Roa Manual en Finale 03

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hero Classes
Hunter

Warrior

These reclusive lone wolfs have profound knowledge


of the wild and its dangers, and are experienced in all
manner of ranged weapons.

Warriors are masters in all forms of armed combat


and are often necessary for a groups survival in these
dark times. They bear chartered rights to wear heavy
armour and wield longswords.
A warriors basic requirements are CO 13, ST 12,
VT no higher than 4.

Rogues

A hunters basic requirements are AG 12, IN 12, CP


at least 7.

Magician
The adepts of the magical arts see themselves as scientists who love nothing more than to discover new
formulae or arcane mysteries. Their arcane skills allow them to survive in hostile environments, even if
their worldly skills would make it appear otherwise.

Whether pickpocket or trickster, a rogue feels at


home in towns with people where he can show off
his talents. He is wasted on the wilderness.
A roguess basic requirements are CO 12, DE 13, AG
13.

A magicians basic requirements are CL 13, CH 12,


SU no higher than 4

Dwarf
The little people are excellent smiths and experts at
assessing valuables. They are also fearsome axe fighters.
A dwarfs basic requirements are DE 12, ST 13, GD
7, CP no higher than 5.

Leaf Elf
These elvish people keep close relations with humans.
Their spells are part of many a magicians basic study.
A leaf elfs basic requirements are CL 13, AG 12, GD
no higher than 4

Thorwalian
The gigantic Thorwalians are characterised by a zest
for life and love of competition (with others or with
natures forces), and they are both feared and revered
as warriors and sailors
A Thorwalians basic requirements are CO 12, ST
13, SU at least 7.

Silvan Elf
Silvan Elves live secluded in the thick forests of North
Aventuria. They are renowned as masters of the short
bow and for their talent for surviving in the wild.
A silvan elfs basic requirements are AG 13, IN 13,
GD no higher than 4

attriButes
CO Courage
A high courage value means that a character will be decisive and
strong-willed. This can be useful in a fight and help to resist spells.

CL Cleverness

Ice Elf
Only few of these people have been seen in the South. They possess spells that are largely unknown, and
are considered extremely persevering.

This attribute is a measure of a heros theoretical knowledge or book


smarts, his memory and capacity for abstract thought and ability to
plan ahead, and thus forms the basis for almost all magic.

An ice elfs basic requirements are AG 13, IN 12, GD


no higher than 4

CH Charisma

In contrast to magic, witchcraft is not the accumulated knowledge of centuries written down in books,
but instead consists of an intuitive understanding of
human and animal nature.

DE Dexterity

Witch

A witchs basic requirements are CH 13, IN 12, FH


no higher than 4.

A hero with high charisma will have an easier time of influencing or at


least pacifying another person, and his decisions are more likely to be
accepted by party members.

This attribute determines how skilfully a hero is able to manipulate


small items with his hands. A case in point would be disarming traps
or picking locks, but can also include correct gestures when casting
spells.

Druid
Knowledge of dark domination spells and a love
of nature are typical characteristics of the secretive
druids. Their beliefs forbid the use of metal weapons
or armour.

AG Agility
The ability to move artfully and elegantly, to dodge sudden obstacles
and duck a swipe. High agility is a must for any physical talents.

A druids basic requirements are CO 13, CL 12, FD

IN Intuition

FD Fear of the Dead

Whereas cleverness covers learned knowledge, high intuition tends to


measure innate mental agility and the ability to instinctively make the
right decisions.

The fear of graveyards and all undead creatures mummies, zombies


and skeletons. A hero who deeply fears the dead will refuse to fight
these creatures and instead flee to save his hide.

ST Strength
Not simply sheer muscular strength, also the knowledge of how to
use it. Essential to moving heavy items and wielding heavy weapons.
Strength also determines how much a hero can carry.

SU Superstition
The knowledge of magical and any but coincidental convergence of
signs and events black cats, red hair and such. High superstition
often means that a character will be easier to enchant.

CT Curiosity
Every hero should have a healthy curiosity, but too much of a good
thing can have the same disadvantage as high greed. Magicians are
particularly susceptible, and are gripped by curiosity when they see
magical artefacts and scrolls.

