Games PC REALMS OF ARKANIA 1-BLADE OF DESTINY User Manual

SoftKey International Inc.
Realms of Arkania
User's Guide
SoftKey International Inc.
Realms of Arkania
SoftKey International Inc.
Installation
Installing the programs from the CD
1) Insert the program CD into the CD-ROM drive.
2) From the Windows Program Manager, click once in the File menu option to display
the File menu and select Run.
3) In the Run dialog box, type D:\INSTLL.EXE (note the spelling, no “A”), and press Enter. If your CD-ROM drive letter is not D, substitute accordingly.
4) The Master Installer main screen is displayed and you are presented with a list of products to choose from. Make your selections from the list and click on Install to continue. Master Installer will launch the individual installers for each of the products selected, and return to the Master Installer screen. Follow the on-screen instructions to complete the installation for each program. Please note that some installations may restart your Windows session. If you encounter problems installing several programs at once, quit the Master Installer program, and restart it. Install one program at a time.
The On-Line User’s Guide
Documentation for these products have been provided in an on-line format, along with a Viewer utility. To view the manual, you must first install the Viewer program from the CD. To do this, follow the instructions in the above section. The last option shown in the Master Installer list box installs the Viewer program to your hard drive. Please note that this installation restarts your Windows session.
After the installation is complete, run the Viewer program and from the Open File Dialog box, select the file called MANUAL.PDF which is located in the MANUALS directory of the program CD (e.g. D:\MANUALS\MANUAL.PDF). The Viewer also contains a full and comprehensive help system to assist you in learning how to use the documentation.
Imagination Network
Welcome to ImagiNation™, the premier interactive on-line entertainment service. With your purchase of this Platinum title, you are entitled to five free hours of fun, fantasy and friendship in our exciting gaming environment. For installation, perform steps 1 to 3 above, and select the Imagination Network option. For more information, please contact the ImagiNation™ Network at 1-800-IMAGIN-1.
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Blade of Destiny
Installation
For the Installation, please refer to the section Installing the program from the CD at the start of this manual.
For DOS Users
1) Insert the CD into the CD-ROM drive.
2) At the DOS prompt type D:\install.exe (where D is the letter of your CD-ROM drive).
3) Follow the screen instructions to complete the installation of the program.
4) To run the program do the following:
At the DOS prompt type C:\, where C is the letter of the drive to which the
program was installed, and then press ENTER.
Type CD\BLADE and then type BLADE to execute the program.
Systems Requirememts
386SX/16MHz or better
640K RAM
CD-ROM Drive
MS DOS 5.0 or later
Mouse
VGA
Sound Blaster or Compatible
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Introduction
Geography of Arkania
The region of Arkania is one of the smaller lands of Ethra, a primitive world, and a land which most Arkanians suppose to be flat. Although in the past years the hypothesis arose that Ethra was a sphere, none ever managed to prove it. Even today, no Arkanian has succeeded in crossing the world.
To the east, the Arkanian continent is limited by the “Iron Sword,” an almost invincible mountain range that rises to more than 30,000 feet. To the west is the “Sea of Seven Winds,” a treacherous ocean unnavigable by Arkania’s meager flotilla. Beyond this lies a legendary continent, the “Golden Land.” Whether the world ends with the Golden Land is beyond the knowledge of Arkania geographers.
To the north of Arkania—provided it is not covered in ice—are both deep wood, and long, treeless plains. Settlements are rarely found here, but those that do remain belong to the Nivese, groups of steppe nomads, following the trail of the huge Karen herds through its plains.
To the northwest, there is Orcland, highlands enclosed by many mountain range and aptly littered with numerous Orc tribes. Relentlessly, the multiple tribe engage one another in bloody feuds for hunting grounds, pasturages or servant.
Sporadically, the tribes will join together, and, as one massive unit, they will force their way south. And so it is again ... as these lines are written, the people of Arkania are witness to another Orcish raid, one of the most horrible in recorded history. The dark­furred hordes, full of blood-lust, have left unspeakable devastation in their wake. But what’s more, they have reached the gates of the imperial city, Gareth.
To the far west of Orcland is Thorwall the empire of a race of pugnacious and rapacious seafarers. With their light, single-masted ships, locally referred to as “ottas,” the Thorwalians travel the coasts of Arkania in search of new goods and traders. Finding small, unfortified harbors, the Thorwalians are quick to raid, yet the red-haired giants will attempt trading should they meet with any resistance from the harbor’s citizens.
Beyond Arkania’s northeastern comer is Borland, a densely wooded area which, like Arkania’s eastern side, ends abruptly where it meets the Iron Sword Mountains. Borland is well-known for its harsh winters and poor, but hard-working, farming communities who make life sorrowless for their barons, counts and princes. Festum, the land’s capital and residence of the noble’s marshal, is known to be one of the most gorgeous and pleasuring harbor towns in all Arkania.
South of Borland’s forests are the Red and Black Sickle Mountains. Though not as treacherous or steep as the Iron Sword, the mountains are infested with goblins and rarely traveled. Between the two ranges is the Middle Reich, a zone of moderate climate. Many settlements and clearings dot its hills and a smattering of roads connect the communities to one another. Gareth, Arkania’s largest town with approximately 120,000 citizens, is Middle Reich’s capital, and serves as the nerve center of the area. On the outskirts of the Middle Reich, dense forests grow and meet with those of the Sickle Mountains. According to the dwellers, Dwarves inhabit these woods, making travel through their realm foolish at best.
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An island province of the Middle Reich, Maraskan, lies to the east of the Arkanian continent in the Sea of Pearls and is rich with mountainous, wooded beauty. It is normally a quiet land where conflict seldom occurs. The rest of Arkania often makes jokes about the status of supplies in this area, knowing full well that nothing much else is worth the words. Its people, secreted and of their own, are now seeking independence from the powers of the Middle Reich. Their goal of freedom, some say, is not so far off.
South of the Middle Reich lies the desert Khom, home of the Novadis, a proud race of desert nomads. The desert is met by the Etem and High Etern Mountains to its west, slopes which shield the Khom from the rain clouds that drift west with the winds toward the “Lovely Field.”
