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    Character Creation Guide by bebopcolagood

    Version: 1.1 | Updated: 09/21/12 | Search Guide | Bookmark Guide

    Realms of Arkania 1+2 Character Creation Guide
    by bebopcolagood 09/20/2012, v 1.1
    The purpose of this guide is to demystify some aspects of the character 
    creation process for the first two Realms of Arkania games, Blade of Destiny 
    and Star Trail. Having not played Shadows over Riva, I can't confirm any of 
    the information in this guide for that game. Most of the information here is 
    from personal experience, the game's manual and hintbook, and other faqs for 
    these games. Thanks to issasal specifically for his Star Trail FAQ, and 
    LordCinnamon at GOG.com for the deity bonuses.
    VERY IMPORTANT: Most of the information in this guide is for Advanced Mode, 
    which is set at the very beginning of the game. When importing games from
    Blade of Destiny into Star Trail, it tends to convert Advanced games into
    Basic games. This can be reversed in Star Trail by hitting F3 to bring up the 
    options screen, and changing 'Basic' at the bottom to 'Advanced'.
    Table of Contents
     I.   Stats
     II.  Archetypes
     III. Skills
     IV.  Spells
     V.   Other
    I. Stats
    Positive Stats
    • Courage
    Courage is useful for everybody, making them better in combat by increasing 
    physical and magical attack power, and increasing magic resistance.
    • Wisdom
    Not just useful for wizardly types; besides increasing spellcasting ability, 
    it also buffs magic resistance.
    • Charisma
    Not terribly useful, except for your designated haggler.
    • Dexterity
    Good for rogue-types who pick locks and essential for wizards, as it 
    influences the success rate of spellcasting.
    • Agility
    Very useful, as it increases your attack values and your chance to avoid 
    enemy physical attacks.
    • Strength
    Increases carrying capacity for everybody, which means they aren't encumbered 
    as quickly, which means more movement points on the whole. Also can increase 
    attack values at higher levels.
    • Intuition
    May be good for your leader to bolster Perception / Danger Sense.
    Negative Stats
    • Superstition
    The higher the value, the lower your magic resistance. Definitely the most
    important negative stat. Get this low as soon as possible.
    • Arachnophobia
    Spiders are rare in Blade of Destiny and Star Trail, so my opinion is to 
    assign your unlucky 7 to this.
    • Claustrophobia
    Cave-ins and dungeon encounters are somewhat more common than spiders, 
    but unless this value is very high you wont notice.
    • Avarice
    At higher levels, there are a few occasions where your characters will do
    dumb things resulting in minor penalties, but nothing major.
    • Acrophobia
    Fear of heights. There are plenty of mountains in both games, but I've never
    seen a character with a high value for this ever run into trouble.
    • Curiosity
    I've run into a few instances where it'll make you touch stuff without
    thinking first, but never in any disasterous capacity.
    • Violent Temper
    It can make someone attack in certain encounters with little provocation I 
    • Necrophobia
    There's a fair amount of undead in Blade of Destiny and Star Trail, plus 
    there are a few non-combat encounters where necrophobia comes into play. So,
    you should probably get this pretty low if possible.
    II. Archetypes
    • Jester / She-Jester
    Requirements: Courage 12, Dexterity 12, Agility 12, Superstition 7.
    Weapon Skills: Pointed, Thrown.
    Skills: Body, Social, some Craftsmanship.
    Restricted Weapons: Crossbow, 2h Swords, high Cutting/Axes.
    Restricted Armor: Plate Armor, Chainmail Shirt, Scale Armor.
    My Opinion: Non-essential. Their ranged option is thrown weapons, which aren't
    terribly useful, and they can't wear good armor, but their high agility makes
    them likely to avoid attacks. Decent social skills and good body skills.
    Not surprisingly, kind of a gimmick character.
    • Hunter / Huntress
    Requirements: Agility 12, Intuition 12, Claustrophobia 7.
    Weapon Skills: Missiles, Polearms, Thrown.
    Skills: Body, Nature, Intuition.
    Restricted Weapons: Crossbow, 2h Swords, high Cutting/Axes.
    Restricted Armor: Plate Armor, Chainmail Shirt, Scale Armor.
    My Opinion: A decent choice, although everything they do, elves do better.