VT Violent Temper
A hero with a high violent temper value is quick to anger and to draw

FH Fear of Heights
Fear of great heights, dizziness. Extreme fear of heights can be a hindrance when crossing rope bridges or walking along the edge of a
chasm.

his sword if he deems his honour slighted.

CP Claustrophobia
Any hero may be overcome by the fear of being trapped in cramped
spaces and low passages at some point in their life.

GD Greed
The lust for gold and gems or other valuable items. A character gripped by greed will often forget everything else around him.

Character development
A heros experience is measured in adventure points (AP). These points
are obtained by solving difficult situations, through particularly skilled
use of a talent or spell, and for vanquishing monsters and human adversaries. When a certain number of AP has been exceeded, your hero
achieves a new level a significant moment: New vitality and magic
is gained, attributes improved and you have the option to increase
talents and magical skills.

spells
Countermagic
Gardianum magic shield
Break domination
End transformation
Dispel illusion
Banish Spirits

Domination
Be My Friend
Horriphobus horror
Somnigravis sleep deep
Chain and Manacle
Evil Eye
Master of Animals
Meek You Be
Mad Dance
Great Confusion
Skelettarius Master of the Dead
Summon Spirits
Respondami Speak Truth
Astral Theft
Call Crows

Elementals
Aeolitus Gust
Foramen Foraminor
Motoricus Invisible Hand
Solidirid Path of Light
Nihilogravo Weightless
Circle of Silence
Light in the Darkness

Healing
Balm of Healing
Clarum Purum
Calm Body, Calm Mind
Witchs Spit
Soothe Animals

Protect against magical harm


Dispel domination spell
Dispel transmutation spell
Dispel illusion spell
Banishes spirits

Magician
All
Witch
Magician
Magician, Druid, Witch

Victim becomes friend


Chase away victim

Magician, Elf
Magician
Make target sleep, will awake if it sustains damage Magician, Elf
Elf, Witch
Reduces victims mobility
Druid
Halves courage
Druid
Ability to command animals
Elf, Druid, Witch
Calm animal
Druide
Target dances, helpless
Druid
Victim is confused
Magician
Summon skeleton(s)
Summon spirit of the dead (companion in battle) Druid
All
Target is forced to tell the truth
Druid
Steal AE from victim
Witch
Call a murder of crows to help

Knocks over enemies


Open lock
Levitate items
Create a bridge of light
Bring about weightlessness in an area
Total silence within a specific radius
Create light

All
Magician
Magician, Elf, Witch
Elf
Magician, Elf
Magician, Elf, Druid, Witch

Healing
Cure poisoning
Wholesome sleep
Healing
Heals animal

All
Magician
Magician, Elf
Witch
Witch

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Farsight
Insight
Breath of Magic
Penetrizzel Depth Sight
Analyse Arcane Structure
Eye of Eagle, Ear of Lynx
Sensibar Empathicus
Exposami Vigour
Witchs Eye

Fight
Transversalis Teleport
Witchs Knot
Rust Iron and Patina
Eye of Falcon Masterly Shot
Lightning Find You
Thunderbolt
Ignifaxus Flameburst
Plumbumbarum Heavy Arm
Carnifilo Fury
Helter-Skelter

Transformation
Move as the Lightning
Harmless Guise
Body of Fire
Arcano Psychostabilis
Fastness of Body
Paralysis Rigid as Stone
Unseen
Attributo
Waters Breath
Eagles Wings, Wolf Shape

Discern an enemys skills


Detect magical effects
See through walls
Analyses magical items
Improves perception
Know anothers feelings
Discover living beings
recognise another witch

All
Elf, Druid, Witch
Magician, Elf
Magician
Elf
All
Elf, Druid
Witch

Teleport to the battle arena


Create a barrier of illusion for enemies
Destroy iron (such as an enemys weapon)
Facilitates ranged combat
Blinds target
Combat spell Mental
Combat spell Fire
Paralyses target partially
Battle frenzy
Broom attacks as an independent fighter

Witch
Magician, Druid
Elf
All
Magician Elf
Magician
All
Magician
Witch

Acceleration
Caster appears harmless
Protected against fire damage
Increases targets resistance to magic
Increases targets armour rating
Target freezes and becomes invulnerable
Invisibility spell
Choose which attribute
Breathe under water
Transform into an animal

Elf
Witch
Witch
All
Magician Elf
Magician
Magician Elf
Al
Elf
Elf

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Diseases

Paralysis

In the course of their search for the Blade of Destiny, heroes may
acquire a variety of diseases in unfortunate circumstances. Some are
transmitted by being bitten by infected animals or monsters, others
are acquired through a heros own clumsiness. Several of the diseases
in the game are so contagious that the party is forced to find a cure
quickly others only affect individual party members, but are all the
more dangerous. This list will give you an overview of diseases you
might encounter in the game.

