But why?
     
  • Some salamander creatures living in some earthen mounds in the middle of the swamps. They said we were unwelcome, but they didn't attack. They told us to go to the "ruins" to the west if we wanted to rest.
    
The accumulation of combats got to be a problem, and we used up all of our healing potions. I made the amateur mistake of using only one saved game while in the swamps, and I made the further mistake of saving after Gnomon got bitten by a snake. His face didn't register poison until about a dozen moves after the event, so I didn't notice that he was, in fact, poisoned. I was unable to cure it through any means, and he inevitably died within a few more moves. 
      
Summer's treason.
         
I thus had to reload from back in Lowangen, where I resolved to take a character with better "Swim" ability, check into buying some more potions, and perhaps spend as much time at the inn in New Lowangen as necessary to fully heal the party before entering the swamps again. 
        
The reload was beneficial in at least one way: While re-exploring some parts of Lowangen, I realized I'd missed an armorer. This is the one place in town where you can buy and sell weapons and armor. I didn't really need to buy any armaments, but thanks to the battle at Ailian's, boy did I have a lot to sell. And with the inflated prices caused by the siege, I made a killing. I soon had more than 600 gold pieces, about 10 times what I had when I started. Even with all this money, however, I couldn't bring myself to pay the inflated prices for more than a few healing potions.
     
I did stop in New Lowangen on the way out and tried to generate a couple of new characters named "Pack" and "Mule" to join the party, but the game pulled the rug out from under me and said that I would have to go all the way back to Kvirasim to add them to my party. I assume this is true of all temples. So this was never really an option.
            
Why not just say "all characters"?
       
A few minutes later, I was back in the Netherswamp again. This time, I sacrificed even more money to my gods on the way in, and I think it may have made a difference. Gnomon identified and killed a couple of snakes before they bit him, and some of the battles seemed to have fewer monsters. 
           
Ha! Take that, you little bastard. (And yes, I realize that comment clashes with something I say later.)
        
I adopted a different exploration pattern on my second visit, following the left path instead of the right. This time I brought Toliman, whose "Swim" skill of 6 didn't cause as many problems in the water, so I was able to go to places that I ignored when I had Lilii. Some findings:
   
  • An overturned cart with 10 ration packets, 3 water skins, 20 arrows, a short bow, a long bow, and 15 gold pieces. Because of the armor I'd found at Ailian's, my characters were near their weight limits, and I had to do quite a bit of shuffling around to grab everything.
  • An herb garden with one of every herb in the game. See the second sentence in the previous bullet point.
      
I guess I could do that herb/potion analysis now, but I think I'll wait until I have more than one of each.
        
  • An old witch living in a house. We told her we were looking for a missing soldier. She said she'd help me if I would retrieve a crystal ball from a sorcerer living on the island in the northwest lake.
     
It has to be #1. #2 is a lie (we've never heard of her), and #3 is just rude.
        
  • We spoke to the salamander men again but chose different dialogue options, and this time they asked us to kill a "big monsssster" living in the swamp to the east. 
          
Okay, are they lizard men or salamanders? There's a fairly significant difference.
      
When we got back to the tower in the lake, the door let us in. The subsequent encounter was weird from an interface perspective. The game switched to a combat perspective, but no battle followed. Instead, there was a scripted encounter in which the old wizard, sitting on a throne, figured out who had sent us (he called the witch "Sabrina," which—my apologies, Irene—I have always felt is the most enticing female name), and summoned some kind of fire-shrouded demon to deal with us.
        
Wherewith she sits on diamond rocks, sleeking her soft alluring locks.
      
The demon was unhappy. "Who dares to pull me from my dimension and disrupt my services to Hesinde?" Maybe he wasn't a demon. The wizard shouted that he was losing control. "Proclaim  your supplication with appropriate humility then," the demon said, "for someone here shall become the target of my divine wrath."
      
While the wizard kept shouting at the demon to destroy us, we had the opportunity to type three words into three successive dialogue boxes. If the demon liked what we said, he said something positive about it, and if he didn't, he said something negative. If we didn't get at least two positive reactions, he destroyed us. If we got at least two out of three, he destroyed the wizard.
   
I have no idea how we were supposed to know what to say to him. At first, I tried looking up Hesinde's portfolio, and I saw that she's the god of wisdom, knowledge, magic, and art. I tried each of those words, but I got nowhere. (There was a lot of reloading during this phase.) I went back and looked at his dialogue and saw that he asked for "supplication with appropriate humility," and I think I got my first positive reaction with PLEASE HELP. For a while, I couldn't get a second positive reaction until for some reason I started trying the virtues of the Avatar. Surprisingly, he responded positively to COMPASSION, VALOR, and I think JUSTICE. That was enough to win the encounter and take the crystal ball off the wizard's corpse. The wizard also had some kind of magic transformation spell that requires heather.
          
Sure, that's what I'm doing.
         
I had expected the tower to be more of a dungeon, so I was surprised by the brevity of the encounter and the odd interface that it used. I wonder if I wasn't supposed to find the demon's preferred keywords somewhere else.
        
All my characters leveled when we left the tower. Mahasim failed so many of my attempts to increase his skills that I ended up reloading. I wouldn't normally save scum this way, but five fails in a row on a single skill seems excessive.
     
Strangely, not the most infuriating part of this session.
      
