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A legend reborn as Realms of Arkania: Blade of Destiny returns! Developed by Austrian developer Crafty Studios, Realms of Arkania – Blade of Destiny is a faithful remake of the 1992 original, adored by a generation of Role Players and one of the most successful RPG’s of the 1990’s.
Release Date: Jul 29, 2013
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Patch 1.33a - March 8th, 2014 7:30pm (GMT+2)

March 8th, 2014

  • Taverndialogue made cancelable without the need to leave the tavern
  • Introduced absolute carrylimit (strength x 140 in ounces)
  • Introduced sleeping in camp battles (depending on how good the guard was)
  • Weathersystem respects sound volume setting
  • Introduced helptext for the aventurian calendar (see Questbook -> Help -> Date and Time)
  • Haggle-checks for traders are now harder, kicking out is a lot sooner
  • Enchanted druid dagger “heal” now only works for Druids
  • Female trader names now are also female avatars (at General Goods, Weapons, Herbs)
  • Prevented changing faces (e.g. for Barkeeps, Innkeepers)
  • School of Farsight identify item dialogue fixed
  • Deactivated voiceover for female house owners
  • Fixed witch battle sound samples
  • Fixed battle hangs for enemies with two attacks (e.g. Sabretooth tigers)
  • Hylailan Fire is now a ranged weapon
  • Pirate cave fixed open door blocking movement
  • Missing battletexts in pirate cave fixed
  • Fixed magic staff loses enchantment when lost and then picked up with “take all”
  • Various text placeholders fixed
  • Various double icon displays on minimaps fixed
  • Fixed close window at the blacksmith
  • Fixed various clipping errors in towns
  • Fixed time bug after camps without battles
  • Fixed item info window (grey font color, item descriptions sometimes too long)
  • Fixed initiative base display in characterscreen
  • Fixed shifted voiceovers for second unicorn encounter
  • Pause travel button deactivated on leaving town fixed
  • Fixed several Thorwal sounds
  • Fixed various Dialogues (Hunters Hut, The Call in simple houses, Abandoned Hut and more)
  • Group item effects (e.g. Light) only work if coming from active characters (e.g. not dead)
  • Camp treat sickness endless loop fixed
  • DLC FtG: Baerhag-Quest-Bugs fixed
  • DLC FtG: Various Dialogues fixed (Zerif, In the woods and more)
  • DLC FtG: Forest Abvenenum fixed
  • DLC OD: Various Dialogues fixed (Challenge near Bodir, Sweet Erika, Axe to groin and more)
  • DLC OD: Dungeonexit Groenvelden fixed
  • Modding: Carrylimit configurable (globalsettings/system/maxcarryweightmultiplier)
  • Modding: Movement point progression configurable (globalsettings/system/movement)
  • Modding: Adding of new talents enabled
  • Modding: Globalsettings/character is now modable additively (so far: only completely)
Update March 11th: Made some minor bugfixes:
  • Zerif Battle repeatable on victory fixed
  • Missing (and blurry) Blacksmith (in inside view) fixed
  • Blurry Healer fixed
  • Mixup on Baerhag Clan genders fixed

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Patch 1.33, 21st of February 2014, 9pm (GMT+2)