Battlefield Fever

This dangerous disease, which can lead to a full paralysis of the patient, is transmitted by the undead. Quick help and administration of
donf are the only guarantee a character will survive.
Ghouls and undead transmit this insidious disease, which is often fatal, particularly for elves. The course of this disease is severe, and loss of
strength and vigour keep the patient in bed. A combination of yoruga
and golmoon is the only known method of treatment.

Frostbite

Traumatic Fever
Heroes are bound to encounter this dangerous sickness at least once.
Traumatic fever stems from poorly healed wounds sustained from
rusty weapons or monster bites. Untreated, it can be fatal. Your heroes
should make it a habit to clean and tend to their wounds after each
fight.

Dullskull
A hero suffering from dullskull will feel tired and listless, and will sustain minor damage. The greatest hazard of a dullskull infection is the
susceptibility to blue wheeze. This illness is usually a result of abiding
in cold water for too long without drying off and warming up again
afterwards. Almost any medicinal herb is effective against dullskull.

Blue Wheeze
Blue wheeze only occurs as a complication of dullskull. The patient
must have bed rest to avoid aggravating the condition. This may drag
on, but it is the only way to rid oneself of blue wheeze, other that preventing it entirely by treating dullskull early on.

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There is no established treatment for frostbite. It is best to take preventive measures by wearing good shoes and winter clothing. Heroes
should avoid long marches in extreme weather especially in winter
anyway.

Rabies
Rabies is transmitted when bitten by wild animals. It is rare, but in
many cases fatal. There is also a risk of the infected turning on his
companions. Strict bed rest is required for a healing. Yoruga is the only
herb known to facilitate the healing process.

Talents
Talents are also divided into different groups that and this is true for
all heroes can be improved to varying degrees. Skills do not require a
particular talent value in order to be used.

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Combat

Spears

Combat technique talents are not tested. Instead they serve to determine the attack and parry values in the various categories. Combat
talents can be increased by 1 point per level.

Longswords

Unarmed
This talents covers boxing, wrestling and kicking, which characters can
fall back on if need be (broken weapon).

Sharp and clubbed weapons


Sharp and clubbed weapons include both sharp weapons (such as sabres, cutlasses and khunchoms) and blunt weapons like maces and
morning stars.

Cut and Thrust Weapons


This category includes epees, rapiers and florets, as well as all manner
of knives and daggers.

Swords
Swords are used largely to strike, and rarely to stab. They are relatively
easy to wield and are available almost anywhere.

Axes
Axes are especially popular in Thorwal, and thus easy to come by. Axes
(like the ork hook or the barbarian battle axe) inflict huge damage, but
are difficult to wield.

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This talent governs the use of spears and polearms as well as similarly
wielded battle staffs and double halberds.
This includes all two-handed swords such as Tuzak knives and the
Rondra kris. It is usually only warriors who learn how to fight with
such unwieldy weapons.

Projectile Weapons
The two most common projectile weapons are the bow and crossbow,
both available in several flavours.

Throwing Weapons
Throwing weapons includes javelins, knives, throwing stars and throwing axes.

Body
Body Control talents govern all athletic actions, be it climbing, hiding or riding. In order to pass these tests it is also necessary to have
good values in the strength and agility attributes. Body control talents
can be increased by 2 points per level.

Acrobatics (CO/AG/ST)
Somersaults and back handsprings are a good way to earn some easy
silvers. The body control tends to be the better talent to rely when
using acrobatics in response to unanticipated situations.

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Climbing (CO/AG/ST)

Carousing (CL/IN/ST)

Climbing, especially at great height, is always risky, with or without


equipment. The slightest mistake can have grave consequences.

The skill of drinking huge quantities of beer, liquor or wine without


getting drunk.