You can't fast-travel in the swamp—the game thinks of it as a dungeon. As I slow-traveled, I noticed a weird thing: my party members stopped gaining hit points and spell points from rest. I'm not sure why. They had blankets, food, and water.
  
While exploring the rest of the map, we found a dinosaur-looking creature called an "engulfer." I didn't know it at the time, but I guess this was the salamanders' "big monster." Their reward, when I returned, was just to tell me about Sabrina. I went through some other keywords with the leader. On TRAVEL, he told me that a human male who recently came to the area is "still alive, though he doesn't exist anymore" (I'm leaving out the extra s's). Something clicked at this point, and I realized that the "swamp rantzy" who hadn't fought back earlier was probably the missing solider, transmogrified, and the wizard's spell was a way to reverse the effect. I'm glad I reloaded after killing him.
      
It's like a t-rex if a t-rex were human-sized.
   
I returned to Sabrina's house, where she took the crystal ball, but then decided that I was also an enemy for killing her animals. I don't know whether she was referring to the snakes, the swamp rantzies, or the engulfer. Either way, she attacked with a dire wolf companion. I had to reload a few times, mostly because the lack of restoration during sleeping meant that I was fighting the pair with no magic points. Also, she always went first and managed to take someone out of the equation with a fear or petrification spell. Finally, I think she could only be damaged by a magic weapon, and only Mahasim had one. We got absolutely nothing from the encounter when we finally killed her.
     
I went back to where I had found the swamp rantzy and tried using my net in combat. It worked and—after one of the most horrible role-playing choices in history—we got the swamp rantzy into our inventory. I still didn't know how to turn him back into a man. The document I'd found with the wizard suggested that I needed heather, but that was one plant that I hadn't found in the earlier cache.
        
What the hell, Star Trail?
          
I decided to bring the rantzy back to Lowangen to see if Master Eolan would accept him as-is or if I could find some heather at one of the shops in town. I exited the way I came in, and naturally found  myself far to the west of the swamp instead of the original entry point. When I finally made my way back to Lowangen, I had no option to re-enter the city through the secret passage and instead had to enter through the orc camp again, losing all of our stuff, including the captured rantzy.
     
I think I'm about done with this game.
   
Time so far: 33 hours 
 

98 comments:

  1. That scene with the wizard's shadow was nice, until ruined by putting that demon in the middle with no change in lighting.
    More Milton!

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  2. I'm not sure if bringing back the rantzy is enough and just gives less experience points. But you can reenter Lowangen through the tunnel, you just need to take the same path you took when you left.
    That means you can also set up a smuggling operation, buying low at Gashok and selling stuff for high prices in Lowangen. But then, you don't really need all that money.
    If you take the Salamander stone with you, you could also just ditch your companions. You can even justify it with role-playing, after all there's an important quest and you could get them back after the adventure.
    I think the demon just takes a list of words related to mercy and humility. I just tried a few and it worked the first time.
    Drowning might have to do with heavy armor, otherwise I found swimming 3 to be enough usually.

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  3. The chest in the swamp is the one chest in the game you have to approach using continuous movement setting.

    The witch attacked because you ransacked her garden. The one with the herbs.

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    1. This chest is also necessary for the Agdan quest. The heather plants don't appear if you don't read the document that you find inside.

      I think the witch attacks you no matter what you do or don't do though.

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    2. Aargh. Three dozen spoilers on every Star Trail entry, and no one bothered to warn me about this?

      Better late than never. Thanks. That's what I needed to progress.

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    3. We did tell you that there is one chest in the game that is only accessible in free movement!!!

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    4. Right here: https://crpgaddict.blogspot.com/2026/01/game-564-realms-of-arkania-star-trail.html?showComment=1768385489886#c2423010682241507947

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    5. Bah. It’s still somehow your fault.

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    6. I did warn you that the game was positively unfun/unplayable without a minimum of spoilers.

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    7. I didn't remember the (stupid) mechanic with the chest, nor have I recently reread it. I just refreshed my knowledge.

      Addendum: Apparently, there are difficulties - especially in the floppy disk version - with interacting with the chest, the door in the house and the bog body when the "Step-by-Step" option is enabled.

      If progress stalls again: (ROT 13)
      Gur pyhrf znl or n yvggyr hapyrne: Lbh arrq urngure cynag Ab. 18. Gur cynagf pna or sbhaq va gur abegu, ba gur bgure fvqr bs gur evire.

      Gur enaml va gur arg unf ab pybgurf jvgu uvz... naq fbzr urnyvat cbgvba jbhyq or hfrshy gbb.

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    8. I don't think it's a mechanic - I suspect they just designed the game with free movement in mind and added in step-based movement last minute, without checking if it breaks anything.

      As for that last part - you should get a hint if you have the rantzy in your inventory.

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    9. I didn't express myself clearly regarding the chest and was inattentive yesterday. The actual game mechanic that I was remembered about didn't even appear in Chester's playthrough. Fully agree with your assessment, VK.

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    10. Thank you both for your continued helpfulness despite my growing hostility to a game you clearly enjoy.

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    11. I can understand your frustration with the game. I replayed it recently and enjoyed it, I think much more than when I played it back when it came out. That doesn't mean I wasn't really annoyed with the game at times. It's a very open game with few guardrails and it will happily let you run into a dagger, in a few cases without warning.