    Awesome missiles skill makes them your go-to ranged combatant, although they
    can't use crossbows for some ungodly reason. Good as a front man if you don't
    want elves for some reason.
    • Warrior / She-Warrior
    Requirements: Courage 13, Strength 12, Violent Temper < 4.
    Weapon Skills: Swords, Two-Handed Swords, Cutting, Polearms, Missile, Thrown.
    Skills: Some Body, some Lore.
    Restricted Weapons: None.
    Restricted Armor: None.
    My Opinion: The powerhouse of Realms of Arkania, warriors are beasts. Best
    armor choices, focus on swords and decent skill in all other weapons, and 
    all-around excellent combat ability. I'd highly recommend taking one or two.
    • Rogue / She-Rogue
    Requirements: Courage 12, Dexterity 13, Agility 13.
    Weapon Skills: Pointed, Thrown.
    Skills: Body, Social, Craftsmanship, Intuition.
    Restricted Weapons: 2h Swords, high Cutting/Axes.
    Restricted Armor: Plate Armor, Chainmail Shirt, Scale Armor.
    My Opinion: Everything jesters do, rogues do better. Rogues on the whole 
    aren't terribly useful, but their pickpocket and locks skills make them worth
    having around. To fill out their weak attack power, use poison.
    • Thorwalian
    Requirements: Courage 12, Strength 13, Superstition 7.
    Weapon Skills: Axes, Cutting.
    Skills: Some Body, some Lore, some Nature.
    Restricted Weapons: High Cutting/Axes/2h Swords.
    My Opinion: Kind of a poor man's warrior. Don't get me wrong, they're pretty
    good: it's just that for the most part, warriors are better. Thorwalians have
    decent swimming and some nature aptitudes, but are mostly forced to use axes
    instead of swords, so they miss out on magic swords later on.
    • Dwarf / Dwarvess
    Requirements: Dexterity 12, Strength 13, Claustrophobia < 4, Avarice 7.
    Weapon Skills: Axes.
    Skills: Some Body, Lore, Craftsmanship, Some Nature, Intuition.
    Restricted Weapons: High Axes/2h Swords, some Cutting.
    My Opinion: A good second fighter-type, about on-par with thorwalians. They
    have more LP than any other class, good axe skills, plus decent crafts-
    manship, including treat wounds/disease and locks. If you bring a dwarf,
    you don't necessarily need a rogue or jester.
    • Warlock / Witch
    Requirements: Charisma 13, Intuition 12, Acrophobia < 4.
    Weapon Skills: None.
    Skills: Some Body, some Social, some Lore, Craftsmanship, Nature, Intuition.
    Spells: Mostly spread out, some Illusion.
    Restricted Weapons: Most Pointed, Polearm, Sword, Cutting, Missiles.
    Restricted Armor: Shields, All Leather, Toadskin, Pothelm, Iron Helm, 
    All Chainmail, Plate Armor, Scale Armor.
    My Opinion: Hmmm. Honestly, they're not very good. In the same way the
    jester is kind of a gimmick character, the warlock is definitely the gimmick
    spellcaster. They have bad combat abilities, weird spell selection, but 
    pretty good skill choices. I personally don't put much stock in them.
    • Druid / Druidess
    Requirements: Courage 13, Wisdom 12, Necrophobia < 4.
    Weapon Skills: None.
    Skills: Some Body, some Craftsmanship, Nature, Intuition.
    Spells: Mostly spread out, some Domination.
    Restricted Weapons: Most Pointed, Polearm, Sword, Cutting, (Missiles in 
    Star Trail onward).
    Restricted Armor: Shields, Toadskin, Pothelm, Iron Helm, All Chainmail, 
    Plate Armor, Scale Armor.
    My Opinion: A decent choice. Definitely better in Blade of Destiny, where
    they have the ability to use bows (and shoot arrows out of their chests),
    but other than that, a good focus on domination spells (including Evil Eye),
    good nature skills, and good treat disease/wounds/poison. Just be warned
    that there's a portion in Star Trail where your druid won't be able to
    come along unless you have a disguise/invisibility spell trained up.
    • Magician / Magicienne
    Requirements: Wisdom 13, Charisma 12, Superstition < 4.
    Weapon Skills: Polearms.
    Skills: Lore, some Craftsmanship.
    Spells: Mostly spread out, some focus on a school of your choosing.