February 21st, 2014

  • New Intro
  • Extensive rebalancing of all weapon values
  • 7 new weapons (e.g. Thrust Spear, Andergaster, Battle Bow)
  • “Good” and “Masterwork” Weapon variants introduced
  • Weapon trader sortiments reworked and spread hints to them
  • Extensive rebalancing of NPC values
  • Some NPCs now have 2 attacks per turn (e.g. sabretooth tiger)
  • Every combat spell now has a unique visual effect
  • Unlocked spells Nekropathia and Abvenenum
  • Many inside house views reworked
  • Individual temple views per god
  • Temple distribution reworked according to world background
  • Improved modability (new Functions, hook for Tavern activities)
  • Battle stances
  • Necrophobia checks when battling undead
  • Better marking of “Points of Interest” in every town, not only Thorwal
  • New Quest marker on the travelmap
  • New Druid rituals (using Obsidian Dagger)
  • Improved item tooltips
  • Extended trader item tooltips
  • Groenvelden redone (Groups of People you can talk to)
  • Real loading screen for battles
  • Evade in battles now uses up a parry attempt
  • You can now only either evade or parry once per turn
  • Fixed many spells (e.g. negative AE was possible)
  • Fixed scene display on the travelmap
  • Fixed several battle avatar bugs (e.g. female thorwalian, some hand bone assignments)
  • Fixed several hangs in the Gold DLC
  • Fixed several smaller issues (questbook, main menu image and more)
  • Fixed Tjoila crash
  • Prevented buggy dialogs (e.g. from a mod) freezing travel
  • Radial Menu in Dungeons fixed
  • Fixed “earshield” texture problem in Thorwal
  • Free-DLC “Ogredeath” released, with great help from our Betatesters, especially lunatic
  • New Dungeon/Quest Torkil’s Chasm
  • New Quest “Beilunk Riders in Trouble” (lunatic)
  • New Quest “Sweet Erika”
  • Race on Bodir
  • Tavern-Event “Throwing Contest”
  • Four new Encounters at sea (lunatic)

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About the Game

A legend reborn as Realms of Arkania: Blade of Destiny returns!

Developed by Austrian developer Crafty Studios, Realms of Arkania – Blade of Destiny is a faithful remake of the 1992 original, adored by a generation of Role Players and one of the most successful RPG’s of the 1990’s.

Get ready to return to Thorwal, one of the oldest cities of Aventuria. Make sure your wits are sharpened before walking down the small alleys of Thorwal and Prem, and prepare to stop the Orcisch threat while creating a mighty alliance between nations. Featuring a complete visual reimagining along with a comprehensive overhaul of every aspect of the gameplay, Realms of Arkania – Blade of Destiny is set to captivate a 21st century audience of new and old fans alike.

Old school RPG at its best – for the Fans of REAL RPG games.


  • Remake of the first part of Realms of Arkania
  • Roleplaygame with turn based tactical fights
  • Cities and dungeons in current real-time-3D
  • Dozens of talents, fighting skills and magical skills
  • Authentic realization of the TDE basic rules
  • Depending on your gaming style – 20 to 80 hours game time

Revised Edition

  • User-Contributed Content
  • Modding ability
  • Additional encounters, making Aventuria even more alive
  • Enhanced Battles
  • Completely redone graphics
  • Completely revised and improved User Interface
  • Extended music selection
  • Enhanced sound
  • Steam Achievements, Stats and Cloud
  • Linux build

PC System Requirements

    • OS:Windows XP, Vista, 7 or 8
    • Processor:Intel Core2Duo / AMD X2 CPU, min. 2.4 GHZ
    • Memory:2 GB RAM
    • Graphics:Nvidia Geforce GT 240 / AMD Radeon HD 3700, min. 256MB VRAM
    • DirectX®:10
    • Hard Drive:5 GB HD space
    • Other Requirements:Broadband Internet connection
    • OS:Windows 7 or 8
    • Processor:Intel I5 / AMD Phenom II, min. 2.8 GHZ
    • Memory:4 GB RAM
    • Graphics:Nvidia Geforce GTX 660 / AMD Radeon 7850, min. 1GB VRAM
    • DirectX®:11
    • Hard Drive:5 GB HD space
    • Other Requirements:Broadband Internet connection