A rich and fertile land, Lovely Field is bright with the seasons’ blooms, and is home to numerous Arkanian residents, most of which live in Vinsault, the capital city. Other towns in Lovely Field, including Grangor, Kuslik, Belhanka and Silas, are said to be the most fertile lands in all of Arkania. Naturally, most of Lovely Field’s residents farm by trade, and their settlements flourish with an abundance off good and grains. Most of the villages in Lovely Field are well fortified to protect their bounty from the endless raids drawn by its wealth. From its eastern side, the Novadi tribes attack the province again and again, while the coasts are plagued by the Thorwalian ottas.
Southwest of the Etern Mountains, Arkania’s tropical area begins. The land is marked by the high peaks of the Rain Mountains, whose tips jut above the dense jungle. Aborigines and settlers from northern Arkania populate the area, but remain apart as much as possible. Generally, only trading brings them together. The Arkanian settlements decorate the shoreline and support flourishing trade. On the other hand, the aborigines, called “Moha, “ live deep within the jungle in small villages secured on stilts high above the jungle’s sometimes dangerous floor. They are experts in herbs, poisons, tinctures and animal preparations, and are sought after by alchemists throughout Arkania.
In the southern territories of Arkania, slavery is wide spread. In many houses, it is impressive to have a real “Woodsman” as a servant or maid. Al’Anfa, the city state at the southern end of the east coast, is the center of slavery commerce and long ago earned the nickname “Town of Red Gold.” It has, however, drawn another name, “Plague Spot of the South,” from those opposed to slavery. The most prominent adversary of Al’Anfa and its policies is the small kingdom of Trahelia. Located on the south coast of Arkania, Trahelia recently fought for and was granted its independence from the Middle Reich.
The southwestern point of the Arkanian continent leads to an archipelago whose largest islands, Token, Iltoken and Benbukkula, are highly respected as suppliers of various spices.
Arkania itself measures up to 3,000 miles from its very north to the jungles at its southern tip - not a very long distance for a continent it may seem, but it would take an Arkanian at least three months of constant traveling to cross it. Only a very few men and women would relish the idea of such a daring journey ... traversing wide areas without hope of seeing another human face for months on end, crossing hostile lands overrun by Orcs and Ogres, surviving the imminent danger of such encounters, perhaps only to fall prey to simple, wild animals.
It is into this world that your party arrives.
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Politics and History
A democratic state is no climate for dragons, orcs and goblins to thrive. Instead, there are rulers, people who wear crowns and are called princes, emperors, queens, kings and counts. The most common type of government in Arkania is monarchy, but Arkanian rulers are by no means comparable to Kings from fairy tales who do little but stroke their beards and fear for the destiny of their disappeared daughters.
The state of Arkania is much like Earth’s early renaissance period. just as rulers on Earth behaved during this time, so too do the monarchs of Arkania; they use any means and methods offered ... diplomacy, corruption, war and intrigue. Still, the well-being of their people and their empire reigns above all, and nearly all are divinely honored by their citizens.
Among the states and their monarchs, however, Middle Reich and Lovely Fielare are considered the most important. Both are now reigned by a single empress,
Amene III, who has less than a year’s experience in the monarchy, the original emperor of Middle Reich, Hal 1, disappeared under mysterious circumstances a short time ago, and Amene III assumed his rule. Both states are organized in a classic feudal system.
As your characters enter into this political system, their position in society depends upon their origins. A noble warrior or knight will likely hold the honor of his or her emperor highly. A rogue raised in the gutters of Gareth, on the other hand, be more interested in collecting ducats than respect. A magician might wish to serve Arkanian sciences, while an ernstwhile elf may leave home early to explore his world. A social career is open to any of these individuals; each will recognized for their deeds in time, and emperors might grant them a reward, medal, knighthood or even a small barony.
Mythology
Mythology of the gods
No matter how mighty some Arkanian monarchs are, they are not the real guides of history, the world or the people. A multitude of gods hold this power. The deities draw their might from the faith of those who worship them, but are simple visions or created images. They are, rather, very real and powerful creatures who present themselves to their believers, perform miracles and intervene in the events of the world. The most accepted belief in Arkania is in the Twelve Divines. They are:
Praios Sun, Might and Rule Effered Rain, Sea and Voyage Boron Sleep and Death Firun Hunting and Winter Phex Trade and Band of Thieves Ingerimm Fire, Skill of Iron Work Rondra War, Lightning and Thunder Travia Hospitality and Marriage Hesinde Arts, Science and Magic Tsa Renewal and Youth Peraine Seeding and Healing Rahja Love, Ecstasy and Wine
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These gods are worshipped in Borland, Middle Reich, Lovely Field and many other regions of the continent. Even the months of the Arkanian calender named after them. Of the other gods, there is Rastullah, worshipped by the dessert people, Novadi, and the Divine Twins, Rur and Gror, worshipped by the citizens of Maraskan.
Between all these gods, which are complemented by an assortment of demi-gods, there is occasionally a dispute or serious fight, but all have one common enemy —The God Without a Name. Even this one, epitome of evil and depravity that he maybe, has lured a number of worshippers in Arkania, bribing them with riches and power other gods do not willingly give.
Temples are found in nearly every Arkanian village, and offer your character respite from his or her adventure. Your characters will develop a following for one god or another, and will be guided in the god’s way. However, gods, virtuous as they are, will not turn away those who worship any one of the Twelve.
Gerbod’s Diary
Gerbod of Harben—Diary Excerpts
Arrived here late yesterday evening aboard the Storm Swallow, apparently the last ship going to Thorwal before winter. The harbor was full of vessels from all comers of the world, but the most common were the dragon ships (or ottas, as they appear to be called around here). Many of them seemed to originate in Thorwal, Prem and Olport judging by some of the flags they were flying.
It didn’t take long to find that the inns were full up to the last bale of straw so I took shelter in the Temple of Travia, obviously a place of worship to the Arkanian deity of the same name. A house to our Mistress Rondra would have been more to my liking, not that l could find fault with the hospitality of the people here. The temple wasn’t the most spacious, so I did what I could to stash my few belongings in a corner. Not having an abundance of gear, just my trusty sword and a few writing implements, it didn’t take long before I was comfortably wrapped in blankets.
A group of adventurers soon arrived and settled themselves down very near to my corner. They seemed a remarkable sort of group whose minds were not on continuous prayer, judging by the conversations I could overhear. As if sensing my interest, they were kind enough to invite me over to join into their conversation.
