FAQ by issasal

Version: 1.0.0 | Updated: 06/07/09 | Printable Version

Realms of Arkania 

Techniques and Tips From A Veteran

This guide is provided as a tool for new 
players to the Realms of Arkania series. 
Veterans can also benefit from the tips. 
I noticed there wasnít a lot of guides out 
there that touched upon what skills to use, 
what the stats really do, and what spells 
are truly useful. This isnít a walkthrough; 
this is a guide to character building and 
general tips from a pro who has beaten the 
game many times. I hope that this guide will 
be useful for you the player. You can agree
or disagree, I'm just trying to help out.

PS: My personal favorite game was Star Trail
out of the three. 

You can reach me at www.IssaSoft.com.

You may reproduce this document as will as 
long as you keep my website in it and donít 
change anything.

~~~ 50 General Tips (Yes I know its a lot, but 
its helpful so read it!) ~~~

1) Carry more than one weapon for each person 
in case they break.

2) Carry a couple pairs of boots (only if you 
are playing Realms of Arkania 2).

3) There are some magical weapons like the weapons
Antherion and Mages wand that have a plus modifier
to hit; this is very useful against enemies 
that are resistant to weapons (like water 

4) Set up guards when sleeping to prevent an 
ambush or your stuff being stolen.

5) The front most person is your leader, they 
must have good navigation skills, perception, 
street knowledge and survival. This will 
help to disarm traps, find hidden walls 
or collapsing ceilings, and to avoid falling 
down cliffs when outside. Make sure they have 
the right status!

6) The best way to make money is by pick 
pocketing or selling herbs. Donít waste your
 time with acrobatics or instruments.

7) Winter coats are an easy way to increase 
defense, put them on everybody instead of 
robes and just ignore the sweating 
party members when outside. It adds weight
but I found the extra defense is worth it.

8) You can revive your guys at the temples 
by praying but its best to just reload if 
anybody dies. Try TSA.

9) Use the Inns, they are a cheap way to
fully recover your party, especially for 
magic users.

10) Take advantage of poison, if you can 
afford it, carry some around and use it 
on your weapons, even ammo. 
It can add a lot of damage. Don't bother
with fear, why do you want the monsters
to run away?

11) Carry around a lot of whirlweed, 
they stack and heal 10 points each time.

12) Carry around some super magic potions
for your mages to easily fill up their 
astral points when needed.

13) Each member should have its strengths;
if you plan ahead you can have a very strong
and able party to adventure 
with. For example, one person to pick locks
one person to haggle, one person to cure 
disease, one person to navigate, etc.

14) If you have a mage make sure you charge 
their wands!

15) Make sure every person has a sleeping bag; 
itíll help prevent colds and heal better 
during resting.

16) Carry a whetstone with you to sharpen 
your weapons to prevent them from breaking,
and always repair any damaged 
ones when necessary. In Realms of Arkania
3 using it once with a character and the
whole group uses it; in Realms 
of Arkania 2 you must do it for 
each character.

17) In battle, send two guys for each enemy,
remember, everybody can parry only once per
round (except some large monsters), 
which means the second attack and third or 
fourth will always hit. This works against
you too!

18) When saving, make incremental points.
For example, in dungeons, use 3 save points
called Dungeon1, Dungeon2, and Dungeon3. 
Same goes for Outside areas and Town.

19) Some items you definitely should be
carrying around are: Shovels (2), rope (if
you donít have a Mage), Torch with Tinderbox. 
I have found no use for a hammer.

20) A high armor rating decreases damage 
taken by enemies.

21) There are some jewelry around and rings
that can increase magic resistance, always
try to use them. 
Some are totally useless though.

22) You should always play in Advanced mode
so you can choose where to put your stats.

23) In Realms of Arkania 2, always have one
or two guys searching for food, and have your
best herb person 
searching for herbs.

24) A lot of items in the game are useless,
so either just drop them, donít pick them up,
or sell them 
(a great sell are elixirs). If you donít know
just keep it, you donít want to get stuck!

25) You can find walkthroughs for the games
online, even maps. Try Google.

26) Doing stuff like finding hidden walls,
digging dirt to get through a path, gives exp.

27) The first time you encounter monster
you get more exp for it.

28) Use a keychain to hold keys - it saves

29) If you have extra money buy tons of 
magic potions for your wizards.

31) When you have extra cash, try out every
temple and pray. Donate about 10D first
though and save 
just in case. Sometimes you get permanent

32) In battles stay away from the line 
of site from those mages/archers. Keep 
your weak guys hiding 
behind your stronger guys.

33) I've noticed the room type doesn't 
make a different, just get the cheapest
room there is.

34) If one of your guys is diseased,
heal them IMMEDIATELY! Otherwise it'll
increase and they'll die.

35) In autobattle battle, press ESC if
its starting to go downhill.

36) Spend all your money if you have at
least 100D (you want 100D just in case 
of quests). You don't 
need money, so don't try to save it, just
spend it on stuff, especially poison and 
magic potions.

38) Stack items if you can. For example,
if two characters have herbs of the same 
kind, merge them so 
you save item space

39) Archers are awesome. Although they 
only do little damage, they can kill 
enemies from afar without 
getting hurt. I usually keep two of them. 
I find this is especially useful for
Realms of Arkania 3 where 
you cannot reach some monsters.

40) Try to keep multiple weapons in case
some break. Also, its good for archers
in case they get surrounded 
or run out of bullets.

41) Autobattle can give mixed results.
If you lose just reload and try again.

42) Fulminictus is great for the last kill.
If you have a good wizard, it will always
hit, and it only 
costs a few mp for a kill because the monster
has only a few mp left.

43) Sleeping can restore lost attributes.
 For example, if you're guys are dirty 
and lost charisma, 
sleep for a few days and they'll restore
they're stats.

44) When prompted to enter a number, you 
can enter a large number that will default
to the maximum. 
For example, when casting Ignifaxus, if
the maximum is 8, you can click 11 and 
it'll default to 8, saves 
time instead of clicking up 7 times when
default is 1. Try it and it'll make sense

45) Send in a warrior by themselves if you
need to fight a large group, they have 
tons of armor and 
can last longer

46) Star trail - girls can keep shirts
in lowan. so keep their clothes!

47) Star trail - get water skin before
turning wheel in dwarf dungeon

48) Don't run out of food or water! 

49) Make sure you use weapons that the
character is optimized to use. For
example, if the character 
has good polearm skills, get polearm

50) If one of your guys is weak, flee
from the battle. This will protect 
them while your other guys 
finish off the enemies. You can always
regroup after the batte.