Mac System Requirements

    • OS:Max OSX 10.6 (Snow Leopard) or higher
    • Processor:Intel Core2Duo / AMD X2, min. 2.6 GHz
    • Memory:2 GB RAM
    • Graphics:Nvidia Geforce 8800 GT / AMD Radeon HD 2600, min. 256MB VRAM
    • Hard Drive:5 GB HD space
    • Other Requirements:Broadband Internet connection
    • OS:MAC OSX 10.8 (Mountain Lion) or higher
    • Processor:Intel Core2Duo / AMD X2, min. 2.8 GHz
    • Memory:4 GB RAM
    • Graphics:Nvidia Geforce GTX 560 / AMD Radeon HD 5850, min. 512 MB VRAM
    • Hard Drive:5 GB HD space
    • Other Requirements:Broadband Internet connection

Linux System Requirements

    • OS:Ubuntu 12.04
    • Processor:Intel Core2Duo / AMD X2 CPU, min. 2.4 GHZ
    • Memory:2 GB RAM
    • Graphics:Nvidia Geforce GT 240 / AMD Radeon HD 3700, min. 256MB VRAM
    • Hard Drive:5 GB HD space
    • Other Requirements:Broadband Internet connection
    • OS:Ubuntu 12.04
    • Processor:Intel I5 / AMD Phenom II, min. 2.8 GHZ
    • Memory:4 GB RAM
    • Graphics:Nvidia Geforce GTX 660 / AMD Radeon 7850, min. 1GB VRAM
    • Hard Drive:5 GB HD space
    • Other Requirements:Broadband Internet connection
Helpful customer reviews
94 of 131 people (72%) found this review helpful
188 products in account
2 reviews
192.2 hrs on record
After a real bad release this game had one of the strongest comebacks thanks to all the hardwork the developers put into trying to sort out their mistakes at release time.The game is worth the money and you are going to enjoy it .
Posted: December 2nd, 2013
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73 of 98 people (74%) found this review helpful
48 products in account
2 reviews
53.3 hrs on record
NOTE: 1.33 review(To Cross the Borders) appended below this review. (Delaying the Ork Invasion is 1.32 review)

*****Delaying the Ork Invasion*****

Why I chose this title? Because at the release of this game, we all were leaning towards the thoughts that the game was doomed and orks would conquer the Northlands without our intervention. The game was a mess of bugs and a graphical parody to a degree where NPCs and surroundings would make you feel like in a zombie apocalypse version of Northlands. And furthermore the game used to lack many spells, mechanics and had several other gamebreakers which is probably the reason turned off many people. But...there is always a "but"...and this time it is a good "but".

The game evolved...while I am telling you its evolved it is in the level of a pokemon evolution where you would barely recognize what it was before. Crafty Studios perhaps hired a faery who touched the game with her magical wand exorcising a nasty demon who made the game look bad and broken. Or briefly, they worked their asses off during these months releasing several patches to reach this state. But before going into detail...some screenshots from my game:


If you have the game, you will notice the major differences...if you don't have the game well you should get it while it is still on Christmas Sales, because the great leap forward which has started with 1.32 patch which is named as "Revised" will not stop till "Gold" version of the game. I presume you already looked at the screenshots. Here I will not go over change by change but mention the crucial changes which made me rather happy.

The Journey Map is in English and place names are in accordance with the original Blade of Destiny. Of course still there are no descriptions for Hjaldor Mountains and such, that is just a matter of adding a few place holders.

NPCs look good and NPCs with striped pants you can feel like you are really traversing Thorwalian towns. Also market days, opening/closing times of the shops as well as if you get caught cheating at a tavern you get punished by no entrance features integrated to the game over this time.

The new UI which provides more information to the people in a coherent way, as well as they are more versatile then the old UI which was closing a part of the main screen. Now you have a broader area of view where you can enjoy the good sights of the game.

Except Demon Summoning spells(which are not added) and a few more, most of the spells are fully functioning and ready to assist you in a dungeon as utility or perhaps to decimate your foes as fast as possible. After all, we could wait a little while longer to see a few stray/unimplemented spells.

I'm not even mentioning several optical improvements done to the environment letting screenshots talk for themselves. Though, one thing worth mentioning is the improved interiors of the buildings...especially my favourite is the inn which gave me a dark feeling and I could say I was definitely in backwater, gloomy Northlands of Aventuria.