Body control (CO/IN/AG)

Social Talents

A successful test against body control lets a hero lessen the damage
from a fall, wriggle out of an enemys grip or squeeze through a narrow
crack.

Riding (CH/AG/ST)
The skill of staying on horseback, even in risky manoeuvres.

Sneaking (CO/IN/AG)
The skill to move stealthily. Dependent on the ground and the heros
armour.

Swimming (CO/AG/ST)
Determines how long a hero is able to stay above water. All armour is
most cumbersome to swimming.

Willpower (CO/ST/ST)
The ability to sustain damage without being impaired or becoming
incapacitated by the pain.

Dancing (CH/AG/AG)
Dance your way to silver with a high dancing talent.

Hiding (CO/IN/AG)
This is about finding the ideal hiding place in a really short time.

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This is the art of dealing with other people (elves, dwarfs, orks...), and
these talents are usually perfected by spies, thieves, courtesans, rogues
and diplomats.

Seduction (IN/CH/CH)
The interplay of gestures, flattery, graceful movements and flirtatious
glances all done to wrap the other (of the same or opposite sex)
around the seducers little finger.

Fast Talking (CO/IN/CH)


The clever use of words to make a person take a risk that defies all
reason.

Streetwise (CL/IN/CH)
In general, this talent helps to find the right people in a towns crooked
alleys to ask about the right topic, but it also makes for accurate guesses as to where dubious informants and potential ambushes might be.

Human Nature (CL/IN/CH)


Is that person lying shamelessly? Is hones Jorge really as honest as he
claims? Is the Hetmans friendliness real or put on? Youll know the
truth instinctively with a high value in Human Nature.

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Appraise (CL/CL/IN)

Survival (IN/DE/AG)

Appraise answers questions such as: Does this pouch really contain 50
silver pieces? Is the sword really worth 3 ducats? Are there really 100
angry citizens in the market square ready to lynch us, or is it more like
200?

This talent is extremely useful for finding a suitable camp site, spring
or possible hunting grounds.

Nature

Lore talents cover nearly all theoretical knowledge. They can be increased by 3 point per level.

Nature talents are a must for life in the wild. They can be increased by
2 point per level.

Alchemy (CO/CL/DE)

Tracking (CL/IN/AG)
This talent serves to follow tracks left by wild animals, and estimate
which animal or human track it might be.

Lore talents

Identifying and brewing potions and elixirs.

Ancient Languages (CL/CL/IN)


Useful when identifying ancient scrolls.

Binding (DE/AG/ST)

Geography (CL/CL/IN)

Useful for tightly bagging a kill, but also helpful when freeing oneself
from bonds.

Governs the knowledge of distant lands.

History (CL/CL/IN)

Orientation (CL/IN/IN)

Knowledge of recorded and orally related history.

Orientation is a useful talent outdoors, but can be equally beneficial


in dark dungeons.

Religious Lore (CL/IN/CH)

Plant Lore (CL/IN/DE)


This talent helps you find, identify and process plants.

Animal Lore (CO/CL/IN)


Animal lore is especially important if you end up fighting them. Knowing about a soft spot can mean the difference between life and death.

Knowledge of the rituals of the Twelve Gods.

Warcraft (CO/CL/CH)
The ability to make decisions in battle.

Reading (CL/CL/DE)
Reading and writing in ones native tongue.

Arcane Lore (CL/CL/DE)


Also for those unskilled in magic. An indispensable theoretical basis
for magicians.

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Language Lore (CL/IN/CH)

Pick Pockets (CO/IN/DE)

Determines how many foreign languages are spoken well.

High-risk business venture.

Artisan talents

Intuition

All artisan talents are the result of practice and hard work, and can be
increased by 2 point per level

Intuitive talents cannot be trained, increasing only with experience


and therefore only by 1 point per level.

Train Animals (CO/IN/CH)

Instinct (CL/IN/IN)

Used to train animals such as riding horses, dogs and hunting falcons.

This is a type of sixth sense that warns of imminent danger, such as


an assassin in the shadows or a trap.

Driving (IN/CH/DE)
This talent determines how well a hero can handle coaches and sledges.

Perception (CL/IN/IN)

Cheating (CO/CH/DE)

This talent reveals hidden signs, secret doors, movements on the horizon and noises behind the next door.