      Some things were just unfortunate. I think if people hadn't spoiled the priest dialogue, you would have stumbled upon the second entrance soon. And I've never had trouble finding the way back through the tunnel back into Lowangen.

      That being said, I didn't have the impression that you have such a bad time with the game.

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    12. "I exited the way I came in, and naturally found myself far to the west of the swamp instead of the original entry point. "
      That's strange - the swamp has seven entry/exit points. If you used the same path again, you should end up at the point where you entered.
      Only one entrance/exit (I just checked the exact location (didn't remember after the years): in the southeast, near the half-sunken chest) collapses after a single use, regardless of whether you come from inside or outside.
      And any difficulty of finding the way back through the tunnel to Lowangen is just as new to me as it is to Buck. Strange bad luck!

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    13. @Buck, I think one of the biggest achievement of Star Trails is actually how *little* it screws the player over, given all the openness.

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    14. You have a point, there aren't that many walking dead scenarios overall, although I still count three and it isn't that long of a game. There may have been some places where I thought I was stuck that added to the general feeling.

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    15. I'm not sure what you're referring to, but the situations I can think of are more dead ends than walking dead - in the sense that they are immediately obvious and only require reloading a save from about an hour or so before. There's only one sequence of events I can think of where you can get screwed up long term and not realise it until much later - svtug bss gur qnex zntrf, gura trg pncgherq ol gur bepf va Oybbq Crnxf - but it takes a fair bit of both effort and bad luck to get into it.

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    16. Yes, I mean walking dead in the sense that the game is unwinnable, but not over, independent of if it is obvious or not. The cases I remember are:
      - You have only two chances to enter the Finsterkoppen. This ones not so bad as the game pretty much tells you the entries are not available anymore after you used them. There might also be a problem leaving them, e.g. if you used the back entry and did not get the key from the Gnome. Maybe Transversalis Teleport and Penetrizzel could still save the day, but you'd have to be able to cast them.
      - In Lowangen, you have three chances to ask for "travel", if you don't you can't do any more quests to get the information you need to leave, and this isn't immediatelly obvious. I wouldn't count the stolen Salamander stone as the game warns you and it's game over when the deadline runs out, but I found the misdirect with the second stone unneccesary.
      - There's the potentially still upcoming part where you need to have at least 50 gold, and this is not obvious either.

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  4. Given both the depiction and the fact that demons are always the enemies of the Gods in the Dark Eye, I am thinking that's supposed to be a fire djinn and not a demon.

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    1. Yeah, I figured "demon" was wrong. If it's a djinn, though, it's utterly stripped of any Arabic influences. At least the ones in D&D get, like, a turban.

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    2. Djinns in Aventuria are just self-aware elementals. Hesinde has domain over them since she has domain over elements themselves.

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    3. No worries, the upcoming Al-Qadim will have plenty of Djinns and Arabic trappings... provided that it is considered an RPG and not an action-adventure.

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    4. That's a good point... I'd say Al-Qadim just barely qualifies, because it has character growth in that you learn (a grand total of two) new sword moves. Other than that it's basically a Zelda clone. With, admittedly, a pretty cool and unusual setting.

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  5. Gods have minor and major miracles, depending on your standing with them and luck. They are also not equal in power. Here's what they can do according to the German cluebook (without rot13 since I assume you're unlikely to experiment further):

    Tsa: Heals and resurrects.
    Rahja: Buffs dance skill and Charisma. The latter can be useful, e.g., if you fail to get the Vinsalter the second time.
    Peraine: Heals and cures diseases.
    Ingerimm: Repair broken weapons and enchants weapons.
    Phex: Buffs thief skills and Dexterity.
    Hesinde: Raises magic resistance and removes curses.
    Travia: Feeds, restores energy and prevents ambushes.
    Boron: Grants protection from undead, decreases Necrophobia and resurrects.

    Gods with no temples in Lowangen:
    Praios: Buffs Courage and magic resistance, removes curses.
    Rondra: Buffs weapon skills and magic resistance, enchants weapons.
    Firun/Iffirn: Increases hunting yields and stops hunger and thirst for a few days.

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    1. The basic principle with the demon/jinn is that you're supposed to say the opposite of whatever the mage says. Apparently it's clearer in the German version.

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    2. In the temples of Rahja there is a one-time chance to permanently(!) increase the skills "Seduce" and "Dance" by 2 points for the entire party.
      This is possible once in each part of the Northland Trilogy. Every other buff of skills/spell skills last only a few days.

      Tsa may also fully heal the entire party at once.

      A special feature about Hesinde is in the Rot-13 code:

      Vs gur cnegl rawblf uvtu fgnaqvat jvgu Urfvaqr (naq cebonoyl qbangrq bire 1000 cvrprf bs fvyire) gur tbqqrff jvyy znxr na bssre gb gur punenpgre ng n fcrpvsvp cbvag va gur fgbel. Vg vf qvfgvathvfurq orgjrra zntvpnyyl tvsgrq naq abg tvsgrq punenpgref.