~~~ Stats - Main ~~~
Courage = Used for battles, high courage
will mean a better fighter and the 
character will not run away. 
It will also increase your attack and 
increase your magic rating. (You want 
this to be 13 for everybody). 
Trust me, its worth it for the magic

Wisdom = Used to cast spells, the higher
it is the better your spells do. Also a 
high wisdom will 
increase your magic rating. (You want 
this to be 13 for magic users.)

Charisma = I have not seen any use for 
this through the game; I find its best 
to make this your 
lowest value and lower it to the lowest
possible. It supposedly makes you
better when talking to 
others but I havenít seen any noticeable
affects when itís not high. (An 8 is 
just fine).

Intuition = Another useless skill. 
Make this a low value as well. Players
guide says it affects 
spells however I havenít noticed. 
(An 8 is just fine)

Dexterity = Used to cast spells, the 
higher it is the better your spells 
do and the better they 
will hit. (You want this to be 13 
for magic users, 8 is fine for fighters)

Agility = Used for battles, the higher
it is the better you do in battle 
and hit. (You want this
to be 13 for everybody). It makes
them attack better and dodge better.

Strength = Only used to carry items.
The higher the more you can carry 
and more movement points 
you can potentially have, however,
as the game progresses and if you 
play right, you can do without 
high numbers for every character. 
(You want this to be 13 for fighters,
10-13 for others). Find a 
strength belt for each character 
and add +5 easily. Strength gives 
more movement points. If you 
have magic users this is great 
because it costs 5 to cast a spell 
- They can move a few steps then cast.