The skilled used of marked cards or weighted dice. Cheats who are
discovered will be given short shrift.

Treat Poison (CO/CL/IN)


Treat Disease (CO/CL/CH)
Treat Wounds (CL/CH/DE)
Several heroes in a party should have the three healing talents down
pat.

Play Instrument (CL/IN/DE)


This talent is an easy way to earn a few extra silvers.

Pick Locks (IN/DE/DE)


An essential skill if you are going to survive in towns and dungeons.
Used to open doors and chests.

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Divine Intervention
Of course a fantastical world like Aventuria is home to numerous gods.
The Twelve the pantheon followed by most of Aventurian and
their dark nemesis, the Nameless One, are the most important. Temples are about the only places where heroes can experience the divine,
and nearly every civilised settlement has at least one. We cannot tell
you what takes place when an adventurer invokes a deity, but one
thing is certain: dont expect miracles on call. However, it may be useful to know that devotees who speak to the deity on the heros behalf
will pray all the more ardently, the more silvers are placed in their
collection box

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You will not find the Nameless One or his devotees in any temple, but
you may encounter these servants of darkness in other places...
The following lists the major Aventurian deities with a short description of their character (as perceived by humans), so you can get an idea
of what awaits your party at the temples.

Boron
Lord of the Underworld, who will not be persuaded
to surrender the souls he protects back into the world.
Boron is also the god of sleep and of dreams.

Hesinde
Goddess of wisdom and of magic. Temples of Hesinde often possess large libraries and hoards of magical
artefacts.

Praios
God of the sun and of justice, God of the Central Realm, the largest Aventurian nation. Courage and truthfulness are the attributes he loves the most do not
turn to him for mercy.

Rondra
Goddess of war, storms and honourable duals. She is
a stranger to malice and deceit; her followers uphold
courage and a willingness to make sacrifices.

Efferd
God of water, lord of the tumultuous seas and of the
life-giving rain in the desert. Efferd is generally viewed
as wayward and capricious.

Travia
Goddess of the hearth, keeper of the home, patron
goddess of fidelity and love in wedlock. Temples of
Travia are sanctuaries for the persecuted as nobody
not even city guards will draw a weapon on hallowed
ground.

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Firun/Ifirn
Lord of winter and eternal ice, god of hunting and
patron god of hunters who pit their strength against
the mightiest wild animals. He is unmoved by human
pleas and prayers, which is why many prefer to pray to
his daughter Ifirn, and build temples in her honour.

Tsa
Goddess of life, creation and rebirth. Her servants
may not take a life, and occasionally she will return
life force, thus wresting a soul from Borons grasp.

Phex
God of the night, of thieves and merchants. He is no
stranger to human darkness thus a well-filled pouch
can do wonders for a successful Phex miracle at one of
his temples

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Ingerimm

What are the basic rules of TDE, as far as the game is concerned?

God of blacksmithing and the creative and destructive fire, worshipped especially by dwarfs often as
the only god .

A simplified version: attributes, combat values, talents and dice tests!

Rahja
Goddess of wine, intoxication and romantic love.
Her temples are often the scene of wild orgies and
revelry.

Swafnir
Worshipped by Thorwalians, son of Rondra and of
Efferd. He is the protector of the dragon boats, and
at times a capricious storm god.

Peraine
Peraine the Giant is the goddess of farming and of
healing. She is worshipped by most Aventurians, as
the land is largely rural. Peraines crest is a golden
ear of wheat on a green background. The golden
apple is deemed sacred to Peraine.

Positive attributes such as courage, cleverness and strength govern how courageous, clever or strong a character (hero) is. A low average value of 10 is
assumed, the higher the better, although only experienced heroes achieve values like 16, 17 or higher and only after enduring (and surviving!) several
adventures.
Values below 8 show considerable limitations in a particular area, and a hero
with a dexterity of 7 would be very clumsy indeed.
Values of 5 or less reflect a dramatic impairment. A hero with a strength value of 5 would barely be able to move himself from A to B, let alone bear a
weapon.
Negative attributes such as greed or fear of the dead are checked less frequently, but play a role nonetheless. Will the greedy dwarf be able to resist the temptation of the gleaming, and doubtlessly cursed, gold coins he sees glittering in
the dark recesses of a temple? Will our heroic warrior run for the hills as soon
as he encounters his first undead?
As a rule, the lower a negative attribute the better. Values less than 3 can be
considered a normal dislike of ..., and the average for a negative attribute
tends to be around 4-5. The maximum value when generating a character is 7,
which corresponds to pathological phobia or kleptomania.
Combat values are calculated both from attributes and from talents.