      In more detail:
      Warning: Kind of indirect spoiler:

      Ng n pregnva fvatyr Urfvaqr fgnghr, guvf tbqqrff fcrnxf guebhtu ure fgnghr.
      N zntvpnyyl tvsgrq punenpgre pna tnva +15 va gur fcryy “Zryg gur Fbyvq” ng gur creznarag pbfg bs 4 Nfgeny Cbvagf.
      N aba-zntvpny punenpgre vf noyr gb tnva +2 Vagryyvtrapr va rkpunatr sbe 7 creznarag Uvgcbvagf.

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    3. Hesinde's blessing is interesting, apparently she is fond of Borbarad's form of magic...
      Although that lore was not established at that time I guess and helps you at a certain point afair.

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  6. Btw, there's another temple of Phex in Gashok, and they also explicitly tell you to go to Tiefhusen if you ask them about Star Trail. There's also a direct road from Gashok to Tiefhusen. So you could also pursue Star Trail first and chart a very different path through the Svelt Valley.

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  7. Previously on CRPG Addict: Serpent Isle also has a swamp that is Sweet with its Secrets!
    https://crpgaddict.blogspot.com/2023/05/serpent-isle-sweet-is-swamp-with-its.html

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  8. This game received a lot of praise in German magazines at the time, but while I was (and still am) a big fan of Blade of Destiny, I somehow didn't get around to playing this. Years later, I got my hands on a guidebook for the entire trilogy, and while reading the walkthrough for Star Trail, my thoughts were "interesting ideas, interesting to read, but it doesn't sound like fun", though I couldn't quite identify why.

    These entries, coming not only with the pure solution steps but with the accompanying emotions as well, make it pretty clear to me - games, especially CRPGs, are generally about a "solve challenge, gain experience (both characters and player), solve harder challenges", leading to a potent dopamine loop. This game doesn't just set you challenges, it blasts at you with restrictions. You get stripped of your inventory, of your ability to travel freely, of the general shop loop, even of two party members. Accordingly, it brutally undercuts the dopamine part of the player relying on abilities earned by experience by (partially) taking away those abilities. It's as if the Might & Magic games, famous for heaping levels upon the party, introduced wraiths with the ability to drain five levels upon each hit. If you're a big fan of the story and scenario (most likely as a devotee of the Dark Eye TTRPG), that may compensate since such restrictions can be expected to come with a siege, but I'm certain there would be ways to bring this across without being aggressively hostile to the player.

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    1. It's pretty similar how I felt about this game to be honest. I hady a couple of friends who urged my to try this game. They were all avid DSA players at the time, and had absolutely loved both this game and the previous one. But when I tried it, I bounced off of the game so very hard. It really didn't feel like I was exploring a world rather than battling it, and whenever I hit a road block I had a very hard time figuring out what the reason for that was.

      Granted, I never was much of a The Dark Eye fan...back then I was more of a Shadowrun player... so all these friends gushing about how well the game captured the setting of the TTRPG didn't really do anyhing for me. If anything, it reinforced my feeling that CRPGs just weren't my kind of genre. After trying The Bard's Tale, Wizardry 6, and this one, it felt like the genre was absolutely inaccessible for me (granted, in hindsight, I probably didn't have the best first encounters with CRPGs ;p ... wasn't until Fallout came out that these games started to click with me and I really became a fan of the genre.)

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    2. This game is a lot more like a proper role-playing game than the "battle chess power fantasy" of GoldBox engines. It has a bunch of skills that matter, it has proper role-playing choices, it even has proper hidden role-playing choices. It just has a few very unfair puzzles that make it unplayable without minor spoilers.

      I would say that it is even less of an issue of developers biting more than they can chew and more of "we did not set up proper playtesting"; but, as things were in 1994, this is understandable.

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    3. I'm sure there are different preferences about the levels of abstraction, progress and rewards in a computer game. But I can't help to notice a certain kind of judgement from the DSA-side, which is an interesting flashback from my youth. Like when we changed the DM in our tabletop group and the new guy, a DSA diehard fan, did a "Lowangen" with us in the first session. Memories...

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    4. It sounds like, from what you're saying, this game would be more fun on a replay, knowing some of the bullshit elements and playing around it (not playing like a jerk, but not e.g. going through the orc siege loaded up on stuff). That excuses nothing ofc, but would let a player focus on the good elements. Chet's second attempt through the swamp seemed a lot better, for instance.

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    5. @Delfayne, what you describe is more of a growing pain for the industry as it tried to find a balance between the inevitable use of Spell of Greater Reload and the tabletop gaming convention.

      This being said, I think that for a typical player of the time this would be if not the first, but rather the fifth CRPG or so, and a player with over a dozen RPGs under their belt would be a guru of sorts.

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  9. Sabrina the witch? does she have a talking cat named Salem?

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    1. Many people have this association – myself included. But "Star Trail" and "Drachen von Laas," a text adventure from the same company that also features a witch named Sabrina, are older than the "Sabrina the Teenage Witch" series.

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    2. Christian ChiakulasMarch 20, 2026 at 11:35 AM

      They're older than 1962? Because that's when Sabrina the Teenage Witch debuted in Archie Comics.

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    3. Sabrina as a character debuted in the 60s and she had her first TV series and her own comic both starting around 1970.

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    4. This comment has been removed by the author.

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    5. Sorry – it's my lack of pop culture knowledge. I just learned now that the character of the witch Sabrina is older than the movie and series of 1996!!

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    6. Yeah, because life is funny that way, she's originally a spin-off of the Archie comics.