    Restricted Weapons: Most Pointed, Polearm, Sword, Cutting, Missiles.
    Restricted Armor: Shields, All Leather, Toadskin, Pothelm, Iron Helm, 
    All Chainmail, Plate Armor, Scale Armor.
    My Opinion: The workhorse of the spellcaster classes, the magician is like
    the caster version of the warrior. Kinda weak on LP and combat ability, but
    has insane AP growth and an amazing number of spell-up attempts at level up.
    Plus, you can choose what school they focus on. Definitely take one along.
    • Green Elf
    Requirements: Wisdom 13, Agility 12, Avarice < 4.
    Weapon Skills: Missiles, Pointed, Swords.
    Skills: Body, some Craftsmanship, Nature, Intuition.
    Spells: Clairvoyance, some Transformation, then spread out.
    Restricted Weapons: High Cutting/Axes, 2h Swords.
    Restricted Armor: Plate Armor, Scale Armor, (Chainmail restricted in Star 
    Trail onward).
    • Ice Elf
    Requirements: Agility 13, Intuition 12, Acrophobia < 4.
    Weapon Skills: Polearms, Thrown.
    Skills: Some Body, Craftsmanship, some Nature, Intuition.
    Spells: Mostly spread out.
    Restricted Weapons: High Cutting/Axes, 2h Swords.
    Restricted Armor: All Chainmail, Plate Armor, Scale Armor.
    • Silvan Elf
    Requirements: Agility 13, Intuition 13, Avarice < 4.
    Weapon Skills: Missiles, Pointed, Swords, Polearms.
    Skills: Body, some Craftsmanship, Nature, Intuition.
    Spells: Mostly spread out, some Clairvoyance.
    Restricted Weapons: High Cutting/Axes, 2h Swords.
    Restricted Armor: All Chainmail, Plate Armor, Scale Armor.
    My Opinion: Green and Silvan elves are pretty similar, in that they have
    good missiles and swords skills, good nature and intuition, and decent
    supplemental spellcasting abilities. Ice elves kinda break the mold with 
    their polearms and thrown weapons, but otherwise they're similar. All in all
    a good "multiclass" type character, with fair skill at everything, only really
    lacking in armor choices. Like druids, there's a part in Star Trail where 
    you'll need specific magic to allow them entry.
    III. Skills
    Combat Skills
    • Unarmed
    Put a few points into it if you have some spares on a level up. You should
    always carry a backup weapon, but lots of situations require decent unarmed
    (such as putting your weapons away when stupid priests show up with their
    love for Iron Rust).
    • Cutting Weapons
    Some sword-type weapons and also maces and stuff. High variety.
    • Pointed Weapons
    Rapiers, daggers, and the like. Decent for parrying.
    • Swords
    The standard weapon. Not much variety. In my experience, 99% of magic weapons
    in Blade of Destiny and Star Trail are of the sword variety, so a Warrior
    with high Swords can be very useful.
    • Axes
    More damaging than swords, but heavier as well.
    • Polearms
    Sticks, pointy or not. Not much to say other than the quarterstaff being 
    the weapon of choice for Druids and Warlocks, and wands for Magicians.
    • Missile Weapons
    Pretty handy for the most part, for those that can use them. In Blade of 
    Destiny you can only shoot in a straight line (suck), but in Star Trail 
    you have much more flexible aiming. Bows are light but don't do as much 
    damage as crossbows. Plenty of towns in Blade of Destiny means no shortage
    of arrows/bolts, though I guarantee you will run out constantly in Star Trail 
    unless you really stock up.
    • Throwing Weapons
    Honestly, not as good as missile weapons. They don't do as much damage as 
    missiles, and typically have a larger penalty to attack, not to mention only
    throwing stars stack neatly (every other thrown weapon takes up its own 
    precious inventory slot). Typically, you can afford space for a cutting 
    tooth or two for your fighter types, otherwise go for throwing stars. 
    The only upside is, you get them back after combat so no running out of ammo.
    Body Skills
    • Acrobatics
    You can use it to dance around in towns and make crappy money at it. Not used 
    for anything useful really.
    • Climb
    Used quite a bit actually. You probably want to get everyone at least a few 
    points in this, in both Blade of Destiny and Star Trail, due to mountain 
    trails having disastrous results if you climb poorly. Also, bring a couple 
    ropes while you're at it.