Questions and ansWers

It sounds complicated, but it really isnt. Not too complicated, anyway.

What is TDE?

Physical attributes give rise to basic attack and parry values.

TDE stands for The Dark Eye, the most successful and most-played pen &
paper role-playing game in German-speaking countries. Pen & paper means
that players go on an adventure with paper (their heros description, containing attributes, talents and equipment) and a pencil (and dice!), overseen by a
game master. Blade of Destiny is based on a combination of the rules from
the 3rd and 4th edition of the TDE rulebook. We have designed the game so
it takes on the part of the game master (including narrative of situations) while
the player commands the heroes (all of them) and their interactions. The dice
possess an unerring random generator!

That makes sense, as for example a very strong and agile warrior is
physically better prepared for a sword fight than a weak and clumsy but extremely clever scholar of heraldry. The Sword talent is added on top, as it reflects experience and training in sword fighting

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In our example that would mean that the scholar with 10 years of experience
in sword fighting would outclass a warrior who until then had only fought
with lances against infantry, at least in a sword fight.
This brings us the the talents:
talents are basically the skills in various fields. Whether it be Swimming, Seduction, Two-handed Weapons, or Treat wounds, Myths and Legends or Geography everyone can learn everything, albeit with varying requirements.
(Exception: spells can only be cast by characters skilled in magic!)
A talent value of -5 to 0 means that one really does not have the talent, but
one can give it a shot. A value of 1 to 5 means you learned the basics, 6-10
corresponds to a gifted and keen amateur or a trained artisan, 11-15 is a true
professional, and everything over 16 reflects a master of that field
.
Example: In the initial years of his life as an adventurer, Alrik raised cooking
to 8. He always prepares the game and fish well, and the party is usually served
a tasty meal, for which he receives praise and the motivation to prepare increasingly exotic dishes. Continuing in this fashion, a few years down the road
Alrik has increased his talent to 12, and a Cyclopean merchant offers him the
position of ships cook on his big trading vessel. After an exciting decade at
sea, during which he perfects his work with exotic spices, foreign dishes and
cooking under time pressure, Alrik returns to Gareth, his home town. With a
cooking value of about 18-19, he is now able to find handsomely paid work
as a chef for any aristocratic gourmand or use his pay to open a speciality
restaurant.
What are tests and how do they affect me?
Dont worry, we dont mean tests of courage (well, maybe sometimes, but not
la balancing on a bridge railing and pissing onto high-voltage lines), we
mean testing whether an action was successful.

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Positive Attribute Tests: You attempt to role a LOWER NUMBER that the
attribute value with a 20-sided dice. Example: Alriks ship is struck by a breaker during a storm, forcing him to role for agility. His agility is 11, meaning
that if he roles 11 or lower, he will keep his balance any higher, and he will
stumble and upend the soup pot in his hands.
Negative Attribute Tests: As above, only that you have to role a HIGHER
NUMBER than the negative attribute. Example: A very drunken and very
rich patron forgot his purse at Alriks restaurant. Alrik must now role the dice
against his greed (6). If he roles a 6 or lower, his greed will get the better of
him and he will keep the money; if he roles a higher number, he will give it
back to his patron.
Combat tests: In this case you need role a LOWER NUMBER than your own
attack value (when attacking), parry value (when defending) or ranged combat
value (bow, crossbow) with a 20-sided dice.
Example: A drunken sailor tries to steal liquor from Alriks galley at night. Alrik grabs a frying pan, and thanks to his basic value and his sharp and clubbed
weapons talent the frying pan gives him an attack 12 and parry 11. Each time
he roles 12 or less in an attack, he hits the scoundrel; each time his adversary
attempts to stab him with a kitchen knife, Alrik has to role a parry of 11 or
lower.
Talent Tests: Talents require a variety of attributes. For example, swimmers
rely on both strength and agility. You cannot climb without courage, either.
For this reason talent tests are rolled for three attributes with three 20-sided
dice. It sounds complicated, but is actually quite simple.
Example: Alriks restaurant receives a surprise patronage of the Duke of Meadows, who is visiting the Imperial Court. The down-to-earth noble, lovingly
referred to as the bear, wants a good surprise dish! The Cooking test is
made against cleverness, intuition and dexterity. Alrik roles a 6 on cleverness,
and his attribute is 11, so he passed this part. He recalls stories about the bear,
and deduces that he prefers hearty meals. He quickly prepares a suitable dish..