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    7. The 1954 film Sabrina, which is the source of my particular enchantment with the name, predates all of this.

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    8. I'm wondering if the choice of the name here has more to do with it sounding kinda similar to "Zauberin" ("sorceress" in German).

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    9. Darn fine film. The remake was technically quite good, and there's some elements I actually prefer to the original, but unfortunately Harrison Ford is not physically able to make me suspend my disbelief that he won't turn out to be a decent guy after all the way Bogart can.

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  10. Unfortunately, Lilii Borea probably hasn't (yet) a skills of -5 in the spell that allows underwater breathing. "Transversalis Teleport" across the shore would be a last resort.

    I suspect that the salamander people were created in a similar way to the green orcs in the Blade of Destiny intro. The external graphic artist didn't know what orcs looked like in DSA. Strangely enough, the texts jump back and forth between lizard people (known in Aventuria) and salamander people.

    Sabrina is also the name of the witch in the text adventure "Drachen von Laas" by Attic!

    Even though it makes little difference here: At least in the German version, it is stated that the magician summoned a Djinn of Fire.
    The djinn responds positively if you use at least two of a list of 22 preferred keywords. There are also a number of exclusion words, including a common, vulgar swear word.
    My first attempt was successful, even without any prior knowledge.

    Terrible luck: I've never before encountered a situation where the return journey from the swamp to Lowangen (through the tunnel) failed.
    I understand that it's frustrating.

    The swamp rantzy definitely needs to be transformed back. See: poster formerly known as VK's post

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  11. Regarding horrible role-playing choices, I am reminded of Eye of the Beholder II, where an early encounter is an old peasant woman in the woods (who can show you the way to the temple) and one of your options is to summarily kill her. I'd say that killing a cute critter in a net is still worse.

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    1. Not just kill! "Beat to death." But yes, that's a pretty bad one, too. Also this dialogue option from Ultima VII:

      https://crpgaddict.blogspot.com/2020/05/the-black-gate-open-your-eyes.html

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    2. These options are a sign of developers sneaking in their kind of humor of you ask me. Of course it's immersion breaking as he'll, but as a (not game) developer myself... I can't help but sympathize. After a long day of hard work you are surely tempted to do such things.

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    3. Three of the traditional D&D alignments are evil. Game developers have traditionally have trouble writing evil characters except by having them maniacally slaughter random people for no reason.

      Rather than humor, this strikes me as an attempt to cater to players who want evil characters. Not such a great attempt, mind you, but an attempt nonetheless.

      An example of a game that does have well-written evil options is Planescape: Torment.

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    4. Killing the woman in EoB2 is particularly weird. There's no reward to any of the options, and this might well be the only evil choice in the whole game (save maybe digging up the graves).

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  12. "he called the witch "Sabrina," which—my apologies, Irene—I have always felt is the most enticing female name"

    For me, that would be Kate (see musicians Kate Bush and KT Tunstall)

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  13. One screenshot mentions "LP-points". Life points points?

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  14. So they developed a pretty solid and versatile engine for an RPG. Managed to incorporate a complex tabletop rulesystem (maybe not 100% of it). And were obviously quite ambitious when it came to quest design. Yet the result is a game that seems to try its best to be as annoying and frustrating as possible. A few more straight forward quests and generally better feedback would have gone a long way to make this a much better game. Seems like a lot of wasted potential.

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    1. @Commentman
      I get the impression that there's a common thread running through Attic's games:
      Clearly more systems and content were planned than were ultimately implemented.
      This applies to "Drachen von Laas," "Spirit of Adventure," and the Northland Trilogy — though I'm not familiar with the other titles like "Druid: Daemons of the Mind"!
      Some of these works were also created under extreme time pressure. Especially "Blade of Destiny" and "Star Trail" do not reach their amazing full potential. That's regrettable.

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    2. Couldn't disagree more. I find investigation style quests much more fun than straightforward ones.

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    3. A good mix of both it is for me. You should be rewarded for following more oblique quest trails but always have a chance to get some progress through normal ones.

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    4. @poster formerly known as VK
      I appreciate what they were trying to do, but I think the execution could have been better. I'm not arguing for simpler quests in general. But have a few of those to ease the player into the mechanics and provide some variety. And it's not just the quest design itself, but also the vague feedback and minor problems that stack up.

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    5. An investigation style quest is great. Needing to ask the same NPC the same question several times, when you are actively encouraged not to ask too many questions (because NPCs just end the conversation) is not.
      Scarcity of items, logistics and inventory management is fine. Dropping the player into a huge dungeon with more items than they can carry and only a vague hint that they might not wanna take some of them is not.
      I'm not saying it's a bad game. I really like what they tried to create here. It's clearly a labor of love. But it feels like the developers could have made their own lifes and that of the players a lot easier by not making everything so complicated and vague.

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    6. @Commentman
      > Yet the result is a game that seems to try its best to be as annoying and frustrating as possible.

      Chet is an unreliable narrator here.

      Star Trail was a success as far as German game development went, and it is largely a product of word-of-mouth. Similarly, Dark Sun: Shattered Lands was a failure as far as American game development went, and it also reflects its overall quality.

      The challenges (and annoyances) of Star Trail are not great; Chet is just not used to them.