Delo, a young mage from Andergast, seemed to have just finished his studies. Swanja, a sailor maid from Prem seems to possess enormous strength; in the course of her story telling, she easily hefted up an axe that my fighting instructor Alrik would have been hard pressed to lift! Gurbosch, Son of Gradobar of the Little People, left his spot only long enough to refill his tankard with stout from a seemingly endless supply in his backpacks. He constantly hummed a bawdy miner’s tune, stopping only when his tankard met his lips. Rhenaya, obviously another magician of some kind, spent much of her time sorting her little bags of aromatic fresh herbs. Finally there was Erinnila, an elf woman of such unreal beauty that I could hardly believe my eyes. Through not much for words, she occasionally responded to Gurbosch’s incessant humming with little more than an upturned eyebrow.
It didn’t take long to learn that they too were strangers, and so it seemed natural that we explore the town together tomorrow.
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Thorwal, 24th day of Travia
The night of talking didn’t stop us from leaving the temple at dawn. A tremendous crowd was gathered in the square just outside the temple in spite of the early morning hour. Seems that a daily market is held here and it’s quite possible that the early attendees hoped to beat out the latecomers to the most choice items that the merchants had on display. There was at least one stall for every type of merchant that you can imagine but it is said that the quality of the merchandise varies enormously from one day to the next. At least there is a market here daily though, even in winter, since in some of the settlements further into the wilderness it may be weeks between visits from a traveling merchant.
Erinnila found a marvelous lute and we each chipped in a few silver crowns toward its purchase. We figured that she would earn it back from her first performance in one of the local taverns. It was quite an experience to watch Gurbosch do his part to haggle the merchant down. I suspect that the merchant was so dazzled he is only now realizing that he was paid a third of the asking price.
Feeling quite triumphant with our success in the market, we left to explore the streets of Thorwal. We found an abundance of outfitters, arms merchants and herbalists not to mention a number of healers and smiths as well. There were plenty of temples to the different Arkanian deities, but I couldn’t find one dedicated to our Mistress Rondra. I made due at Swafnir’s hall to give thanks for our rewarding journey.
Thorwal, 25th day of Travia
A freak accident marred our explorations today. Rhenaya was debating with a herb merchant about the quality of his whirlweed when a supply cart came barreling around the corner with such tremendous speed it almost overturned. Thanks be to Rondra for her quick reflexes! Rhenaya barely saved herself from the cart’s wheels by diving head first into a potter’s display.Unfortunately, she was left with a number of scratches, although not nearly as many as suffered by the potter’s wares.
Her wounds were serious enough to make us search out the services of a healer. We found Noro Mystico in the “Strangers Quarter,” located in the western part of Thorwal where few locals reside. The look of the place did nothing to inspire our trust, but he seemed to know his trade. To his credit, Rhenaya is already feeling much better. We have moved our belongings to an inn called the “Hetman Oremo” near the Temple of Peraine. We decided that we would be more comfortable here even though it’s somewhat on the expensive side. But it is clean, and we each have a decent bed to sleep in. Maybe tomorrow we’ll have the chance to let Erinnila try out her lute in one of the taverns.
Thorwal, 27th day of Travia
We made it into one of the taverns yesterday, and Erinnila proved to be as much a success as we thought she would be. I’m thinking of paying a visit of Travia that healer myself as my head feels as if someone has been pounding on it with a war hammer. These Thorwalians can drink like fish, only its not water that they toss back. I met two, Sir Shaun of Crispy, a regal knight of his kingdom and Sir Ian of Metavira, a mere jester in his. Nonetheless, they travel together bringing unique brews to the taverns where they stop. They specialize in producing something they call “Fire” and “Premian Brandy,” both pretty potent brews.
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Swanja was certainly enjoying both of them and she drank the vicious liquid without even batting an eyelid. I have a hazy recollection of her dragging the rest of us back to Hetman Oremo. Sir Shaun, meanwhile, spent the night near his horse, and Ian the jester was found outside his room, still sound asleep, just this morn. Swanja,who happened upon him, said he was mumbling in coherent things about trees and fruit and his aim being off. Indeed, Thorwal is a strange town.
Nonetheless, the adventures at the Four Winds last night were well worth this morning’s pain. A lot of seafaring folk gather there, and the boatswains and sailors tell many hair­raising tales. I was quite fascinated by the story of the ghost ship rumored to be sailing the waters around Arkania.
Thorwal, 28th day of Travia
For some reason I can’t get the story of the ghost ship out of my mind. I listened to it again today, drinking somewhat less Fire in the process, and really believe that it may be more than just a tall tale. It just doesn’t sound like the tales I’ve heard in every other tavern. This story has me really curious, and since I’m beginning to feel the urge to leave town before winter sets in, I believe I’ll go down to the harbor tomorrow and ask around.
Thorwal, 29th day of Travia
I was able to find out quite a lot today. There is a cutter leaving for Varnhome tomorrow. We’ll have to wait another day, but I’m sure that the sea, and the ghost ship, will still be there. Ourbosch was less than thrilled on hearing my plans, but allowed himself to be convinced by the lure of the treasure that could be waiting for us on that ghost ship. The harbor master mentioned another ship leaving in three days, but I’m going to push my companions to be ready to leave tomorrow.
At sea aboard the “Wave of Gold,” 2nd day of Boron
So far the journey to Varnhome has proven to be rather uneventful. We’ve found out a little bit more about the ghost ship from some of the sailors, but there has been no sign of the ship itself. They claim it usually sails farther west, across the Seven Winds Ocean. Well, maybe tomorrow we’ll see the ship’s sails at last.
Varnhome, 3rd day of Boron
Having reached Varnhome, we look back upon a most disappointing journey. Not only did we not see the ghost ship, but adding insult to injury, the sea was very rough on the last leg of the passage. Gtirbosch and Delo spent most of the day leaning on the rails.
Talking to the harbor master in Varnhome has revealed that we don’t have any chance of finding a vessel back toThorwal for at least several days. Since we haven’t really come across any interesting merchants here, and we’ve pretty much had our fill of taverns for the time being, we’ve decided to tackle the trek back on foot.
Costal Road, 5th day of Boron
We spent most of yesterday outfitting our group with some basic supplies required for the journey, and wasted no time in leaving the boring town of Varnhome. Just as we were leaving the last merchant’s shop, he warned us that the Orcs were getting more and more daring, and have even sent marauding forays out to the coast. We’ve seen
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none of the blackfurs so far though, but are quite prepared to give them a taste of Swanja’s axe if they show up.