    • Physical Control
    At first you may ask, what the hell is this? Basically, it's damn useful. 
    Higher values prevent you from fumbling attacks in combat, and out of combat, 
    it helps you avoid falls and traps and stuff. Train it up for everybody.
    • Ride
    Worthless...until you pick up the Salamander Stone in Star Trail. Then 
    everybody and his brother will be trying to ride you down and kill you. So
    my opinion is to get everybody a couple points in it at least before then.
    • Stealth
    Only really useful if you put it on the leader, since that's the only person 
    the games check. And then, rarely comes up.
    • Swim
    You should probably put a few points in this for everybody, as there are 
    plenty of rivers to cross and the like.
    • Self Control
    According to the manual, it makes you feel less pain, which is badass. 
    Apparently low values can cause you to flee battle uncontrollably, or take 
    penalties when you've suffered damage.
    • Dance
    Can be used to make crappy money like Acrobatics.
    • Hide
    Like Stealth, only useful if it’s on the leader.
    • Carouse
    Makes you less likely to get drunk at the tavern or if drinking alcohol in 
    the inventory. So, not terribly useful.
    Social Skills
    • Convert
    Apparently used to convert people to your character's religion? I have never 
    seen it used in Blade of Destiny or Star Trail; can't speak for Shadows over 
    • Seduce
    Used for attracting members of the opposite sex. Again, never seen it used.
    • Haggle
    Very useful. Lets you get more for selling the dozens of worthless sabers you 
    pick up, and buy useful stuff for less. You really only need one person with 
    it though.
    • Streetwise
    Can prevent some in-town encounters if on the leader. I haven't run into any 
    really bad in-town encounters, so not essential, but can be nice to have if 
    you're into that sort of thing.
    • Lie
    I'm assuming that a lot of these social skills are used more in Shadows over 
    Riva, since they never seem to come up in the first two games.
    • Human Nature
    • Evaluate
    Allows you to estimate the value of items. I guess it could be useful in 
    determining whether to keep an item for selling or not, but all in all, not 
    that useful.
    Nature Skills
    • Track
    I have on good authority that it can be useful if the lead guy has it. I 
    can't speak from personal experience though.
    • Bind
    It can be used when travelling to catch game. I think. According to the 
    manual,it can also be used to get out of ropes when you're tied up, but I've
    never seen that happen.
    • Orientation
    Useful for the leader. It can affect travel time, ability to use maps, 
    keeping your bearings in dungeons, and so on.
    • Herb Lore
    Absolutely necessary. It's used to find plants, which range from useless to 
    everyone except alchemist, to incredibly useful (Whirlweeds, Joruga Roots, 
    Belmarts, etc.). Put it on your Healer and Alchemist.
    • Animal Lore
    Supposed to increase attack power against animals in combat, and maybe make 
    you more likely to catch game when hunting.
    • Survival
    Vital to survival when travelling. Used to find water and catch game. Make 
    sure at least one person, if not two, has this.
    Lore Skills
    • Alchemy
    Can be useful for a magician-type, although a) recipes are rare as heck, 
    and b) I hope you brought a kit over from Blade of Destiny, because alchemy
    kits are even rarer in Star Trail. All in all, a totally optional, but useful,
    skill. Hyalian Fire is a decent recipe if you can find it.
    • Ancient Tongues
    Get one guy high on this, probably your Magician, then forget about it. 
    Used once or twice to read a scroll.
    • Geography
    Not sure what use this has, if any. In a perfect world, it would decrease 
    travel time.
    • History
    I think it comes up once or twice in Blade of Destiny. Like Ancient Tongues;
    get one guy a few points in it then forget it.
    • Ritual
    Hit it and quit it.
    • Tactics
    Unlike all other Lore skills, actually useful! Makes you better in combat.
    • Read / Write
    Hit it and quit it.
    • Arcane Lore
    Actually useful again, although only for spellcasters. Makes their spells 
    more powerful.
    • Tongues
    Hit it and quit it.
    Craftsmanship Skills
    • Train Animals
    Self-explanatory I think. Never seen it come up in Blade of Destiny or Star 
    • Drive
    According to the manual, how well you drive CARTS. Christ.
    • Cheat
    Makes decent money, but it seems like you can only use it in taverns and only
    if the person with it is in the front. Not nearly as versatile as Pickpocket.
