Realms of Arkania - Shadows over Riva

Realms of Arkania - Shadows over Riva

17.10.2013 15:16:36
Realms Of Arkania III: Shadows Over Riva

HINTS
from The Guardian & The Avatar

1.The party must have a warrior, a dwarf, and a magician(minimum)
2.First thing in Riva go find the house where you can buy the map
of Riva.
3.You can find the best bow-Extra Light Longbow-at the bower house.
4.1 gold ducat=10 silver coins=100 copper bits
5.In the Market Hall you can use pickpoket skill-but save first!
6.If someone in your party dies you can bring him back to life if
you pray at Tsa temple. Do the same with hurt characters and they
will be healed.
7.If one of your party members is dead try using the "Necropathia"
spell and the dead one will help you with some hints.
8.The Elexirs give few bonus to the skills so sell them because they
worth a lot.

9.STIPPEN`S QUEST--Blow the horn at this locations:
In the S-W of the forest where are a pair of willow trees.
In front of the painted dragon on the North town gate.
In fronts of the bots of the warrior from the mountain.
In front of the bridge boat.

10.THE DWARVEN MINE
You can pull the hand from the water and throw it away(sometimes
you get a sword).
In one of the rooms you will find a broken chest, save first and
then try openig the chest until you find the tenobaal bolts (You
have only one try if no bolts found try loading until you find 'em).
You can search the beads for goodies.
Pull the dead dwarf from the barrel, take his key, use the key on
the chest(one in the NW part), take the cross spaner, use the
cross spaner on the left library, go and take the 70 ducats from
the dwarf and read the scrool.
Where the dead dwarfs are- you can use "Banish Spirits" spell or
fight them. But first try fighting them they will not die but
you will gain experience so use it like a training room.
Answer the five questions of the statue in this order:NO,NO,YES,
YES,NO.
Answer to "What do you whant?" with "Remission".
Use "Ignifaxus" and "Fulmiticus" spells to kill the demon.
Use "Destructo" spell to destroy the demon book or you can leave
the book there.

11.THE TOWER
Open the three doors with:
The N door->red+yellow diamonds (fire)
The W door->green+blue diamonds (washes)
The 2nd N door->red+blue diamonds (blood, cleans)
The answer is "Blood washes fire cleans".
At the question "Who am I?" answer "Borbarad".
At the doors the aswer is "Flame".
Use "Motoricus" spell to open the chest in Borbarad`s chamber.
In the Magical Libray (the room with the Eye on the door)
some of the books may be taken. One of this books is:
The Codex Dimensions. If you are stuck in the library split
your party in six and give every one a book taken from the
library and try with every one to get out from the room. The
one who can't get out, have a cursed book so get rid of it.
The books you find in the Library worth a lot.

12.PIRATES SHIP
Answer this to the small boy (the magician who asks you riddles):
"Nose"
"Sponge"
"?" (I mean I don`t know, if you will find out contact us)
At the first floor try to find the Magic Waterbag and the
Magic Bread Bag. Try to hurry up. At the second floor try to
find the Born Thorn throwing knife.

13.GHOST TOWER
At midnight go to the small tower near the warehouse south of
the Efferd Temple in the harbour and talk to the ghost. Go talk
to the person (Charinje Elmsjen or something like that) next to
the bower. Go talk to the person (Dorian Zandor or something like that)
next to the graveyard doors.

The spells
----------

THE SPELLS

If your characters use magic, they can learn, depending on their
character class, a variety of different spells. The following is a brief
description of the various spells:

1. its origin (character class),
2. the corresponding checks,
3. an explanation of the spell and
4. the required astral points.

Dispell Spells

Domination

Druid
WD/IN/CH
This spell is used to counter spells cast on a party
character which impair his actions and thinking.
Required astral points: variable (8-20)

Destruction

Magician
WD/WD/DX
This spell destroys magic artifacts.
Required astral points: variable (5-50)

Guardian

Magician
IN/CH/ST
Produces a protective dome against many magic attacks
(such as Fulminictus or Ignifactus). A useful spell
during combat.
Required astral points: selectable

Illusion

Magician
WD/IN/CH
Negates all illusions in a small area. Can be used in
combat as dispell against illusionary opponents.
Required astral points: (level of opponent - level of
magician)x2, at least 5

Transformation

Witch
CR/WD/CH
If one of your characters has been petrified or
transformed, let's say into a mushroom, this spell
reverses the transformation.
Required astral points: variable (5-50)