There are also a good deal of fine tunings, bugfixes and balancings...but I'll cut to the chase. This game evolved truly and deserves a second chance. You will not regret it, especially when you buy it now at a bargain price.

Edit: Price advice was during Christmas Sale, but rest of the review is still valid since it features 1.32 patch. I will update the review, after every noticeable change.

*****To Cross the Borders*****

The anticipated 1.33 patch hit the Steam and I should say while there are still shortcomings here and there, it has been a solid improvement.

Though sadly we still have to be exposed to unpolished Battle Avatars and Sounds. This can be a major deterrent to some players. But for me it is a moment of "Eh..." since I have been more interested in content of the battles rather then nice looks. But I must point out, now spells are associated with different animations, that can be a good indication for the future polishing(One can keep hoping).

Now, one major striking point is that every temple has a different interior as well as the temple distribution on Hjaldings is accurate to the world description. So you'll find a good deal of Swafnir and Travia temples while there are no Praios or Boron temples.

About battle, there are now Battle Stances! Yes, they have finally found their way into the game. Aggressive, Balanced and Defensive. Depending on your tactical situation, now you can make use of those stances. For example, if you flanked somebody, this especially alleviates the issue where hitting is a problem. Going aggressive will increase your hit chance while reducing your parry chance, providing you more success. On the other hand, a hard pressed character can switch to defensive to hold off the enemy. Another plus is that now Necrophobia is important in battles. It'll make your characters skip a turn if undead is in the vicinity. (Necrophobia roll) Also weapon/monster re-balancing seems like it will make things quite different then before. One example is some animals are hitting twice. Also two spells Nekropathia and Abvenenum added to the game. The more, the merrier.

Heavy bugfixing as usual made the game stabler and Main Game+DLCs present a good deal of content. "For the Gods" add a number of challenging unique battles across 2 detailed dungeons and one town while "Ogredeath" adds several side quests spread through the world and one extra dungeon at Groenvelden.

Now, I should stress it again. If Battle Characters, Animations and Sounds can get an overhaul via a major patch, this game has the potential to be a true success. The game has already crossed the border of remake and now it should move forward with full force.
Posted: December 23rd, 2013
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56 of 78 people (72%) found this review helpful
386 products in account
2 reviews
10.9 hrs on record
I've never before seen a developer work so hard into making a poor product shine. That alone makes this title worthy of picking up.

I have been playing pen and paper RPGs for over 30 years and computer RPGs since the late 80s, so I suppose I am more forgiving on graphics quality than some. What I fiend for in games are interesting combat systems and diverse skills. So far, this title doesn't disappoint.

I feel that watching my fledgling characters grow as the adventure progresses will be quite gratifying in this title. I can't wait to get into some serious questing.

One thing I still can't stand in this game is the English language voice acting. They need some serious help in the voiceover depatment. Monotonous doesn't even begin to describe the voice work, though it may be an ESL issue.

Regardless, this is a small quibble about a product that has been considerably improved over the last few weeks. I am excited to see what other new features and improvements are introduced in the weeks and months to come.

Posted: December 21st, 2013
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50 of 77 people (65%) found this review helpful
188 products in account
8 reviews
24.7 hrs on record
Although I cannot recommend this game in its current state, the devs have stated that they will release a "Gold" edition, that is what this game should have been. If you are a fan of oldschool RPGs with lots of flavor text, skills, quests, items, spells, and plot buy that when it comes out.

As it is though, it was released a few months ago as completed when it actually appeared to be an early access alpha, couldnt even be called beta.

I bought it on release, and it was so buggy I literally couldnt get past the character creation screen, or even into it for that matter. Had the devs released it as early access they would have had a horde of loyal followers. But what they released as a complete game looked worse than some small game-builds Ive seen people make for quarter-long class projects. This, obviously, torked off a lot of people, myself included.