The marching is proving to be slower than we had anticipated. Our short-legged friend finds it hard to keep up and Delo just doesn’t seem to have the stamina to push on as we would like. But the weather is fair and we fully expect to reach Thorwal in a couple of days.
Costal Road, 6th day of Boron
We finished our first battle moments ago! A group of goblins were harboring a delusion that they had a chance of defeating us! We lost no time in proving to them the fatal error of their beliefs!
Their advantage lasted no longer than our first attack as Delo and Erinnila were quick to let go with a couple of Lightning bolts, helplessly blinding two of the opponents. The rest of us let our swords speak for us! Swanja and Gurbosch felled their opponents with two blows, and while it took me a few more than that to dispose of my attacker, he did not land a single blow against me.
Rhenaya had a close call when her cudgel broke on her first parry, but when the goblin noticed Erinnila and Delo turning in his direction, he was quick to turn tail and run. The rest of the cowardly filth took flight seconds after that.
We took a couple minutes to check out their supplies, but true to form they had nothing worthwhile. Even the food packs seemed contaminated by their filth. None of us experienced any injuries during the battle, but as we dragged the bodies off the road, Swanja received a small wound. We set up camp so that we could attend to the wound immediately. It’s not wise to invite infection. We will continue on our way in the morning, and do not expect any further attacks this close to Thorwal.
Thorwal, 7th day of Boron
We made it back to town and found sleeping in a comfortable bed quite pleasant after our days on the road. Before retiring for the night, we were sure to unwind with a night of carousing at a tavern called the Lost Bit. It was a prosperous evening! We learned more about the town from the patrons and the tavern keeper than from any others we have so far met. Tomorrow we’ll have a chance to try out the smiths in town as we still need to find someone to repair Rhenaya’s cudgel and Swanja’s axe could use some attention and care. Any decent Thorwalian smith should be able to take care of it though.
Thorwal, 8th day of Boron
I wasn’t surprised to learn that Thorwal offers a warriors’ academy in the southwest corner of town, but I can’t say that I’m too excited that it’s run by one of the Little People. Probably all anyone can learn there is how to swing an axe! Gurbosch, of course, is quite taken with visiting a distant relative, a definition which seems to apply to anyone of the dwarven race, and is offering our services to help him out, as is typical among this closely knit race.
It turns out that there are some problems at this academy, at least that’s what our inn keeper told us this morning. According to rumor, the faculty and students at the “Old Ungalf,” the local name for the academy, have noticed some thieving on their grounds. It seems that even though the lower floors are no longer in use and that the entrances to
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these sections have been bricked up, that somehow a band of brigands must have found access somewhere in the lower tunnels. We’ll find out the true story soon enough.
Thorwal, 9th day of Boron
We visited Master Dramosch at the academy today. Even though access is supposed to be restricted, the guards at the academy’s gate are rather lax, and all you need to do is bark at them like you’re supposed to be there. We found out that not only are their supplies being spirited out from beneath their noses, but one of their students has been missing for some days now!
Oddly enough, the academy doesn’t seem to possess nearly enough fighting power, much less magical abilities, to investigate the crime. Turns out they’re all novices here.
Gurbosch, Delo and Swanj a were very taken with the idea of helping out from the start, but Erinnila and Rhenaya took some convincing. The thought of spending several days crawling around dark cellars doesn’t appear to be to their liking.
Thorwal, 10th day of Boron
We spent the day stocking up on everything we’re going to need to properly explore the dungeons of the academy. We went to the supply stores of Mr. Stoerrebrandt-Grassberg and a dwarven arms merchant known as Grollo Gumbladsson. They are both the best, and the most expensive, offering the finest selection in town. We made sure to purchase the best arms we could afford in addition to plenty of torches, ropes and tinderboxes. We even took care to buy throwing irons, crowbars and shovels, as well as food and water for several days.
Before hiking down to the dungeons with all our supplies we figured we would spend this night at the inn to be sure of a good night’s rest. Delo performed some kind of magical ritual on his wand the other night, and is still feeling a little bit tired because of it. But none of us are complaining about the use of a few soft pillows since who knows when we will next be able to enjoy a comfortable bed again.
Thorwal, 11th day of Boron
I don’t imagine I’ll find much time to write of our experiences as we travel the musty vaults beneath this castle. I pray to the gods we will survive and to Rondra for our victory. If we can pass this test, we might be trusted with a truly honorable mission leading us far into the wilds of the Orcish Lands. On we must go, and we must never falter. It is time to face the darkness. For Rondra! For the Hetman! For Master Dramosch!
Beginning Realms of Arkania
You’ve just opened the package, installed Realms and are eager to set off on your adventure. With Realms, it’s just a few clicks away! (For the quickest route into Arkania, see your reference card.) In this section, you may read about Realm’s different levels of play to find the one that’s right for you and that suits your taste in fantasy role playing games.
The Novice and Advanced Game
Beginning Realms of Arkania, you may choose between a Novice or an Advanced Game. While both levels allow you to get an adventure full of challenge, each is designed for your gaming preference:
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Novice: The novice level is designed for gamers who want to enjoy the game but don’t want to juggle all the statistics that are common to any role playing game. While playing in Novice mode, your computer handles all values for skills and magic (including increases). It also highlights the best character for any task your party is asked to perform. You may change to Advanced mode any time you restart Realms. Advanced: The advanced level offers you complete control over your characters’ statistics, skills and magic, allowing you to custom tailor your characters. You will have full access to all the statistics that role players love to collect. As your characters progress through the game, you may customize these facets even further. While this process of fine tuning takes time, as does any role playing experience, it allows you to define your characters to your personal tastes.
Once you select the Novice or Advanced game, you may choose between the Main Program and the Generation. Since you’re new to Realms, select Generation to create your party. You may also select Main Program to play with a pregenearted party.
How Should you create Your Party?
Some people like to create their own parties. Others prefer to play with ready-made characters. Whatever your preference, Realms has it. There are four different methods, or routes, you may follow to get your party together and off to adventure. Depending on your Advanced or Novice selection, you’ll have certain choices, all of which are detailed on the next page.
Regardless of which path you take to get you and your party together, it’s recommended you check the Review Screen section later in this manual. Here, you can learn about your characters’ statistics like LP (life points) and AP (astral points) and other important facets that are important to characters regardless of their generation history.
