Betrayal At Krondor Map

Betrayal at Krondor: Midkemia – a realm of enchantment and ancient magic where elves, dwarves and man once battled an unimaginable evil.

Read the manual. Old school game, semi-obtuse mechanics - there's a reason you get a 'view manual' option when you launch the game.Save early, save often, save in different slots. Use the 'bookmark' option as a quicksave, but keep a manual save for when you move to a different area, near the start of a new chapter - in general, have a separate save for every few hours of gameplay. Never know when you run into a deadly inescapable situation, or manage to lose an important item.Explore everywhere.

The main road mostly holds enemy encounters, but there's likely to be a chest or a hole or a corpse holding goodies behind every hill or dirt path branching off from the road.Alternate between the mini-map and first person view. First person view is great for spotting enemies and items, while the mini-map is great for navigating around and behind terrain (going around a hill rather than through one is far more frustrating than it needs to be in first person view)Clicking on a particular skill in the character screen marks it with a red icon. This skill will now improve 50% or so faster than it would have otherwise. However, the more skills you mark this way, the less of an effect the emphasis has. Generally speaking, you should be running around with 2-3 skills selected (Defense and Accuracy: Melee, probably). When you're about to be trained by someone / read a book, make sure that only the skill being trained is selected.Books still have a chance of slightly increasing your skill even AFTER you've first read them (10-15%), so it might be worth your time to spend a while reading (make sure you have enough rations though).The cost of rations is utterly offset by the loot you'll get as you explore. Don't be afraid to backtrack as needed, shoving your nose into every nook and cranny.

If you've spent a while travelling without finding any goodies, cast Eyes of Ishap (at full strength) over several stretches of road.Resting out in the wilderness only heals you to a point. To get fully healed, sleep in an inn.Try not to let your characters fall in battle.

The healing takes forever and costs a lot.Spellcasters can still cast spells when low on health, but fighters are basically worthless when heavily wounded. Gift of Sung is more useful than it seems at first.Clicking the auto-combat button: Never do this.Enemies don't respawn, and you don't get random encounters (though new enemies may appear when you start a new chapter). Once you cleared an area, you can confidently backtrack in mini-map mode.The game doesn't have a journal or a quest marker. Feel free to make manual notes about what your party is supposed to be doing now, and what people or points of interest they should keep in mind, and any worthwhile stashes to return to.Talk to everyone, everywhere, then talk to them again when a new chapter starts. If a name was emphasized (whether in terms of dialog importance, or an outright emphasis in the text), then it's probably worth keeping in mind.

For instance, a person in the Krondor tavern has nothing to say during chapter 1, but will give you a major hint about a sidequest during chapter 2.It's possible to explore most of the gameworld in chapters 1-3, even if your current quest directs you elsewhere. I have a suggested order of exploration below, but if you dare (and save consistently) feel free to ignore it and explore as you will. Head east towards Yabon. It has a shop where you should buy a Whetstone and Armorer's Hammer. This is also the only shop in the Lamut area that will buy looted Moredhel Lampreys.

Those are worth quite a lot to a starting party, so keep this in mind.To expand on the above, different shops buy different items, and offer different prices. You definitely want to loot everything that isn't nailed down, but (later on in the game) you'll want to wait so that you're selling to the right store.If your inventory is too full, either backtrack to sell some stuff, or find the nearest Mordehel riddle chest, and store some items there. Make sure to note the chest's location.As you spot enemies in first person view, always left click on them. The party will attempt to sneak up on the enemies, improving their Stealth skill and getting the first blow in combat, which is very important.Crowd control is king. For the entirely negligible casting cost of 2 stamina, Owyn can use 'Despair Thy Eyes' to keep 2-3 enemies locked down throughout the combat.

Later on, keep a lookout for any spells that similarly paralyze enemies (Fetters of Rime. The Sarth area leading up to Krondor is basically also a bit of a circle, with the north-western point being Questor's view (and with a bit of an outcropping due north).Circumnavigate it by going east from Questor's view, heading to Eggley, and THEN exploring the outcropping to the north, including the temple of Silban, before you keep going south-east, into Tanneurs (rest at the Inn there), and south to Krondor.

(You could also check back on Isaac, but it's just bit of lore + Mordehel chest passwords)You can now go back to Questor's View (and possibly the temple of Silban again), or wait until the start of chapter 2, when you have more of a reason to go there.Swing by Sarth for some spellcasting training and to explore the caverns.You'll get two chances to get combat training in this area (Eggley tavern and Questor's View). I'd suggest skipping them for the moment - you'll get a new character when chapter 2 starts, and that character will benefit greatly from training. If you have any skill-raising books, keep or stash them, so that the new character can benefit.You'll start getting weapon and armor enhancers around now. Armor enhancement only acts to counteract weapon enhnacement - since practically no enemies carry ehnanced weapons in chapters 1-3, at the moment these items are vendor trash.On the other hand, weapon enhancements greatly improve your weapon damage, and are great for tough fights (such as a certain barn in this area).