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However, he roles 18 on intuition, 6 higher than his value of 12. Yet his 18
talent points in cooking allow him to balance that and intuitively choose the
correct spicing. He also keeps the remaining 12 points, as he roles a 13 for dexterity his exact value. The test succeeded, and the remaining 12 points show
just how successful it was. So successful in fact, that the bear spreads his arms
enthusiastically and hugs Alrik farewell, and even promises to bestow him with
the famous Medal of the Bear if he will be his cook for a year.

How many ways can I control my party?


In lots of ways! You can use WASD and the arrow keys to move freely outdoors
and in the towns and dungeons. You can also press the right mouse button to
activate mouselook, and click on crates / doors / buildings with the left mouse
button. Hold the mouse cursor over an item of interest to get a description
(like the crate above).
How many ways are there to interact with the world?

What is the players task (goal)?


The game master (our narrator) will tell the player early of the task that proud
Thorwal will entrust to the players heroes. Without giving too much away a
sword known as Grimring, strangely also called the Blade of Destiny, plays
some part in it all. How to achieve this goal? That is up to the player. He can
travel all of Thorwal with his heroes, decimate its population of thieves, search
for herbs and brew potions, set off to tour all brothels and taverns of the North
but there is a time limit for the main quest.
What is the party?
A booze-up with liquor, Ferdokian beer, scantily dressed... stop! Party is what
the group of heroes is called, that assembly of characters banded together to
roam the lands. As different character classes have their own individual advantages and disadvantages, strengths and weaknesses, preferences and fears, such
an assembly is not a small matter.
It is a good idea to have a healthy mixture of well-armoured melee fighters,
ranged fighters and the magically gifted!

You interact with the world through context menu options, which are represented with icons in the right, and through the dialogue options. Careful
this game is not for the faint-hearted: nearly all dialogue options have different
outcomes. Depending on what you say to whom, and how you say it, you may
either gain a significant advantage, be met with contempt, or even end up in
a fight.
How do fights work?
Fights are turn-based in TDE. That means you can lean back, sip your coffee
and plan your moves with care. The order in which heroes take their turn is
decided by an initiative dice. Melee fighters need to be on a field adjacent to
their enemy in order to attack. Ranged fighters need a clear line of sight, as
do ranged spells
Which values should I definitely know about, in case I dont feel like reading the whole manual?
Your own talent, reading and writing! Please check if it is higher than -3. Seriously, there are a few rules of thumb:
Melee fighters: Courage, agility, strength, talent value main weapon, armour
rating, life points
Ranged fighters: Agility, intuition, dexterity, talent value Projectile Weapons
Magically gifted: Intuition, Cleverness, Charisma, Astral Energy, Courage
(for some spells, particularly summoning)
Generally useful: Pick Locks, Fast Talking, Survival, Tracking, Perception,
Danger Instinct

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Credits
Can I also play with a group made up of only elves / magicians / whatever?
You can, but we strongly recommend a healthy balance.
Can I play a male or female-only group?
As such, yes, but you would miss some... well, interesting dialogue options
and even a certain series of quests.
How should I bebave when interacting with NPCs?
Its a role-playing game and you control your heroes. If you think they should
behave like louts, you can make them do so. Youll pay the price, of course.
How can I travel to the next town?
Click on the signpost or one of the travel portals at the towns exit. From there
you can travel to the next nearest settlement.
Where do I need to look for food, and what do I need supplies, a watch,
sleeping bags for... ?
Again: TDE is not for the faint-hearted! If you dont take supplies and fail
to find food, you will starve. If you dont have watch duty at night, you will
probably be attacked. If you dont carry sleeping bags or blankets to protect
against the cold, youll get sick camping outdoors. Thorwal is beautiful, but
also deadly for the careless traveller.
Why can`t I talk to the passers by in towns?
The streets and towns were empty in the original Northland Trilogy. Passers by
and animals have been added as scenery, but they dont have any significance
for the game.
Where can i see my dice rolls and tests?
In the console, which you can open by pressing F9.
What does unicorn taste like?
Like dragon, only much more tender.