Domination Spells

Ball and Chain

Elf
WD/CH/ST
Keeps the victim from running away.
Elf
IN/CH/CH
The spell target believes the caster is his friend. It
means in combat that the opponent stops attacking.
Required astral points: 8

Evil Eye

Druid
CR/CH/CH
Forces an opponent in combat to attack his own
companions.
Required astral points: 8

Great Need

Witch
WD/IN/CH
This spell causes such overwhelming desire for an object
or a person in the target that he attacks less
effectively in combat or even leaves the battlefield.
Required astral points: 8

Confusion

Druid
WD/WD/CH
This spell confuses the target so greatly that he
attacks less effectively in combat.
Required astral points: 8

Master of Animals

Druid
CR/CR/CH
This spell tames animals so that they stop attacking.
Required astral points: dependent upon the opponent
class

Horriphobus

Magician
CR/IN/CH
Instills a great fear in the opponent such that she
might panic and run away in combat.
Required astral points: 7

Astral Theft

Druid
CR/WD/ST
Steals astral points from a target and allows the caster
to use them himself for a spell.
Required astral points: 6

Respondami

Magician
WD/IN/CH
This spell forces a target to tell the truth. This is
extremely helpful for learning the true intention of a
NPC.
Required astral points: 5

Meekness

Witch
CR/CH/CH
This spell helps to tame wild animals in order to
prevent further attacks.
Required astral points: dependent upon the opponent
class

Somnigravis

Elf
WD/CH/CH
The spell's target is put into deep sleep. However, she
will awake right away again in case of an attack.
Required astral points: 8

Dance!

Druid
CR/WD/CH
Forces the target to dance so that he can't attack
effectively any more.
Required astral points: 6

Movement Spells

Acceleratus

Elf
WD/AG/ST
Doubles the caster's attacks and increases the number of
movement points.
Required astral points: 7

Foramen

Magician
WD/WD/DX
This spell magically opens locks of all kinds, e.g. on
doors or chests.
Required astral points: 6

Motoricus

Magician
WD/DX/ST
This spell allows the caster to move little objects
without touching them.
Required astral points: variable (5-20)

Without Trace

Elf
IN/AG/AG
The spell allows the caster to move without leaving
traces (important in caves and when close to opponents).
Required astral points: 7

Transversalis

Magician
WD/ST/ST
Allows the caster to teleport to a place he knows. A
spell that is difficult to learn. It is not effective in
every cave or town.
Required astral points: variable, depending on distance
(10-50)

Walk on Ice

Elf
WD/DX/ST
The caster can move on any frozen ground as securely as
on solid ground.
Required astral points: (game rounds x 3) + 5

Demonology Spells

Blood and Furor

Magician
CR/CR/CH
Conjures up lower demons to assist the party in combat.
However, the demon can also turn against the characters
during the course of the fight.
Required astral points: variable (13-33)

Banish Spirits

Druid
CR/CR/CH
This spell banishes lesser ghosts or spirits such as the
poltergeist.
Required astral points: 13

Conjure Spirits

Druid
CR/CR/CH
The caster can conjure lesser spirits to ask for small
favors.
Required astral points: 11

Heptagon

Magician
CR/CR/CH
Conjures horned (higher) demons. These then assist the
characters in combat. However, the demon can also turn
against the party in the course of the fight.
Required astral points: variable (13-37)

Summon Crows

Witch
CR/CH/CH
Calls an imaginary flock of crows which attack and
confuse the opponent.
Required astral points: 13

Skeletarius

Magician
CR/CR/CH
Turns killed opponents into zombies which assist the
characters in combat.
Required astral points: 15

Elements Spells

Conjure Elemental

Druid
CR/WD/CH
Conjures a lower elemental spirit (e.g. fire spirit) for
assistance in combat.
Required astral points: variable (13-18)

Nihilatio

Magician
WD/ST/ST
Negates gravity in the area around the caster.
Required astral points: radius x 5

Solidirid

Elf
IN/AG/ST
Creates a rainbow-colored bridge of up to 50 paces in
length.
Required astral points: length x 2

Healing Spells

Balm of Roond

Elf
CR/IN/CH
The astral points of the healer are turned into life
points of the patient. This spell can save a character's
life in combat.
Required astral points: adjustable (at least 7)

Witch's Spit

Witch
IN/CH/DX
Similar to Balm of Roond but with different results
depending whether it is used on poison, diseases or
wounds. Witch's Spit has the same life-saving
characteristics as Balm of Roond in combat. The spell
can't be used on the caster himself.
Required astral points (2 x LP)

Pure and Clear

Magician
WD/WD/CH
Used to remove poison. A character poisoned during a
fight can be healed in the turmoil with Pure and Clear.
However, it does not return life points to him.
Required astral points: dependent upon the poison.