Mode Party You Handle Realms Handles
Method #1 Novice & Quick
Novice Pregenerated Fun • Character creation
• Skills(suggests best character to perform action)
• Magic/Skill Increases
To Get There: Select Novice, Main Program and Start. Method #2 Advanced & Quick
Advanced Pregenerated Skills Character creation
Magic Fun
To Get There: Select Advanced, Main Program and Start. Method #3 Novice & Deailed
Novice Created Character Creation • Skills(suggests best
Fun character to perform
action)
• Magic/Skill Increases
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TO GET THERE.- SELECT NOVICE, GENERATION AND CHOOSE ARCHETYPE (REALMS PLACES ATTRIBUTE VALUES) OR NEW ATTRIBUTES (YOU PLACE ATTRIBUTE VALUES). CREATE SIX CHARACTERS USING APPENDIX A AS A REFERENCE, EXIT GENERATION AND ADD MEMBER(S) IN TEMPLE..
Method #3 Advanced & Deailed
Advanced Created Character Creation • Number Crunching
Skills Magic/Skill Increases Fun Everything
TO GET THERE: SELECT ADVANCED, GENERATION AND NEW ATTRIBUTES, AND FOLLOW THE NEXT CHAPTER. IT EXPLAINS THE ENTIRE PROCESS STEP BY STEP.
Character Generation
Creating your Characters
Creating your own characters is an important part of any fantasy role playing experience. Nursing them from level one tots to mighty warriors provides a feeling and a challenge unlike any other. In Realms, you may create your party in any one of four different ways and on two different levels. The Advanced Mode allows you full control over each character’s statistics while the Novice Mode provides you with the fastest and easiest way to create a character.
Once you begin Realms, just select Generation to create your own characters. Soon, you’ll see a generation screen similar to the one below (just click the right mouse button or press ESC to remove the generation menu for an exact replication). Here, you see all the attributes that make up each Arkanian woman and man.
Character generation in Realms allows you to control all facets of your character’s development. You may define their statistics individually, placing each roll strategically ... where you feel it will make a difference. Or, if you prefer the more casual approach, Realms will do most of it for you. Although Realms’ character generation is “open,” meaning you can select the available options in almost any order, it’s recommended you follow the order of the manual, at least for your first time through.
Deciding on an Archetype for Your Character
Before you begin rolling your characters, it’s important to determine what types of characters you hope to create. Just as on Earth, characters in Arkania have for professions and fields of knowledge they follow, learn and perfect. Everything from a character’s strength to his or her skills is influencedby their profession. A character’s profession is known as his or her Archetype. In Realms, your characters may pursue any one of twelve Archetypes (detailed in appendix A);
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Archetypes: Dwarf/Dwarvess - Rogue/She-Rogue - Jester/She-Jester Warrior Woman ­Male/Female Thorwalian - Warlock/Warrior Woman - Magician/Magicienne - Green Elf/Green Elf Woman-Hunter/Huntress - Silvan Elf/Silvan Elf Woman - Ice Elf/Ice Elf Woman
Once you’ve reviewed the Archetypes available and have ideas for your party make up, the actual character creation begins.
Selecting a Name
Like most good adventurers, Arkanian characters don’t like to be referred to as “‘Hey,You.” To give characters a name select the menu option or click”Name” on the character screen. You may name your character anything you like, but his or her name will be abbreviated if it’s over seven letters.
Selecting a Gender
Next, select your character’s gender by choosing the menu option or by clicking on the gender symbol (the upper right hand corner). Characters may be male or female. Men and women are equally skilled, talented and trained in Arkania. You may change their gender anytime prior to saving the character.
Choosing Your Course of Action
Depending on which generation method you prefer, you may choose Archetype or New Attributes.
Choose Archetype: Selecting this option, Realms allows you to choose the profession your character will follow from any of the twelve Archetypes available, and assigns the minimum attribute values for that Archetype to the character. If you wish to use Choose Archetype, you may skip to the Choose Archetype section.
New Attributes: Selecting this option, you take the dice into your hands. First, decide on an Archetype for your character ... but keep it in your head for the time being. Then, following the minimum entrance requirements for your Archetype as listed in Appendix A, you manually distribute the attribute values to qualify for the Archetype. Characters who are hand crafted in this manner have higher overall attributes than those created with Choose Archetype. If you select this option, move to the next section.
Selecting New Attributes
Character eam their mettle when you define their attributes. When you select this option, Realms “rolls” values for their positive attributes (the left hand Attribute column) and their negative attributes (the right hand column).
Positive Attributes
Like you, your characters have certain levels of wisdom, dexterity and strength, among other statistics. In Arkania, the seven positive attributes are tracked numerically and, for newly created characters, range from 8 to 13.
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Courage (CR): A high courage influences quick decisions, and provides a high amount of willpower. This can be of value in a fight, when trying to resist a spell or when conversing.
Wisdom (WD): This attribute measures the theoretical or “bookish” knowledge a character has, memory, ability to plan ahead and to think in abstract terms. This makes it the basis of most magic.
Charisma (CH): A character with a high charisma value will find it easier to influence others. Also, his other teammates will be more open to the character’s suggestions.
Dexterity (DX): This attribute is needed to manipulate small objects. It affects disarming traps, opening locks and other maneuvers which require slight of hand. It also affects a magician’s ability to weave a magic spell.
Agility (AG) :This measures the ability to move skillfully and to avoid sudden obstacles. It also helps characters to avoid blows in combat. Strength (ST): More than just brute muscle power, this is also the knowledge of how to use it to the fullest. A necessity for moving heavy objects, using heavy weapons, strength also determines a character’s maximum load.
Intuition (IN): It’s not necessarily anything you heard or anything you saw, but something just tells you that something’s up. A character’s intuition affects their ability to perform many skills and also influences a magic user’s ability.
You’ll see Realms’initial roll on your screen. This roll, a 13 let’s say, can be used for any of the seven attributes; you select which one depending on the Archetype you’re hoping to create. After placing the first value, Realms will roll again until you have placed each roll with a positive statistic.
Negetive Attributes
Next, you’ll assign values for the negative statistics just like you did for his or her Negative positive attributes. Keep in mind that Archetypes have negative attribute Attributes requirements as well. The seven negative attributes, which range from 2 to 8 for new characters, are:
Superstition (SN): Characters with high superstition notice certain things,black cats and the like, and instantly understand their meaning. A high superstition often makes a character particularly susceptible to magic.
Acrophobia (AC): A fear of heights, leading to a distinct feeling of vertigo. A large acrophobia value can be a severe handicap when forced to cross a suspension bridge or standing at a cliff edge.