Note: For fighters, max out your 
Courage first, then Agility. For 
magic users, max out your Wisdom
first, then Dexterity. Anything 
left over put it in Strength.

~~~ Stats Ė Attributes ~~~
Superstition = Used to raise magic 
rating and lessens effects of spells.
(You want this to be 2 
for everybody). This is definitely 
a attribute you want to decrease 
every time you level up until 
its reached its lowest point.

Arachnophobia / Claustrophobia /Avarice
/ Curiosity / Violent Temper = 
These really donít mean much, 
just keep them around 5 for every 
character, no higher. If a character
has a higher value than 5 it 
may cause problems, for example,
they might want to steal something,
or they might get scared in 
tight corners, or they might attack
somebody for no reason, or they might
touch something they 
arenít suppose too. But I find that 
the consequences for high values in
these stats donít matter 
much, and in some cases the game makes
one of your characters do something 
even if its low.

Necrophobia = I find that its good to
keep this low, it protects against
undead, and thereís plenty 
of them in the game. (Good to keep 2-4
for every character, 5 is pushing it).
If they are afraid 
they will run away - dont want
that do we?†

~~~ Weapons ~~~
Unarmed = Always put a point in this 
for all characters (except mages they
have a pole arm that 
never breaks, and archers since they 
should never use a close range weapon).
You want to make 
sure they can fight if you happen to
lose your weapon!

Other Weapons = Always put a point in
the weapon you want to focus on, 
edged and swords are best
since they do the most damage. Use 
missiles for bow users. Also, make 
sure a bow user can fall 
back on a weapon if they run out of
ammo (up to you, if you keep track
of ammo you should never 
have this problem).

Swords = I love swords. So if you cant
decide, I'd say this is the average
weapon to have. It 
has good protection and damage.

Use what the character already has!
If the character already has 
a 5 in a weapon, but -5 
in another, then try to use
the weapon type that has a 5.
Why waste 10 levels to get 
the -5 to a
5? For example, dwarves must
always use axes.

Note: Itís best to focus each 
character in one type of weapon,
and it depends on the class.
Usually pick the best weapon 
they can yield. For example, 
for the warrior itís a Goupillon, 
so focus on Edged Weapons for
a warrior. For mages itís 
obvious, use Polearms. Throwing
are absolutely useless!

~~~ Skills ~~~
Climb = You need to be able to 
climb, so get everybody high on 
this, around 6 is a good time to 
stop. However, if the person has
a lot of weight make this higher.
For example, fighters with a 
lot of weight need to have it higher.

Swim = Every person should have a 
6 in swim, otherwise they will drown.
The more weight the person
will carry the higher this should
be, heck, maxing it out can be 
good to avoid drowning all together. 
In realms of Arkania 3, you wont
be able to escape the water dungeon
with items unless you have a high swim.

Physical Control = All your fighters
(and possible everybody else) should
have high values. Helps to
prevent fumbles in battle.

Stealth = Good for the lead character
in case you need to not make any noise,
for example, when 
following somebody.

Self Control = Useful in combat to 
prevent your guys from running away,
again 6 is good. Make it 
higher for fighters. I have not 
noticed a huge difference if its 
low though.

Hide = Good for the lead character
in case the party needs to hide.

Danger Sense / Perception = A must 
have for the lead person, helps them
spot danger; they are 
both good to have. I give all my 
character high perception, why, 
because then they can all
help out finding traps and other

Haggle = Get one person with a 
very high haggle rating, it will 
help when buying and selling
for discounts. Itís not uncommon 
to achieve 50% discounts. The person 
with haggle should 
have good charisma too.

Streetwise = Good for the lead person
when navigating town. Although 
I havenít seen much 
consequences when itís low.

Track = Use to track guys, can be 
useful at times, make the lead guy 
have it.

Orientation = A must have for the 
lead guy, helps them know where 
they are going in dungeons. 
Again, not too many consequences 
when itís low. I found in Realms 
of Arkania 1, low orientation 
prevents you from using the map

Herb Lore = Use for the disease person,
helps them find herbs and know how 
to use them. 
The higher the better.

Survival = Again, use for the 
lead person, helps your party out,
although there are not too 
many consequences if itís low.

Tactics = A must have for everybody,
makes your guys a better fighter in battle.

Arcane Lore = A must have for magic 
users, makes your magic users better.

Tongues / Ancient Tongues = Keep one 
guy with a high value in this so you 
can read everything. 
You don't really need to read 
everything but its fun to be able too.

Alchemy / Read and Write = Use it 
if you want to make potions, I find 
this useless but its 
fun sometimes.

Treat Poison = Use only if you donít
have a mage that can cast cure 
poison with the cure poison 
spell. Its very rare to be poisoned,
and most of the time its because 
of a fumble with your own
poisoned weapon, so I don't use this.

Treat Disease = Keep one person high
on disease, and a backup person
(in case the diseased person 
is diseased). Druids, Warlocks,
and Green Elves are great for this. 

Treat Wounds = Very useful to heal your
guys, use this or use items, up to you.
This is an easy 
way to heal but remember can only be used
every 24 hours, and if you use it you cant
treat disease
until 24 hours have passed either,
so it can be good or bad for you.

Locks = Keep one guy updated on locks, 
the higher the better, but you only
need one guy.

Pickpocket = A must if you want
free money, keep one guy upgrading. 
Donít use anything else like 
instrument or cheat or acrobats,
pickpocket can get you 10D each 
time or more.

Note: If I didnít mention a skill 
itís because I found itís totally
useless and waste of a point.
 (Yes you can disagree, this 
is my opinion)†