Rest the Body, Rest the Mind

Elf
WD/CH/ST
Provides the target with a deep and restful sleep for
the next night. It supports the regeneration over night.
Required astral points: 7

Heal Animals

Witch
CR/IN/CH
The spell helps wounded animals. It turns the caster's
astral points into life points for the animal.
Required astral points: (AP = LP)

Clairvoyance Spells

Eagle's Eye

Elf
WD/IN/DX
The use of this spell raises the perception skill and
its corresponding combat values.
Required astral points: 5

Analyze

Magician
WD/WD/IN
This spell lets the caster analyze the nature of a magic
artifact.
Required astral points: 10

Attributes

Elf
WD/IN/CH
The spell reveals the opponent's inner values. It is
particularly useful in combat when the character wants
to know what he is facing.
Required astral points: 7

Exposami

Elf
WD/WD/IN
When the caster wants to know which monsters or
opponents are still going to face him during combat. The
spell can reveal the presence of hidden opponents.
Required astral points: 5

Odem Arcanum

Elf
WD/IN/CH
Shows whether an object has a magic aura.
Required astral points: 5

Penetrating

Magician
WD/WD/WD
The spell is used to find one's way in unknown rooms.
After the use of this spell the caster can look through
walls in order to gain an overview of unknown territory.
Required astral points: 5

Sensible

Elf
WD/IN/CH
Enables the user of the spell to read the true thoughts
of his counterpart.
Required astral points: 5

Illusion Spells

Chameleony

Elf
IN/CH/AG
With this spell the caster can disguise herself so well
that she won't be recognized by most opponents. The
spell is effective as long as the caster does not move.
Required astral points: 5

Duplication

Magician
WD/CH/AG
The caster creates a ghosty double of himself which
makes him much harder to hit in combat.
Required astral points: 8

Camouflage

Witch
WD/CH/AG
The caster appears to any observer as a child, which
allows him to disguise his true nature.
Required astral points: 6

Witch's Knot

Witch
WD/IN/CH
The spell creates an illusionary barrier that is
impassable for the opponents. However, it does not block
arrows, bolds and spears, etc.
Required astral points: 4

Combat Spells

Lightning

Elf
WD/IN/AG
Blinds the opponent with a magical lightning. Blinded,
the opponent loses his sense of orientation and can't
therefore attack any more.
Required astral points: 5

Darkness' Power

Magician
CR/WD/ST
The magician's shadow separates from the caster and
fights at her side.
Required astral points: (2 x level) + 5

Iron Rust and Rotted Wood

Magician
WD/CH/AG
Causes the immediate rusting of the opponent's weapon.
The caster has to touch the weapon in combat first,
though.
Required astral points: 5

Fulminictus

Elf
WD/AG/ST
A magic missile that can cause severe damage to an
opponent without being intercepted by his armor.
Required astral points: AP = Damage Points

Ignifaxus

Magician
WD/AG/DX
Conjures a lance of fire of enormous energy. The power
of the flame varies dependent upon the experience level
of the caster and can be controlled by him.
Required astral points: AP = Hit Points

Plumbumbarum

Magician
CH/AG/ST
The arms of the opponent turn heavy as lead, making
attacks and parries difficult.
Required astral points: 5

Terror Broom

Witch
CR/IN/CH
The broom of a witch becomes independent and starts
attacking the opponents.
Required astral points: 4

Terror Power

Magician
CR/IN/CH
Pushes the spell's target into a berserker-like rage
whereby body strength and attack are increased but the
parry decreases.
Required astral points: variable (3-22)

Accurate Eye

Elf
IN/AG/DX
Spins a magic string from the caster to his target which
makes it easier to hit the spot targeted.
Required astral points: 5

Communications Skills

Witch's Eye

Witch
IN/IN/CH
With the help of this spell witches can recognize each
other by looking at their eyes. However, any other
caster using this spell can spot witches as well.
Required astral points: 2