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    7. @RandomGamer
      That might be true of course. I never really got into the game myself, although I love the concept. I made a half-assed attempt at playing RoA 1 and 2 years ago, but didn't get very far. That wasn't so much a problem with the game though. I just didn't have the time/patience at the time.

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    8. "An investigation style quest is great. Needing to ask the same NPC the same question several times, when you are actively encouraged not to ask too many questions (because NPCs just end the conversation) is not." Exactly. I don't care how successful ST was by "word of mouth," this mechanic is just obnoxious. So is requiring that the player be using one of two offered movement modes to open a chest. The game has good elements, but calling me an "unreliable narrator" for calling out the bad ones is toeing a fine line between critical and insulting.

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    9. I'm not going to defend either of those, but I do think you're overstating their impact a bit.

      The chest thing, as I mentioned in the comment above, is likely an oversight, not an intentional design. And it's not exactly counterintuitive, when encountering something that can't be reached in one travel mode, to check out whether it's reachable in the other mode.

      The dialog thing is indeed counterintuitive, given that the English manual is unnecessarily abstruse about it. But it's also not critical - as several people mentioned, there's another entrance to the mine that you can find by exploring Finsterkamm on the over world map. So it's not like the game is exactly unfair in that aspect.

      As for "Dropping the player into a huge dungeon with more items than they can carry and only a vague hint that they might not wanna take some of them" - this one I do strongly disagree with. The amount of inventory limitations and encumbrance effects clearly signal that you have to be picky about what loot you pick up. As for looting the Temple - it's a role-playing choice, whose implications could also be inferred by what the dungeon is in-lore. I would call this subversive design that plays with RPG conventions, had I any confidence that these conventions were as crystallised in 1994. And it's not like the outcome of looting the Temple is something drastic.

      What puzzles me is that Chet's has played and won a variety of roguelikes - which to me is the ultimate exercise in frustration - without complaining. Yet somehow the comparatively mild inconveniences of Star Trail provoke such a strong reaction.

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    10. > Exactly. I don't care how successful ST was by "word of mouth," this mechanic is just obnoxious.

      Obnoxious? Yes.

      But if I had to chose between this and "fall down the pit that normally kills you to open new area" of Yserbus, I'd chose this one.

      If I had an option of choosing between this and "either find a knight piece in a random well or come to temple of I don't remember who starving" - I'm not sure, its a tie.

      Even right now in Dark Sun, I need to get to obscure corner of the map because I wasn't polite enough with the map maker for him to lead me to Wyvern Riders - and I don't see any game logic behind going there.

      Yes, it's a fuckup, but it is a fuckup of sort that many game of that era had. The key difference is that it is a different kind of fuck up from what a lot of American games made, where falling down deadly pits (or eating corpses) was apparently a lot more popular than asking characters three times.

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    11. I can exactly understand the frustration with this game, because I experienced it by myself. The quest design is just horrible and so opaque, it could be fully random as well. What's with the witch who attacks you over her herb garden? What kind of person is that? There isn't even a fence or a sign, she is just ready to kill whoever touches her stuff. The same with Ingerimms temple, you just take stuff out of random chests in an abandoned ruin, why would a god care about that? You don't steal from a golden shrine, kill his priests or something. At least you put it to good use, he could be happy as well.

      A lot of this bases on the idea that the game master is an antagonist and plays against the players, instead of a narrator and judge. That's the philosophy of DSA, and DSA is
      more about philosophy than the ruleset.

      This makes a first play through so complicated, that you have to replay large parts of the game. I think Chet played everything at least twice, because it sometimes takes hours to see the effects of a decision you took. That's kind of "realistic", since a real person also doesn't know when she "makes a spot check" or what consequences a decision may lead to, but... that's why I play games. As distraction from exactly that.

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    12. I'm sure you've had a frustrating experience with this game. But the examples you give are not particularly good and based on lots of wrong information given in the comments. The witch always attacks you because you hurt her animals (which is unavoidable), not because you ransacked her garden. This may not be great quest design, but a quest giver turning on you is common enough in RPGs that it doesn't seem worth mentioning. You can loot everything in the dwarven mine expect in places where it's clearly a bad idea, like looting the graves. Even if you do anger the Dwarves, it has hardly any consequences.

      Frustrating is getting stuck in a certain temple because you brought less than 50 ducats. Clearly a lack of playtesting as most players would have that amount of money by the time they usually reach that point. But then, it's a reload and replaying about 15-30 minutes of the game.

      Your experience with tabletop DSA is your own. I played it a lot (mostly due to GM availability rather than being enarmored with the setting), and never had an antagonistic GM. The worst thing that ever happened to me was getting docked a few experience points because I staged a mock trial and (non-mock) execution of captured enemies, which apparently upset the sensibilities of my GM.

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    13. I too wouldn't consider it typical for DSA that the game master is the player's antagonist. Some modules even advise against this concept! However, some of the early solo/choose-your-own adventures were particularly nasty to the player.

      It's sad that some things were frustrating for you too.

      Sabrina always attacks the characters after they've completed the mission, justifying it by claiming they killed her animals, regardless of whether they killed animals or not. The herb garden is never mentioned.
      I agree, though, here the quest design is mediocre at best...