    • Treat Disease
    You need at LEAST two people with HIGH levels in this. Disease will abso-
    lutely MURDER you if you don't treat it RIGHT AWAY. Many diseases require
    special herbs, so it's not a bad idea to put this on your herb guys too.
    • Treat Poison
    Not AS useful as Treat Disease, as generally you'll only get poisoned from 
    traps, spiders, and the occasional fumble with your own poisoned weapon. 
    Plus, there are Antidotes that cure poison, and a spell that cures it as well.
    Train it if you want, but not necessary.
    • Treat Wounds
    A double-edged sword. Can be used for free healing, but on a botched roll it
    can actually CAUSE disease. The other benefit is, it's supposed to make you
    get disease from wounds less often. My advice is to get one guy really, really
    good at it.
    • Instrument
    Similar to Acrobatics, can be used to make crappy money. Boy, there sure are
    a lot of skills like this.
    • Locks
    Pretty essential. In Blade of Destiny, it's the only way to open chests, so
    you need someone with it at pretty high levels. Not as essential in Star Trail
    since you can Foramen or bust open most stuff, but still useful. Remember to
    bring extra lockpicks in Blade, since they can break unexpectedly.
    • Pickpocket
    All those useless skills like Instruments, Acrobatics, Dancing, and so on,
    pale in comparison to the almighty Free Money skill--I mean, Pickpocket. You
    can easily take about 10D from each merchant (just save beforehand) and pad
    your pockets right from the start.
    Intuition Skills
    • Danger Sense
    Helps you spot ambushes, traps, and the like. Pretty darn useful for avoiding
    unnecessary damage.
    • Perception
    Can be used to find hidden doors and stuff, which you need to find to
    progress through the game, so pretty essential. Also the key stat for setting
    lookouts when camping. 
    IV. Spells
    Note: I have not cast some of these spells personally, so when in doubt, I
    will paraphrase the text in the manual.
    Dispell School
    • Break Domination
    Cancels a Domination school spell. Enemy druids love to cast Evil Eye on your
    guys, so definitely have at least one or two people train it up to 0 or so.
    • Destruction
    Manual: Turns an artifact into a mundane item.
    • Guardian
    Conjures a dome that protects from Fulminictus and demon attacks. You can
    choose how many AP to put into it when you cast it.
    • Destroy Illusion
    Manual: Counters illusions, including Duplication.
    • Stop Transformation
    Cancels a transformation effect, such as Paralyze. Might be a good idea to
    train it up before Star Trail, since that's when it starts getting a lot more
    common (high priests and magicians seem to know it).
    Healing School
    • Balm
    Trades the caster's AP for the target's LP. Typically, your AP is better
    spent, since you could just eat a Whirlweed instead.
    • Witch Spit
    Manual: Healing spell with different effects on poison, disease, or wounds.
    • Pure and Clear
    Cures Poison, in the rare occasion when it comes up.
    • Rest the Body
    Makes the target heal more during the next rest. It does sizeably increase
    the amount of LP recovered, but eating tarneles does the same thing (at least
    in Star Trail).
    • Heal Animal
    Heals animals I guess. Never really got a chance to use it.
    Domination School
    • Ball and Chain
    Target is paralyzed and takes no actions.
    • Bambaladam
    The manual says "makes the target stop attacking the caster", but in reality,
    it makes the enemy passive and stop attacking entirely, effectively removing
    them from combat (you can't attack them anymore and they never fight back).
    • Evil Eye
    Useful when it works. Turns the target over to your side for the combat. Just
    don't attack them again, or it will instantly wear off. Enemy druids love to
    cast this on your guys.
    • Great Need
    Manual: Causes the target to ignore everything other than one specific thing.
    • Confusion
    Seems to make the target act strangely in combat.
    • Master of Animals
    Makes an animal stop attacking you for a while. Fairly expensive in terms of
    AP for a fairly limited return.
    • Horriphobus
    Makes the target run away. I don't know for sure whether you still get EP for
    enemies that flee, so use at your own discretion.
    • Astral Theft
    Steals AP from an enemy spellcaster. Could be useful if they were more common
    in Blade of Destiny, though they are fairly common in the late game of Star 
    • Respondami
    Manual: Makes a target speak the truth.
    • Meekness
    Like Evil Eye, but for animals (although Evil Eye works on animals?). 