Necropathia

Magician
CR/WD/CH
Enables the caster to contact the spirits of dead
characters. This is a way for the rest of the party to
gain information.
Required astral points: 11

Transformation Spells

Eagle, Wolf

Elf
CR/IN/AG
Allows the caster to take on animal shape. However, the
animal can't be smaller than a rat nor larger than a
horse.
Required astral points: 7

Arcano

Magician
CR/WD/CH
Raises the magic resistance of the caster and is of
advantage when fighting against magic-using opponents.
Required astral points: 7

Magic Armor

Elf
IN/AG/ST
Creates a magic armor of a strength of up to 9
additional points.
Required astral points: AP = (AC - points) x (AC -
points)

Increase Courage

Magician
WD/CH/CH
Increases the courage by a few points.
Required astral points: 7

Increase Wisdom

Witch
CR/CR/ST
Increases the wisdom by a few points.
Required astral points: 7

Increase Charisma

Elf
WD/CH/DX
Increases the charisma by a few points.
Required astral points: 7

Increase Dexterity

Elf
WD/CH/AG
Increases the dexterity by a few points.
Required astral points: 7

Increase Agility

Elf
WD/IN/CH
Increases the agility by a few points.
Required astral points: 7

Increase intuition

Elf
WD/CH/ST
Increases the intuition by a few points.
Required astral points: 7

Increase Strength

Magician
WD/WD/CH
Increases the strength by a few points.
Required astral points: 7

Fire's Bane

Witch
CR/CR/ST
Makes the caster a lot less susceptible to fire, dragon
breath and the Ignifaxus spell.
Required astral points: 7

Ocean's Floor

Elf
CR/WD/CH
Enables the caster and his companions to breath under
water for a limited time.
Required astral points: AP = (GR x 7 x number in party)
/ 2

Mutabili

Magician
WD/AG/ST
This spell creates chimary beings. The required alchimic
ingredients are currently not available in the
northlands of Arcania.
Required astral points: 50

Paralyze

Magician
IN/CH/ST
Petrifies the target of this spell. Such enchanted
opponent is no longer dangerous during the entire
duration of combat.
Required astral points: 13

Salother

Magician
WD/IN/CH
Turns the spell's target into a mushroom.
Required astral points: AP - (MR of opponent) x 3, at
least 25

Visibility

Elf
WD/WD/AG
Turns a character invisible so he can explore a cave
without being molested by some opponents.
Required astral points: AP = (GR x 5)

Transmutation Spells

Abvenenum

Elf
WD/WD/DX
This spell purifies poisoned or spoiled food.
Required astral points: 5

Aeolitus

Elf
WD/CH/ST
Creates a small breeze.
Required astral points: 5

Burn!

Magician
CR/WD/ST
Burns inflammable material. E.g., torches can be lit
without the use of a fire stone, steel and tinder.
Required astral points: variable (1-20)

Claudibus

Magician
WD/DX/ST
Magically locks doors and other lock mechanisms for a
certain time.
Required astral points: AE = (spell level + level) x 2

Darkness

Druid
WD/WD/DX
Creates a magic darkness around the caster. In combat,
this spell reduces the attack chances of the opponents
but unfortunately also the ones of the party.
Required astral points: 3

Fiat Lux

Elf
WD/WD/DX
This spell creates a magic source of light in the
caster's hand which shines as bright as a torch.
Required astral points: 1

Melt Solid

Magician
CR/WD/ST
Turns any dead materials soft and easy to shape.
Required astral points: 1

Silentium

Elf
WD/WD/CH
Supresses all sounds around the caster.
Required astral points: 5

Calm Storm

Elf
WD/CH/ST
Creates a zone around the caster to protect her from the
effects of a hurricane.
Required astral points: 5

Freeze Soft

Magician
CR/WD/ST
This spell turns any fluids into solid material.
Required astral points: 5



THE CLASS REQUIREMENTS


The Warrior

Warriors are masters of
armed combat techniques
and are sorely needed to
ensure a party's
survival in these dark
times.

They have the right to
wear the heaviest armor
and to carry two-handed
swords. Their code of
honor prevents them from
using poisons.

Equipment

dagger
sword
leather armor

Minimum requirements for
generation: CR: 12WD:12
AG: 12
VT: below 6

Skill increase attempts:
(per level) 2



The Rogue

Whether as a pick-pocket
or swindler, the rogue
feels at home in cities
and among people to whom
he or she can prove his
or her skills. While he
is lost in the
wilderness, the rogue is
a man-about-town in
matters of money.