The translation leaves a bit to be desired as well. For instance when you light a torch/lantern, the game asks you "What do you want to inflame?" For those of you that are not native English speakers, inflame has two meanings, neither of which has to do with lighting an actual fire. The most common use means "To cause strong emotions in, esp anger or lust." The other means "an infected or red and swollen wound/part of the body injured due to sickness or damage.". Needless to say the sentence cracks me up every time I try to set something on fire. As in "What would you like to make really lustful?" or "What wounds would you like to infect?"

So why am I recommending it? In short, when it works right, its *awesome*.

That and the head dev is very active on the forums, has apologized for the game repeatedly, and has made great strides in making it functional. You can play it now. There are still bugs, but they are relatively minor although annoying.

It has ok graphics, that are slowly getting better, and a decent automap. I tried to play the original from the 90s while waiting for this one to be playable. It didnt have an automap. I dont have the time to map anymore, like I did as a teenager, so thats a great improvement. The music is perfect for the setting, and really puts you in the appropriate mood. Town music is cheerful, and puts you in the mind of wandering through a small green village with exposed-woood and thatch roofs. Dungeon music is nicely dark and spooky, with weird ambient effects. Only really bad thing about non-combat sound is the ♥♥♥♥ing *awful* narrarator. He narrates *everything*. And its *terrible*. Fortunately, it can be turned off. The sound effects in battle are typical grunts, "Oof"s, "EEeee"s, slashes, spell zaps and so on. Nothing special.

The combat is action-point turn based (Fallout 1/2 style), but there is decent room for strategy with the large selection of spells, movement, combat options and so forth.

As far as content, theres a lot. You can camp, hunt, look for herbs, set watches and get attacked. In town you can talk to shopkeepers, drink, gamble, pick pocets (Although you can do nothing with the wandering NPCs - I think they are just there for flavor)Random events and side quests abound, and really make the setting come alive. I cant wait for it to be finished and fullly functional, with all content added (There are still some missing side quests).

So I future-recommend it for any oldschool RPG fan, with the caveat "Even though its not listed as Early Access, it is. Don't get it now, wait for the completed gold edition. If you don't, there will be bugs. *Most*are not game breaking *knocks on wood*, but they are there.

I also have to recommend it just because of how open and honest the devs have been, unlike so many who drop broken as hell games on Steam and then disappear while laughing all the way to the bank.
Posted: November 25th, 2013
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43 of 73 people (59%) found this review helpful
29 products in account
2 reviews
4.9 hrs on record
Well. I tried to like this game. I really did. Having played the original back in the 90s on a C-64 I expected to have something comparable to that. Perhaps it's being seen through rose colored glasses, perhaps not.

What we ended up with here is a shadow of the game's former self. The cities are generic, the buildings all look the same, the NPCs (if you could call the that) have no life to them. Inns, taverns, shops, smithies, you can't tell one from the other at all except for the names.

The voice acting should have been left out entirely. It's awful. It's obvious as hell that whoever was doing it isn't a native English speaker and was dry reading from a script. Yes, it's almost 2014, but not every game is well suited to lots of voice acted stuff. This one certainly isn't.

The combat system is a major deal breaker though. I know I can't possibly be doing things SO WRONG that I screwed up two different attempts to roll up and equip a party. Every fight I've been in (which has always been the party's first) ends in defeat with us missing, fumbling, being parried, or whatever. Rarely hit a damn thing even with high stats and all the equipment our meager funding could manage. Turning things over to the auto-AI is an extremely disappointing and very LONG wait for the same result - our deaths.

I hate to say it, but this is starting to become a trend with these Indie RPGs and it's now going to make me think long and hard about parting with the money I'm spending on this stuff. I took a chance on this one and got burned - it won't happen again.

(Note to Valve: This is why refunds exist in the real world! Learn something here! I'd surely love to get one at this point!)
Posted: December 27th, 2013
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