    Additionally, can be used to calm someone in an advanced stage of Rabies or
    in certain non-combat encounters where someone is flippin out.
    • Somnigravis
    Puts the target to sleep, where they'll stay for a while or until attacked.
    Combat does not end if the only opponents left are asleep.
    • Dance!
    Makes the target dance uncontrollably, and they take no actions.
    Demonology School
    • Blood and Furor
    Conjures a low-level demon. Sometimes. Maybe. Also seems to have a decent
    chance of summoning an enemy demon.
    • Banish Spirits
    Banishes ghosts, spirits, and other haunts. Used to get some nice optional
    treasure in Star Trail.
    • Conjure Spirits
    Manual: Summons a ghost.
    • Heptagon
    Manual: Summons a high-level demon. I've heard it can turn on the party.
    • Summon Crows
    Summons crows that attack enemies.
    • Skeletarius
    Turns a slain enemy into a friendly skeleton.
    Elements School
    • Conjure Elemental
    Manual: Conjures up a friendly elemental.
    • Nihilatio
    Manual: Nullifies gravity around the caster.
    • Solidirid
    Manual: Summons a rainbow bridge.
    Movement School
    • Acceleratus
    Gives the target way more movement points for about dungeon-length period of
    time. Useful for heavily armored guys that are slowed down by their eq.
    • Foramen
    Pretty useful. Used on locked doors in Blade of Destiny and additionally on 
    chests in Star Trail, opens them up, no muss no fuss. Doesn't work on 'plot' 
    doors though, and the level determines the 'strength' of lock it can open,
    so train it up for those hard locks.
    • Motoricus
    Seems to move small items.
    • Without a Trace
    Allows the caster to leave no trace of their passing. 
    • Transversalis
    A teleport spell that can be used to bypass some barriers and puzzles, but 
    it's a bitch to learn.
    • Walk on Ice
    Manual: The caster can walk on ice or snow more easily.
    Clairvoyance School
    • Eagle's Eye
    Increases the caster's Perception, so it can be very useful if you're on the
    lookout for secret doors.
    • Analyze Magic
    When cast on an unknown magic item, tells you its properties (if it has any).
    Doesn't seem to work on some magic items.
    • Attributes Reveal
    Tells you an enemy's stats in combat. Useful for determining what level a 
    monster is in Star Trail, since they look identical. Other than that, you'll
    pretty much only ever need to cast it once per enemy and write the results
    • Exposami
    Manual: Reveals the presence of living beings nearby.
    • Odem Arcanum
    Tells you whether an item is enchanted or not. Many items do not show any 
    signs of being enchanted, but there are a couple unbreakable swords and 
    such that just look like normal swords, so it's up to you if you want to 
    check everything (most artifacts in Star Trail look unique though).
    • Penetrating
    Let's you see through walls on the automap only for a few squares around 
    you. Useful for finding out where secret doors are, and can be used in 
    conjunction with Transversalis (sometimes).
    • Sensible
    Manual: Read an opponent's feelings.
    Illusion School
    • Chameleony
    Makes the caster blend in, as long as they don't move.
    • Duplication
    Creates a mirror image of the caster (or target in Star Trail), making them 
    harder to hit. Pretty effective and cheap in terms of AP cost.
    • Camoflague
    Makes the caster appear as a non-threatening being. Definitely can be used in
    Star Trail.
    • Witch's Knot
    Manual: Creates an illusory barrier.
    Combat School
    • Lightning
    Blinds a target for a few turns, making them take no actions. Seems to wear 
    off if you attack them though. Cheap to cast, can be useful in temporarily
    disabling an enemy.
    • Darkness' Power
    Makes the target's shadow come alive and assist them in combat. I haven't 
    noticed any major difference when this spell is active.
    • Iron Rust
    Short range, but destroys a target's weapon. Seems to be long-range in
    Star Trail. Pretty useful in neutering pirates and the like. Watch out for
    druids and priests, they know this one.
    • Fulminictus
    The go-to attack spell, it costs as much AP as the damage it does, so unless 
    you want to burn through your AP real quick, just use it to finish guys off.
    • Ingifaxus
    A 'leveled' attack spell, where you pick the level when you cast, and it 
    costs more and does more fire damage. Pretty decent attack spell.
    • Plumbumbarum
    Reduces the target's attack when cast.