      If you entered the temple through the main entrance, there was a warning not to tamper with it. (+ see above)

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    14. I fully expect Chet to add points for the fact that looting a temple can lead to long-term in-game effects - if he's sticking to his guns on "game world" and how important it is for the game to acknowledge that certain things had happened, of course.

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  15. Hmmm, I wonder if those "lizards" were "Molchen" by any chance in original German.

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  16. (as the party pulls Lilli out of the water)

    "Well, I'm glad that we can swim about as well as those guys from 'Drakkhen.'"

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  17. Regarding skill increases: the value of the skill itself is factored into the probability of increasing it, so if you have high skill value, five failures in a row are not excessive. I don't remember the exact values where things start failing, though, but I believe it is different for weapons (where things start getting a lot harder the closer you are to 10) and non-combat skills (which, I think, have higher ceiling), but I may be wrong.

    Same goes for negative skill decreases and positive skill increases.

    In other words: not only it is a feature, you seem to misunderstand how it works.

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    1. All skills work the same. From 9 to 10 you need to roll 10+ with 2D6, after that you start rolling 3D6. That's why going from 9 to 10 is a big step.

      Failing three times in a row (that's the maximum) on a high skill value is expected. It's still annoying, though. But then again, not really uncommon for an old-school rpg to be dependent on dice rolls going your way.

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    2. This kind of makes sense, but I prefer to have less dice rolls in the level up I earned, and rather pay more for higher skills directly instead of having lower odds to increase it.

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    3. I don't misunderstand how the skill increases work. However, you can only increase weapon skills once per level, and given the difficulty I have with combat, particularly when the game insists that I do it with only four characters, I don't think i can forgo a chance to increase my primary weapon skills each time I level up. I don't want to waste 25% of my skill points doing so.

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    4. I'd say randomized skill increases are ok in a story-based tabletop RPG, but not so much in a mechanics-and-tactics-based CRPG.

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    5. The purpose of randomisation is to raise the cost of increasing a skill as its value goes up. So having to spend several points and even several level-ups to raise a high skill by one point is the system working as intended. I do agree that it's counterintuitive and would have been better as a straightforward point by system - but that's early TT editions for you. It's not like early DnD isn't chock full of counterintuitive mechanics.

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    6. @VK; it's not counterintuitive. It is exactly how it is spelled out in the manual and how it used to work in BoD as well.

      No need to apologize for some meaningful mechanics.

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    7. It's counterintuitive in the sense that 1) it's not immediately clear what this mechanic is trying to achieve; 2) it's a rather roundabout way of achieving this; 3) failing several skill increase rolls does feel more frustrating than simply spending several skill points to increase a skill. And the manual could indeed be more explicit about the fact that wasting more and more skill increases as your level goes up is the intended effect, not the result of bad rolls (maybe the German one is, I haven't checked).

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    8. 1. This mechanic pretty obviously tries to achieve over-min-maxing and encourage below-linear growth in attributes with levels.

      2. It is not as much a roundabout way as it is a simpler way to keep track of everything

      3. Spending several skill points to increase a skill will require a carryover of points from previous level ups to do that, which feels counterintuitive for a system that insists on leveling up at the first opportunity.

      Again, it could have been done differently, maybe even better, but the way it was implemented has its own internal logic. And, again, it works well enough so that if I was developing this thing, I wouldn't prioritize spending resources on "fixing" this rather than doing something else.

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    9. Skills that are lower have a higher chance to grow. So what this tries to achieve is bolstering all a character's lower skills to a medium level.

      What it probably does achieve (in CRPG) is making players save before leveling, then restore if they don't like the outcome. This is why this particular mechanic works better in tabletop.

      But there's nothing to "fix": the goal of this game is to be faithful to TRPG rules, and that includes this one.

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    10. @Radiant, please, as if BG did not have exactly the same "problem" with random HP increases on leveling, particularly for mages with their puny 1d4. And, well, getting 1 HP on low level increase is a much bigger deal than failing to increase your swordsmanship (based on Chet's screenshot) from 9 to 10.

      If anything, to paraphrase one very well known person, 9 swordsmanship should be enough for everything.

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    11. Yes, every D&D game with random HP gain on levelup has the exact same problem. Incidentally, that D&D rule wasn't popular in TRPG either (2E's organized campaign uses fixed HP, as do all editions after 2nd).

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    12. DSA switched to point buy with edition 4 (Star Trail is based on 3).

      In TRPG the jump from 9 to 10 was always unnerving with the old system, because there's no reloading. In the CRPG I played it like the Addict - going with the rolls, only reloading in a few cases when too much went the wrong way.

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    13. I think it's not without reason that in the HD versions of "Blade of Destiny" and "Star Trail" (my knowledge is second-hand) you can choose between a distribution system and the randomized dice system for skill leveling.

      Curiously the expansion rules of edition 1 introduced skills with a purchase system, where you spent points.
      The dice system of editions 2 and 3 worked well at the gaming table. For a CRPG it's less suitable.

      Another curiosity: In an issue of the DSA companion magazine "Aventurischer Bote," optional rules for increasing skills through practice were proposed (including weapon skills). Probably it was in the late 90s.
      These rules were subsequently discarded in the very next issue! It was said that the characters would become too powerful too quickly.

      But similar and more simple optional rules were earlier included in the box "Götter, Magier und Geweihte," exclusively for spells.