~~~ Spells ~~~

Domination = Useful for the rare
case that your guy is controlled
and you want to undo the control.

Illusion = You will need this in
the game so get one guy with it.
(At least 5)

Somnigravis = Excellent spell to
take down any foe! Makes them
fall asleep for a little while.

Evil eye = Very cool spell, turns
an enemy against the rest for 
some time, useful in groups. 
It helps those outnumbered
battles greatly.

Confusion = Another cool spell
that lets you confuse the enemy
into attacking others for a 
short while.

Skeletraius = Revives a dead 
enemy to help you, useful if 
you are outnumbered.

Heptagon = Summons a very strong
demon guy to help you (Be careful
they can turn against you!)

Blood and Furor = Summons this
lesser demon guy to help you, 
heís weak but can help as cannon
fodder (Be careful, they can
turn against you!)

Conjure Elemental = Summons a
powerful fire elemental. Again,
they turn against you after
a while.

Foramen = Good spell to unlock
anything, even when pickpockets
wont work.

Transversalis = Lets you teleport
just about anywhere, so useful
in caves! I find that in Realms 
of Arkania 3 if you donít have 
this you cannot beat the game,
as its buggy and you need to 
go through 
places. I have also found that
if you're MP is low, this spell
will never work.

Pure and clear = Cures poison,
get one person on this.

Balm of Roond = Good for mages
because they can heal with 
little magic, also useful in 
when things get bad. (You need 
to be right next to the guy 
to use this spell)

Astral Theft = Lets you steal
magic points from other magic users.

Penetrating = Lets you see a radius
around you, cool if want to see
everything on the map. 
You can then teleport to the 
new area.

Camouflage / Eagle Wolf = Lets 
you turn into something else, 
useful for when you encounter 
where individuals donít like 
members of your party (for 
example Elves).

Lightning = Get this spell! Blinds
any enemy and stops them from 
acting. Works on every enemy!

Darkness Power = Lets you make a
double of yourself to fight. 
Good in case you're outnumbered.

Iron Rust = Destroys an enemyís 
weapon. Useful against tough 
knights and such, but remember you
wonít get the item if you 
destroy it after battle!

Fulminictus = Great spell that 
does great damage, however, 
every point of damage takes away one
Astral Point, so can be costly.

Ignifaxus = Simply the best 
spell in the game, get every 
magic user on this. Each level you gain
makes this more powerful. 
No weapon or spell can do more 
damage, 50+ and it wont cost much magic.

Banish Spirits = You will 
need this once or twice. 
(No more than 0 in this)

Melt Solid = You may need this
in the game so get one person
able to use it. (No more than 0 in this)

Note: If I didnít mention a spell
itís because I found itís totally 
useless and waste of a point.