    • Terror Broom
    Manual: Makes a broom come alive and attack enemies.
    • Terror Power
    Bolster's the target's attack power and damage dealt for a few turns. I can 
    verify that this spell is pretty powerful.
    • Accurate Eye
    Seems to make missile and thrown attacks more accurate for the target.
    Communication School
    • Witch's Eye
    Manual: Lets a warlock/witch identify another warlock/witch.
    • Nekropathia
    Manual: Contact the spirits of the dead.
    Transformation School
    • Eagle, Wolf
    Turns the caster into a dog. It can be used in that spot in Star Trail I
    keep talking about where you need to disguise magicians, druids, and elves.
    • Arcano
    Raises the target's magic resistance by a couple points.
    • Magic Armor
    Raises the caster's armor rating by a selectable value. Better armor costs 
    more AP, so you may want to check the enemy's attack with Attributes.
    • Increase [STAT]
    Can be useful since it's decently cheap and lasts for a dungeon or so. Use 
    Increase ST for your fighters, DX for rogue, and AG for everybody.
    • Fire's Bane
    Makes the caster resistant to fire.
    • Paralyze
    Petrifies a target at range. It seems to work permanently on some targets,
    but only temporarily on others. Doesn't cost that much AP so it's worth
    training up. Enemy high priests and magicians can use this so watch out.
    • Salother Mutother
    Instantly and permanently turns the target into a toadstool. After training
    it up fairly high, it still doesn't work terribly often, and it costs a whole
    lot of AP. But it certainly will take care of an enemy.
    • Ocean's Floor
    Allows breathing underwater. There are plenty of underwater portions in Star
    Trail (swamp) where this comes in handy if you don't have Swim trained up.
    • Visibili
    Makes the caster only invisible, allowing them to go unnoticed. Definitely 
    used in Star Trail; can't speak for Blade of Destiny.
    Transmutation School
    • Abvenenum
    Manual: Purifies poisoned or spoiled food.
    • Aeolitus
    Creates a small breeze. Never found any use for it.
    • Burn!
    Can be used to light torches and crap.
    • Claudibus
    Locks a door or chest. Buy why?
    • Darkness
    Makes EVERYONE's attack values drop, yours and the enemy's. I don't know what
    use it is. I guess if your values are way higher? 
    • Freeze the Soft
    Manual: Solidifies liquids.
    • Fiat Lux
    Light spell. Useful until you have your Magician get to Wand Spell No. 2.
    • Melt the Solid
    Can melt ice and stuff. So far I've only come across one time where you need
    it in Star Trail, but right next to where you need it is an altar to Hesinde
    who will give you a +15 bonus to it if you've donated enough to her (100D).
    • Silentium
    Makes the party more sneaky by cancelling sound. There is at least one point
    in Star Trail where this may come in handy.
    • Calm the Storm
    Manual: Creates a zone of calm around the caster and allies, protecting from
    V. Other
    There are other aspects to character creation as well. Obviously the biggest
    difference is Basic v. Advanced, but you already knew that since you just
    read all the Advanced rules.
    Your character seems to be randomly assigned a deity. This has two effects.
    One, it gives a small bonus based on the deity (listed below). Secondly, and
    more importantly, if the character dies, you can donate and pray at a temple
    of that god (or at Tsa) to raise them from the dead. This is the ONLY way
    to return dead characters to life, so note where temples of various gods are
    for when the inevitable Rabies plague happens.
    Deity Effects
    • Praios   +1 Courage
    • Rondra   +1 Swords
    • Efferd   +1 Swim
    • Travia   +1 Treat Poison
    • Boron    +1 Human Nature
    • Hesinde  +1 Alchemy
    • Firun    +1 Missile, Track
    • Tsa      +1 Charisma
    • Phex     +1 Stealth, Pickpocket
    • Peraine  +1 Treat Disease, Treat Wounds
    • Ingerimm +1 Tactics
    • Rahja    +1 Dance, Seduce, Instrument 
    Name has no impact, but remember that only the first 7 or so characters show 
    Gender has no impact, although in Star Trail women that don't wear pants can 
    attact unwanted attention.
    Thanks for reading. If you have any questions, comments, are mad that I stole
    something you wrote (I believe I credited everyone correctly), or have 
    additional info to give, email me at rebbejfox AT gmail.

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