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  18. The idea that the orcs let you kep your magic items out of superstitious fear but are all over your captured rantzy is simply hilarious to me.

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  19. This game, I feel, does strive to deliver an experience that captures the essence of DSA - being a game that encourages serious, committed role playing, which expects its players to really put themselves in the shoes of their characters and to roll with any punches. In the TT game, with the right group and DM, this can be very satisfying.

    But - it is much harder to pull off in a CRPG than the classic "levels and loot" loop. And I do believe that Attic's efforts here are in the noble tradition of German developers whose reach exceeds their grasp. With more time and money they could have pulled it off I'm sure, it is not a skill issue, but having a realistic sense of what you can do with what you have is really important when it comes to delivering a good product. Game development, product development of most kinds really, is like politics, the art of the possible.
    I will say that the German tradition I mentioned above does sometimes produce gems in the rough, which to the right player, can be just as beautiful, or more so, than well-polished mainstream games. But not everyone will be that "right player", and that is fine, people!

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    1. Your comment made me think of the Gothic games, curious to see what Chet will think of them. "Only" 7 years away, now!

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    2. For me, the first Gothic was one of these diamonds in the rough, I loved the prison colony setting and finished it three times, despite it having some really annoying flaws.

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    3. Gothic games were very solid efforts with a decent budget that looked the part, and, AFAIR, that sold the part. I don't understand what's "diamond in the rough" about them.

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    4. I would peg the first Gothic as "cult classic", but I do agree that it probably sold a lot of copies globally. Gameplay videos of Gothic 1 tend to have many comments in Russian and Polish along the English ones, so I think it was big in Russia and Eastern Europe and that can mean really big sales numbers.

      As for rough, I remember it being fairly rough to play. Never could get used to the control scheme. I did play it when it was about 6 or 7 years old already, so maybe my perception was skewed. But in overall polish it did not hold a candle to something like Morrowind.

      Ok, if you think I'm being prissy, I have a real German diamond in the rough for you, The Fall: Last Days of Gaia. It was like the new 3-D Wasteland games 10 years erarlier, except you could drive cars! With the arrow keys for gas, brakes & steering. Also a total buggy mess, quests would break all the time, but I played it through to the last area, which I did not complete. I did enjoy it. Jumping a six-seat truck over a hill (if it did not get stuck on scenery) to surprise enemies, in a top down view, where else can you do that?

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    5. A six-seat truck with your whole party on board, that is. And they can get out any time to fight, all at once or individually.

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    6. I actually do know about The Fall: Last Days of Gaia, as it was initially heralded as "the new Fallout", but then the reviews started coming out negative. I believe that I even tried to installed a pirated version back in the day, but it failed to work with my graphic card of that time, which is where I decided that I don't want to play it all that much. I'm pretty certain I still have it burned on a DVD somewhere.

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  20. I recently played trough the game, motivated by your posts. I found that almost all gods at some point revived fallen party members. I just kept spamming the „pray for wonder“ icon.

    For some strange reason I played trough the game using heavy spoilers and loved it. Maybe because its a fond childhood memory…

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  21. To resolve the mystery: here's the German text of the "lizardmen" encounter with translation:

    Als Ihr zwischen die seltsam aussehenden Baute tretet, stehen Euch etwa Zwei Dutzend seltsamer Wesen gegenuber. Aufrecht auf den Hinterbeinen stehend, sehen sie ansonsten wie Salamander aus, nur dass Salamander keine dreizackigen Speere in den Handen zu halten pflegen. Mit vorsichtigen Schritten kommt das vorderste der Echsenwesen auf Euch zu und beginnt mit zischelnder und kaum verstandlicher Stimme zu reden.

    As you step between the strange-looking structures, you are confronted by about two dozen peculiar creatures. Standing upright on their hind legs, they otherwise resemble salamanders, except that salamanders don't usually wield three-pronged spears. The foremost of the reptilian beings approaches you cautiously and begins to speak in a hissing, barely audible voice.

    Ein Echsenmensch

    "Wir heisen Euch nicht in Ansvell willkommen, Fremde; zu viele meines Volkes haben schon gelitten. Wenn ihr hier jedoch rasten wollt, sucht Euch einen Platz ostlich von hier, bei den Ruinen. Dort solltet Ihr sicher sein!"

    A Lizardman

    "We do not welcome you to Ansvell, strangers; too many of my people have already suffered. If you wish to rest here, however, find a place east of here, near the ruins. There you should be safe!"


    .... So, to "solve your mystery", these are apparently reptile lizardmen who somehow happen to look exactly like salamanders! Guess whomever did this game was a Capek fan.

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    1. If I remember correctly, a text box states that the lizardman's dorsal crest turns red as an expression of emotion. But this salamander people doesn't seem to have dorsal crests.

      Definitly: When asked about Star Trail, the lizardman tells a little story and mentions some relatives and their chieftain, Azl Azzl. This Azl Azzl is a lizardman (an Achaz) in the adventure module "Im Spinnenwald."

      Therefore, my guess is that the creatures in this swamp were meant to be classic DSA lizardmen (Achaz), but were incorrectly depicted by an external artist, like the orcs in the "Blade of Destiny" intro, and then the texts were incompletely adapted to salamandermen.

      As I said, it's just a guess. Maybe you're right, Random Gamer, and nothing was messed up. Thank you for your efforts.

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