Claustrophobia (CL): The fear of being buried alive which can close in when traveling through narrow halls and low corridors.
Avarice (AV): The urge to gather gold, jewelry and other precious items. A character gripped by avarice will often forget all else happening around him or her just to loot something that has caught his or her eye.
Necrophobia (NE): A particularly terrifying fear of death and anything connected with it, especially the undead - mummies, zombies, and skeletons. A character with a high necrophobia value will sometimes refuse to fight against undead and may run away instead.
Curiosity (CU): A healthy amount of curiosity is something of a prerequisite for a true hero, but too much of everything is a curse, and so it is with curiosity. Magicians especially are often overcome with curiosity upon discovering old scrolls and magical artifacts.
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Violent Temper (VT): A character with a violent temper is easily insulted and quick to draw a weapon to right any perceived wrong.
Select Archetype
After assigning your character’s attribute values, choose Select Archetype. Realms will show you a list of Archetypes your character qualifies for. Just select one to make it official. At times, however, you may see that the character you’ve created doesn’t qualify for any Archetype at all. In this case, Realms will tell you that you’ve failed to meet the minimum entrace requirements for any Archetype. Perhaps, he or she is just a point or two shy where it counts. You don’t need to start over ... just roll the dice a bit more! Select the Change Attribute option, covered in the next section, to modify his or her current values. If you find yourself miles away from your desired Archetype, though, you may also select New Attributes and re-roll.
Change Attributes
When you’ve placed all of your rolls and are still just one point away from creating that Silvan Elf that you’ve been trying for, don’t worry... you still have another option open to you. Change Attributes allows you to alter both positive and negative attributes by trading off points between the two.
For example, a Silvan Elf requires an agility of 13, but, let’s say, in your attempt to create this Archetype, your agility is only 12. Otherwise, you qualify for the Archetype. It’s just too close for a re-roll, so you select Change Attributes. Realms shows you a menu listing all of the positive attributes. Select the attribute, agility in this case, and you’ll have the option to increase or decrease the attribute value. Selecting increase, his agility jumps to 13.
But, there is a price ... for every one point change you make to a positive
attribute, you will be required to make a two point change to a negative
attribute.
After you increase the positive attribute, Realms shows you a menu of negative attributes ... and asks you to trade off for the positive increase in agility by increasing your negative attributes by two points. You may put both increases in one attribute or split them between two different attributes. Just be careful not to alter a negative attribute above (or below) the minimum entrance requirement for the Archetype you’re hoping to create.
Change Attributes also allows you to decrease negative attribute values. For example, say that same Silvan Elf has a 5 for a varice, but needs a 3. You can use this option to decrease two points from your negative attributes by choosing to remove one point from a positive attribute.
Regardless of which way you do your point trading, remember that positive attributes cannot be decreased below 8 or above 13. Negative attributes cannot go below 2 or above 8. Additionally, once you you begin to change an attribute, you may not turn in the other direction. Values that are lowered may not be raised later on. Likewise, values that are raised may not be lowered. You may, however, continue heading in the same direction.
When you have completed the adjustment to your character’s negative at, tributes, Realms will return you to the character screen. Just right click or hit PgUp to return to the menu options. If you have further changes, though, select Change Attributes again.
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Choose Archetype
If you prefer to select your Archetype without rolling all the attribute values yourself, Realms will do it for you. By selecting Choose Archetype, Realms shows you a list of all available Archetypes in Arkania, and allows you to select the profession of your choice. Once you have selected an Archetype, Realms automatically gives the character his or her attribute values.
While using Choose Archetypeis quick, characters created by this method have certain drawbacks:
The characters attribute values will be the minimum amount required for entrance into the Archetype you’ve selected. Characters created manually tend to benefit from the “roll of the dice.”
Their positive attributes will not be above 12, versus 13 for manually created characters.
Their negative attributes will not be below 3, versus 2 for manually created characters.
Choosing an Arcane Lore
If you created a Magician or Magicienne, Realms will ask you to choose the character’s preferred arcane lore. Arcane lore influences the character’s magical focus and affects his or her spell casting skill for the selected category. The different lores as well as their magical spells are covered in the Arcane Lore section of this manual. In the Advanced mode, a Magician or a Magicienne also has the option to convert increase attempts. You may choose to trade either spell increase attempts for skill attempts or vice versa. Additionally, this Archetype can give up 10 spell increase attempts for an additional 10 astral points (AP).
Choosing A Portrait
After you’ve chosen your archetype, Realms will show you a selection of portraits appropriate for your character’s Archetype and gender. Just click on the arrows to scroll through the available portraits.
Additional Character/Archrtype Attributes
With your character’s Archetype in place, you’ll see that he or she has several, new attributes.
Money: As in any world, money is an important commodity in Arkania. This statistic shows the amount of money your character currently has (and, hey, there’s no income tax in Arkania).
Gold Ducats: Are the highest form of currency and are displayed as “D.”
SilverCrowns: IO Silver Crowns equal a GoId Ducat. Silver Crowns are displayed as “S.”
CopperBits: 1O Copper Bit sequal a Silver Crown. Copper Bits are displayed as “B.”
You may see, for instance, 10D 2S 5B on your character’s screen. He Ducats, 2 Silvers and 5 Bits. Your character’s make up and determine how much money he or she receives.
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Height and Weight: Help to define the physical aspects of your character and are based on the Archetype you selected for your character.
Deity: A character’s deity is very important in Arkania. Based upon the month the character is born, the deity determines the character’s general way of life and may offer bonuses to attribute or skill values (then again, they may not... deities are funny that way). Throughout this world, temples offer respite for travelers, and occasionally, characters in need may enjoy divine help. Steady worship and sacrifice to their deities will go a long way toward making a favorable impression on the Gods.
Life Points (LP): Represent the amount of damage a character can take before it dies. A character’s life points are based upon his or her statistics, and increase with experience. Should the life points reach five or fewer, the character will lose consciousness; he or she will die at zero. Life points can be regained through sleep, potions or magical intervention.
Astral Points (AP): All kinds of magic are powered by astral energy which is measured in astral points. These points represent the amount of points available to cast spells. Astral points are also based upon your character’s Archetype. Astral points increase with experience and are replenished through steep, potions or meditation.
Endurance: Reflects your character’s ability to withstand strain and is a key factor in the movement points the character has available, and how much burden can be tolerated before sacrificing movement points. Endurance is based on a character’s life points (LP) and strength (ST).