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2013 by Role Playing Company a label


of UIG Entertainment. All rights reseverd.
Developed by Crafty Studios.
Northland Trilogy & The Blade of
Destiny Copyright 2013 by Attic
Entertainment Software GmbH. The
computer game The Dark Eye - The Blade
of Destiny is published under the licence
of Chromatrix GmbH. The Dark Eye is a
registered trademark of Significant Fantasy
Medienrechte GbR.
Publishing - The Roleplaying Company
www.uieg.de
Development - Crafty Studios Game
Development www.craftystudios.com

DEVELOPMENT
User Interface Design, Game Design, Level
Design, Grafik, Community Betreuung,
Organisation, Extended Texts, Beta Support
Programming, AI Programmierung: Ronald
Haider (creative) and Chris Weinmllner
(technical)

Producing, Quests, Dialogues: Johann Ertl,


Homegrown Games
BETA TESTING
Alex Baczyk, Ronny Becker, Rico Clau, Janos
David Ommert, Moritz Dreher, Dennis Dnkel,
Thorsten Ewert, Christoph Giffey, Stefan
Heidenberger, Tobias Henze, Christian Hilfinger,
Sven Hinze, Gudrun Hoffmann-Schoenborn,
Sascha Jerzembeck, Kai Jurczyk, Thomas Krmer,
Tom Krause, Henrik Kropp, Thomas Luda,
Raimund Markus Vielnascher, Marius May, Max
Meier, Manuel Pantolsky, Hendrik Radke, Dirk
Ruebsam, Matthias Rtzel, Christoph Sauer,
Patrick Schadt, Thorsten Schmidt, Christian
Schmitz, Patrick Schubert, Axel Seibel, Gerrit
Strakosch, Sonning Strau, Michael Wei,
Michael Zwick

31

SUPPORT
Regina Weinmllner (beta-organisation),
Dieter Graschopf (quest coding), Julia Mayer
(internal beta-tests), Tom Krause
(tool coding), Andy Suter(tool coding),
Silvio Krger (texting support), Luna
Riedler (2D char Art), Melanie Maier (2D char
Art), Peter Siedl (2D char Art), Mihai Niculai
(Add. 3D chars), Fabio Brasiliense (Add. 3D
chars), Gerhard Daurer (music remastering),
Michael Holdinghausen und Tanja Haller (voice
over, Horchposten Verlag)

PUBLISHING
Robin Gibbels (Producing)
Stefan Berger (Business Development)
Sabine Schmid (Graphic Artist)
Ekrem Demircan (DTP)
Bernhard Kasch (Sales Manager)
Tamara Berger (Marketing and PR)
Angela Roggenkamp (Sales-Assistant)
THANK YOU
A special thanks to our families
and friends, who supported us
while we worked on The Blade of
Destiny, who did without us and
put up with us.
Thanks also to:
Matthias Hampe, Christian Hampe,
Thomas Krger, Sascha Lange, Clara Bauer,
Matthias Bach, Martin Gebske
Original game content
attic Entertainment Software GmbH
Cover Artworks
Melanie Maier
Ugurcan Yce (Original)
Original Music
Rudi Stemper

Support
If you have any question about this product you have the following
options to contact us:
1.) Customer support Crafty Studios via e-mail:
[email protected]
2.) Customer support UIG Entertainment GmbH via e-mail:
[email protected]
3.) Via Internet on the support board on
www.realmsofarkania.com

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33

2013 by Role Playing Company a label of UIG Entertainment, all rights reserved.
Realms of Arkania & Blade of Destiny Copyright 2013 by Attic Entertainment Software GmbH under the licence of Chromatrix GmbH.
The computer game Realms of Arcania - Blade of Destiny is published under the license of Chromatrix GmbH. Das Schwarze Auge is a
registered trademark of Significant Fantasy Medienrechte GbR.

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