Equipment:

Dagger
lockpicks
rapier

Minimum requirements for
generation: CR: 12DX:12
AG: 11
AV: 7

Skill increase attempts:
(per level) 20


The Jester

Jesters are men and
women of the road. They
are well-versed in all
kinds of survival
techniques.

Equipment:

2 throwing knives
dagger

Minimum requirements for
generation: CR: 11DX:12
AG: 13
SN: 7

Skill increase attempts:
(per level) 20



The Thorwalian

Good living and a lust
for battle -- be it
against others or the
forces of nature -- are
the characteristics of
the hulking Thorwalians,
who are equally honored
and feared as fighters
and sailors.

Equipment:

sabre brandy bottle
skraja

Minimum requirements for
generation: CR: 11AG:11
ST: 12
SN: 6
CL: 4

Skill increase attempts:
(per level) 20


The Hunter

These remote loners
possess a thorough
knowledge of the
wilderness and its
dangers.

They are experienced in
the use of all kinds of
missile weapons. Because
of their isolation, they
don't think about money
much.

Equipment:

dagger
longbow
20 arrows

Minimum requirements for
generation: AG: 12IN:12
CL: 7

Skill increase attempts:
(per level) 20



The Dwarf

The little people are
excellent smiths and
excel at estimating the
value of precious items.
Furthermore, they are
feared axe fighters.
Dwarves typically have a
bit of money.

Equipment:

crowbar
hammer
mace

Minimum requirements for
generation: DX: 12ST:12
AV: 7

Skill increase attempts:
(per level) 20



The Magician

The adepts of the
magical arts consider
themselves to be
scientists and delight
in the discovery of new
spell formulas and other
arcane mysteries. Their
sorcery skills allow
them to survive in
hostile surroundings.
Their weapons are either
a magic wand or a
dagger.

Equipment:

dagger
writing utensils
magic wand
robes

Minimum requirements for
generation: WD: 13CH:12
SN: below 5
CU: 6

Skill increase attempts: 15

Spell increase attempts:
(per level) 40


The Witch

In contrast to
magicians, the source of
witchcraft is not the
knowledge of the
centuries, but rather
the intuitive knowledge
of human and animal
nature. Unfortunately
these character types
can only fight with
selected weapons.

Equipment:

two loneberries
witch's broom

Minimum requirements for
generation: CH: 13IN:12
AC: below 5

Skill increase attempts: 20

Spell increase attempts:
(per level) 25



The Druid

Typical characteristics
of the secretive druids
are the knowledge of
dark spells of control,
as well as their love of
nature. Their beliefs
forbid them use of metal
weapons or armor.

Equipment:

whirlweed
joruga root
obsidian dagger

Minimum requirement for
generation: CR: 13WD:12
NE: less than 5

Skill increase attempts: 20

Spell increase attempts:
(per level) 25



The Green Elf

These elven folk are the
ones which have the
closest contact to the
people in Arkania. Many
magicians received magic
training from the Green
Elves early in their
careers.

Equipment:

rapier
harp
long bow
20 arrows

Minimum requirements for
generation: CH: 12AG:12
IN: 13
AV: less than 5

Skill increase attempts: 20

Spell increase attempts:
(per level) 20


The Silvan Elf

Silvan elves live
secluded life in the
dense forests of
northern Arkania. They
are rumored to be
masters of the bow, and
to possess many survival
skills needed for
wilderness life.

Equipment:

knife
flute
long bow
20 arrows

Minimum requirements for
generation: CH: 13AG:13
IN: 13
AV: less than 5
SN: less than 5
VT: less than 5

Skill increase attempts: 20

Spell increase attempts:
(per level 20



The Ice Elf

Only a few members of
their population have
ventured forth to the
southern parts of
Arkania. Ice elves
possess many magics
unknown to other
creatures.

Equipment:

flute
spear
seal slayer

Minimum requirements for
generation: CH: 12AG:13
IN: 13
AV: less than 5
SN: less than 5

Skill increase attempts: 20

Spell increase attempts:
(per level) 20


----------------------------------------------------------------------------

Written by The Guardian (14.01.2000)
Phone Number (004)039-611614 Braila/Romania
Distributed by The Avatar (15.01.2000)
Phone Number (004)039-636740 Braila/Romania
E-Mail antonm@flex.ro

 
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