Magic Resistance (MR): Represents a character’s ability to ward off the effects of magical spells. A character’s magic resistance is based upon his or her courage (CR), wisdom (WD) and superstition (SN).
For Novice Mode . . .
If you’re creating your character in the Novice mode, you’re nearly done. Your characters have all the values that may be customized in the Advanced game, skills, attack and parry values and magic powers, but Realms automatically handles skill and spell increases, assigning and tracking all of their calculations for you.
For Advanced Mode . . .
If you created your characters in the Advanced mode, you may further customize your characters in three areas: skills, attack and parry values and, for magic users, magic. These changes are explained the the following sections.
Increasing Skill Values
Arkanian characters have lots of skills that are needed in their world. When you first create your character in the Advanced model he or she is given a set of statistic values that reflect the standard training for a character of that Archetype. To review your character’s skills, click on either arrow at the bottom of the generation screen until you reach any one of the character’s skill screens. Press the arrow again to review more skills. (Skills are fully explained in Appendix B: Skills.)
At the bottom of the skill screens, between the arrows, you’ll notice: REMAINING ATTEMPTS: 20. This number may vary depending on the character’s Archetype.
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Your character’s “remaining attempts” are a chance for you to increase skills you consider important for the character and your adventure in Arkania. To attempt a skill increase:
Move to the skill screen that contains the skill you want to increase.
Press the right mouse button to open the Skill Increase Menu.
Next, select a skill group.
From the group you have selected, choose a skill to increase. Realms rolls a die to determine your success or failure, and tells you of the outcome.
Repeat these steps until all of your skill attempts are used While increasing your skills, keep the following things in mind:
Combat and Intuitive skills cannot be increased by more than one point when creating characters or when gaining levels.
Knowledge skills cannot be increased by more than three points when creating characters or when gaining levels.
All other skills areas cannot be increased by more than two points per level.
If you increase a Combat skill, you will increase the skill’s attack and parry value as well. You may further adjust these values, though. This is covered in the following section.
You have three attempts available to increase any one skill. Should you not succeed in increasing a skill within those three attempts, wait until the character gains a level of experience to try again.
The highest skill value possible is + 18. The lowest value is a -20.
Changing Attack & Party Values
A Character’s attack and parry values reflect their statistics and combat skills and determine how they perform in combat. In general, there are two different parts to the attack and parry values.
Understanding the Values
1) Basic Values: Overall reflections of the character’s ability to fight offensively
(ATtack) and to protect defensively (PArry).
AT: The basic value for Attack is based upon your character’s courage (CR), agility (AG) and strength (ST).
PA: The basic value for Parry is based upon your character’s intuition (IN), agility (AG) and strength (ST).
2) Mode Values: Mode Values are based upon the combination of your character’s actual combat skill value (SV, from the skill list) and the Basic Values. Like the Basic Values, Mode Values are split into two categories, attack (AT) and parry (PA).
How the Mode Values are Determined
Basic Values Mode Values
Step 1: Add the Basic Values Together. Here, they equal 12. Step 2: Add the SV (skill value), in this case it is 2, to the total of the Basic Values.
Here, the new total is 14. Step 3: This total can be divided anyway you like between the individial AT (attack) and PA (Parry) values for each mode, but cannot be less than the Basic Value. Here, Swords has 7 AT and 7 PA. This totals 14.
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Modifying the Values
While Realms initially determines your character’s Mode Values, you may change the individual AT (attack) and PA (parry) values to suit your own taste. If you prefer an offensive hack-slashing type character, increase their AT values. If, on the other hand, you prefer someone who’s better at protecting him or herself from a blow, increase their PA values.
Increasing values is easy. just remember the total from Step 2 in the above example. (Naturally, this total may be different for your characters and varies from Mode to Mode.) To get this total, add both Basic Values together, and then add the SV (skill value). You may split this number between the Mode’s AT and PA values anyway you like so long as they do not fall below the AT or PA Basic Values. For instance, if your total is 14 and your Basic Values are both 6, like above, you can have an AT value of 8 and a PA value of 6 (or 7 AT and 7 PA and so on). As you distribute the values, consider where you want the character’s proficiency to lie: defensive moves or offensive moves. Though they are calculated the same way, the values for missile weapons and thrown weapons may not be changed.
What happens if a character has a negative combat skill value? You won’t be able to do any adjustments for starters. The negative value is subtracted, more or less evenly, from the character’s Basic Values to produce the AT and PA values. If the character’s skill level is so low that it exceeds the total of the Basic Values, he or she would have zero AT and zero PA. He or she will not be able to protect themselves from such a weapon’s attack, and can’t attack very well with it either. (Hey, Norm, old buddy. That was a fine trick you pulled with that sword. Must say I’ve never seen anyone miss monsters with such grace and defiance. You did a heck of a job on those air molecules, though. I can tell, they’re hurting.)
Increasing Spell Values
Magic users in the Advanced mode may also increase their current spell values. Just like increasing skills, Realms allows your character a certain amount of attempts, magical bonus points of a sort, to increase spell values. Obviously, characters who are not magically gifted won’t have this option. To attempt a spell increase:
Move to the spell screen that contains the spell you want to increase. There are seven screens of spells, and each is fully explained in the Arcane Lore section of this manual.
Press the right mouse button to open the Spell Increase Menu.
Next, select a spell group.
From the group you have selected, choose a spell to increase. Realms rolls a die to determine your success or failure, and tells you of the outcome.
Repeat these steps until all of your spell increase attempts are used.
While trying to create a super spell caster, keep these things in mind:
Depending on your character’s Archetype, he or she will have a varying amount of increase attempts. Magicians and Magiciennes have 40, Druids, Druidesses, Warlocks and Witchs have 25. All Elves have 20 attempts.
Certain spells have increase limits. After all, a level I character who can blow up Thorwal and most of the surrounding fauna does not a balanced game make. The limits depend on your character’s Arche-type.
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Spells that are part of a character’s Archetype can be increased by two points when you first create your character and as he or she gains levels. (See the Arcane Lore section of this manual for further information.)
Spells not in a character’s Archetype can be increased only a single point when you first create your character and as he or she gains levels.
Magicians and Magiciennes can increase all spells belonging to their Arcane Lore by 2 points when you first create them and as they gain levels.
Magicians and Magiciennes also possess certain “house spells” they can increase up to 3 points when they’re first created and as they gain levels.
