Realms of Arkania 3 - Shadows over Riva Classic

Realms of Arkania 3 - Shadows over Riva Classic

BobbyGun 27 Jun, 2021 @ 12:48pm
Use the useless...?
Hi there guys.
I played this game some times with different heroes and skills, as well as the prequel.
While some talents are of more use than others, there are some, that seem to be never of use.
Sure, for a rpg, this may be essentiell, but it feels more than an illusion of choice than a real kind of deepness.
Especially for spells, this is horrible: You skill for many levels and then find out: This spell is crap!
My favorite is: Mutabili-Hybridil. I like the possibility to create chimera of my own and skilled it all the way. Funny thing is, the description says: "The ingredients needed are not available in the north (ie. in the game). What a waste? Maybe, they planned further games in south of aventuria, but we will never know.

My second favorite are the summoning spells:
Minor deamons, major deamons and elementals.
Knowing that summonig isn't without risk, especially in lower levles, once mastered, it should at least be worth the time and skillpoints. But no. Deamons turning on you after a couple of turns, even elementals, what is far beyond lorewise. And while they fight for you, they do literally no dmg. They manage to kill an ork or two goblins, but thats all.
Iam very disappointed of that, especially as a long P&P Player of that game.

Does anyone know the clue?

And what talents or spells are useless for you?
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Showing 1-5 of 5 comments
Tyler Durden 27 Jun, 2021 @ 2:24pm 
One of the worst things of the game, imo. The concept of a mage being so powerful as to summon demons and break them to his will is super cool, but it's so impractical since the demon will 9 out 10 times turn against you. The number of useless spells actually decreases as you go through the games. Great need for example fails every time in blade, but in Star trail and after, is super powerful, essentially horriphobus that works on the undead. Even the seemingly worthless solidirid has a use in riva, and it's totally awesome roleplay wise.
EckyThump 6 Jul, 2023 @ 6:03pm 
Originally posted by Tyler Durden:
Even the seemingly worthless solidirid has a use in riva, and it's totally awesome roleplay wise.

Sorry for the necro, but whereabouts does Solidirid have a use?
Tyler Durden 6 Jul, 2023 @ 6:16pm 
Originally posted by EckyThump:
Originally posted by Tyler Durden:
Even the seemingly worthless solidirid has a use in riva, and it's totally awesome roleplay wise.

Sorry for the necro, but whereabouts does Solidirid have a use?
In Shadows over Riva, in the mine, you will cross a long hallway with traps placed throughout. Solidirid can get you through one of them without injuring anyone. The description / flavor text is pretty nice, too.
Last edited by Tyler Durden; 6 Jul, 2023 @ 6:16pm
EckyThump 6 Jul, 2023 @ 6:19pm 
Ahh thanks!
Seems that area is a good one for underused spells, I remember using Melt Solid, and having a spellcaster disarm the trap by pushing a hand through the stone floor to reach the mechanism.
tinion 27 Oct, 2023 @ 6:49pm 
Originally posted by BobbyGun:
My second favorite are the summoning spells:
Minor deamons, major deamons and elementals.
Knowing that summonig isn't without risk, especially in lower levles, once mastered, it should at least be worth the time and skillpoints. But no. Deamons turning on you after a couple of turns, even elementals, what is far beyond lorewise. And while they fight for you, they do literally no dmg. They manage to kill an ork or two goblins, but thats all.
Iam very disappointed of that, especially as a long P&P Player of that game.

Does anyone know the clue?

And what talents or spells are useless for you?

As I remember, they are indeed canonical, but it's worth noting that there are only a few spells that require two checks: first, to see if you've successfully summoned the entity, and second, to determine if you can persuade it to join your side.

One of the most strategic uses of these spells is for gaining extra experience points. To maximize this benefit, you should summon them before encountering their respective types in the game. For example, summoning a minor demon or a hestoth before you naturally encounter them in an early side quest in Boron's graveyard can yield first-encounter experience points.

The game is part of a trilogy, which makes it challenging for the developers to predict what story ideas might emerge in a few years. The narrative possibilities are vast and uncertain.

Regarding spells that are less effective in the game, there are several:

1. **Train Animals**: Training animals isn't a feature in this game, so enhancing this skill is unnecessary.

2. **Ride**: This is irrelevant since your characters are always on foot.

3. **Lie**: This spell doesn't have a role in the game. Your heroes will always tell the truth to the beggar Lea.

4. **Heal Animal**: Used for healing animals, it might come in handy if you get a chance to free an otter from a trap.

5. **Mutabili**: Intended for creating chimeras (a mix of human and animal), but it requires special equipment that is not available in the game.

6. **Aeolitus**: This creates a small gust of wind, but there are no known practical uses for it.

7. **Calm Storm**: Meant to protect the group from hurricanes, but the game lacks significant wind events, and apart from seasonal changes, wind conditions are generally stable.

8. **Freeze Soft**: The counter to the Melt spell, it turns water into ice. However, it can't be used to freeze rivers for bridgeless crossings.

9. **Nekropathia**: For communicating with the deceased, but its usefulness is questionable given the existence of Tsa Temples. For more details, see our forum thread.

10. **Witch's Eye**: Allows witches to identify each other, but it's not very useful since there are only two witches in the game, and the spell doesn't apply to them.
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