You have at most three failed attempts available to increase any one spell. Should you not succeed in increasing a spell with those three attempts, wait until the character gains a level to try again.
Your character cannot use any spell with a value below -5. (In fact, it might be downright dangerous if they could.)
The highest spell value possible is + 18.
Saving Your Character
Once you’re happy with your character, select Save Hero to add your character to the ranks of the elite, albeit inexperienced adventurers, awaiting you. If your character profile is incomplete, or if another character by the same name already exists, Realms will let you know.
A New Hero
Once you’ve saved your character, select New Hero to create another character. New Hero is also helpful if your current character isn’t cutting it, and you’d like to begin anew with a fresh slate of attributes.
You may create as many characters you like, and select up to six to join you in your adventure. Realms comes with six pre-rolled characters that you may use as well. Newly created characters may be added to your party at the Temple of Travia in Throwal.
Exit Program
Select Exit Program to exit the character generation and automatically enter the Program Realms of Arkania Main Program. To return to the character Generation program, you must exit the Realms of Arkania program and restart.
Character Development
Gaining Levels
As your characters travel through Arkania, they will gain experience points as they face numerous foes, perform herculean tasks and overcome other perils common to daily life in Arkania. When your characters accumulate enough experience points, they become eligible for new experience levels. These levels, along with all their benefits, are granted in towns. Here, citizens recognize the importance of your deeds; Ores in the wilds of the forests, on the other hand, could not care less.
To reach the next level of experience, characters need to gain:
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EP Level EP Level EP Level
0 1 15,000 3 50,000 5 5,000 2 30,000 4 75,000 6
When your character gains a level, they will enjoy its numerous benefits:
You may choose to increase any positive attribute, followed by a decrease of two points to your negative attributes.
Life points (LP) will increase by up to six points. For magic users, these points may increase by up to eight points.
Magic users may divide these eight points between LP and AP.
In the Advanced Game
If you are playing in the Advanced mode, you will have the opportunity to use skill and spell increase attempts to continue to shape the ideal character, much as you may have or would have done in the Advanced Character Generation. Additionally, other factors come into play:
Archetypes get 20 skill increase attempts except for the Magician and Magicienne who receive 15.
When increasing combat skills, you will have the opportunity to adjust AT and PA values.
Spell increase attempts depend on Archetype. Magicians and Magiclennes receive 40, Druids, Druidesses, Warlocks and Witches receive 25 and Elves receive 20.
With the exception of Elves, magic users may convert skill increase attempts into spell increase attempts and vice versa.
Magicians and Magiciennes may forgo some spell increase attempts in return for astral points.
When your characters gain a level, it’s a good idea to save your game at the nearest Temple.
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Towns, Cities & Villages
With your team of heroes eager for adventure, their swords polished and held high, you're off to Arkania to explore all it has to offer! Your journey begins in the Temple of Travia located in the heart of Thorwal.
Visiting Temples
Like temples throughout Arkania, the Temple of Travia offers your party respite from its adventure, a chance to kick back, have a word or two with a deity, and if the stars are right, your characters might even benefit from a miracle. These Temple options are available to you.
Add Character: If you have created your own characters, select this option to
form your party. You'll see a list of characters, eager and ready, and may select up to six. You may also use this option to add one or two characters to your party (after removing the same amount, of course) at any time during your adventure.
Note: You may add newly created characters to your party at the Temple of Travia in Thorwal. At all other Temples, you may only add characters who have been “Let Go” at that location.
Let Go Character: Sometimes characters just don't turn out to be all that you
had hoped for. Perhaps your party's Archetype mix could have been a bit better. If you're so inclined to remove a character from the group, select this option to do so. You'll see a list of your party's members, and with just a click you can remove any character from the group.
Erase Character: The permanent version of “Let Go Character,” Erase
Character removes the unlucky one from Realms' register of characters. Party members may not be erased, however, until they are “Let Go” from the party. Keep in mind that an erased character is gone for good.
Load Game: Your party has just come from a tavern - or rather was summarily
thrown out of the tavern - after your Rogue assured you he could cheat the best of them and only ended up with someone's pocket lint. Not exactly the plans you had in mind. It's the perfect time to Load Game. Realms will show you a listing of currently saved games. Select the proper game, and your affairs will once again be order. To begin with an empty slate for a new party, select None, or select Start to use Realms' set of pre-rolled characters.
Save Game: After a particularly hectic encounter, or perhaps a good bit of
sleuthing, it's a great idea to save your game, and Temples are the most rewarding places to save it. Parties brave enough to travel from Temple to Temple between saves receive the full value of their experience points. Parties who save outside of Temples lose 50 experience points per save (saving every other step doesn't an adventurer make). When you select Save Game, Realms will show you the list of current saves (if you've just begun, you'll see Start, Game 1 and so on). Select any game slot and customize its name if you wish.
End Game: Select this option to end your travels in Arkania. This option will
not save your game. Select Save Game first if you wish to do so.
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Ask for Miracle: It never hurts to hope for a bit of divine assistance. When
your party asks for a miracle, two factors come into play:
1). Does any character worship this particular deity? Who?
2). Has your party paid their due respects to the deity? If your character is successful, he or she may receive the benefits of their pious worship (or their generous contributions). Keep in mind, though, that like here on Earth, miracles in Arkania are not a common occurrence.
Donate: It never hurts to butter up your favorite deity, and donating a few
silver crowns to his or her cause is one of the best ways to do it. When you select Donate, Realms will ask you to enter your tithe in silver crowns, and will remove the money from your packs.
Leave Temple: When you've finished worship, select Leave Temple to return
to the streets of the city.
The Review Screen
After you've rounded up your party and take a minute or two to review one of your characters (just double click on their portrait), you'll notice that he or she has several new attributes that weren't apparent during character generation. Additionally, when you review your characters, you'll also have new options available to you.
The character review screen shows you everything you need to know about your character, and also allows for their feeding and care. Nearly every section of the review screen offers some kind of information.
General Character Informa­tion including name, Arche­type, experience points, ex­perience level and money.
Characters need food and wa­ter to stay alive. As they per­form activites, they use energy and become hungry and thirsty.
Item currently
Character's
Backpack holds
up to 16 items.
selected
Character's
Height
Character's
Weight
See the Items on the Body section
for complete information
Secondary
Statistics
Character Statistics. (Attack &
Parry Values also appear here in the
ATT./PA screen.)
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