Weapon enhancements don't wear off over time (you can travel around the world with one active), but are used up in a single battle - provided you hit someone with your weapon during said battle.Once chapter 2 starts, your party is down to two members. You may want to hurry to the sewer exit to acquire the third, and only then proceed to re-investigate the sewers.(Check the entirety of the palace first.

If you think some items have been lost, you'll be able to find them)This would be a good time to re-investigate the area around Krondor (Sarth has some neat new stuff) and maybe get that combat training.Your quest sends you towards Romney (due east from Krondor). If you want to figure out the various sidequests along the way, I can only repeat my suggestion of talking to EVERYONE and keeping note of what they say.Buy a lecture ticket at the Chapel in Malac's Cross for an Assessment boost. Buy another one as you're headed back to Krondor in chapter 3, and that's all the boosts you'll ever need for that skill.You could try to bring 6 suits of Kingdom Armor (looted from random enemies) to the house above Lyton for a sidequest, but it's a bit of bother for the reward you get.I'd recommend you head straight east, passing through Lyton, then Silden. A chest near Silden will send you towards the Sethanon area and the sidequests there, so you won't have to spend too much time backtracking.All the Rusalki in the area are directly on the road north from Silden, though some only come out at night. You'll know you got them all when the inn right next to the north-most Rusalki encounter (just before the road turns north-east) starts charging normal prices instead of like 65 per night.You could investigate Dimwood (West along the road from Lyton) for some optional content, but don't go into Sethanon - your party very probably isn't ready to sneak or fight its way there at the moment.Completing Craig's quest in Dimwood will open a general goods store in northern Dimwood later on.

This is extremely convenient in later chapters.Save any expensive items you may have to sell until the start of chapter 3. The shops in Romney will buy at inflated prices while the guild war lasts (until you talk to Arlie Steelsoul, either by sneaking behind his house or by leaving some poisoned rations in the chest).You can actually earn money by selling stuff from other stores in Romney right now. Personally, I had money to spare just by looting every enemy I came across (and I stopped picking up the cheapest items by the end of Chapter 1) and exploring.Investigate the clues in Silden, then talk to Abook. You now have reason to head to Prank's Stone (north from Romney) but I'd suggest heading to Krondor and taking a trip around the world first.For the entirety of chapters 1-3, the world is wide open, and the party can head anywhere. The enemies might be a bit too tough for them and some of the sidequests might be unavailable during chapter 1, but chapter 3 is a good time to go exploring, since you're strong enough to handle most things and can use the Spyglass to constantly check for hidden goodies.Check out Dimwood if you haven't already. Head to Lamut and into Mac Mordain Cadal (make sure to bring a suit of Grey Tower armor with you), since you can now explore it further.

Head north-east from Lamut and explore the Northlands.By the time you get to Lamut you should have picked up at least two free suits of Dragon Plate armor from enemies (great improvement over whatever armor you have).Buy a Tuning Fork before you head north. It makes Trolls flee from combat - quite handy, as trolls are tough enemies that don't carry much loot.Get the 'bag of grain' quest from the temple of Dala. You only have to talk to everyone along the way east (well, east-ish, with some deviations) to finish this quest, and the reward is well worth it.Check out 'The Arms of Dala' in Wolfram. Best deals in the game. Now that you have fairly good armor and weapons, you may want to bless them. The game has 3 types of blessings, with +15% being the most powerful, and obviously the one you want.

The chapel of Ishap at Malac's Cross or the Temple of Dala can set you up.At some point before the end of chapter 3, you want to drop 2 sets of powerful blessed armor and 1 powerful blessed sword into a chest for safekeeping. I'd recommend the chests south of Northwarden. As you head southwards, you'll see a big hill to your right (west). Behind it are three Mordehel riddle chests with a LOT of rations in them. Drop the weapons, armor, 2 sets of Weedwalkers, and possibly skill boost books (Bird Migrations, Psalms of Dala) in there. If you found a batch of Coltari Poison, leave that there as well.Stash some spell scrolls in the same place: Dragon's Breath, Flamecast, Grief of 1000 Nights, Skin of the Dragon, and Hocho's Heaven. If you've explored thoroughly, you should have some spare scrolls for most of these.No stores in chapter 4 buy weapons, but almost all of them buy armor.

Plenty of enemies in Dragon Scale armor, so earn a bit of coin.Ogres and Trolls take extra damage from Evil Seek. Make sure to target them when casting.When you exit the dungeons, explore Sar-Sargoth until you find mention of Nalar's Rib. Leave Sar-Sargoth, head west until you see some tree stumps.

Search them, then head south until you run into the Rib.At the start of chapter 5, your first action should be to retrieve all the items you've left in chests near the end of chapter 3.A lot (if not most) enemies in chapter 5 have a weapon enhancement active. Use armor enhancements on everyone (or at least on poor scrappy Patrus).From chapter 3 onwards, chapter transitions heal your party. So if you can drag your dying party members back to the castle at the end of chapter 5, you'll be fine.When you exit Mac Mordain Cadal in chapter 6, you'll want to head east to meet the prince, go along the southern river bank until you meet a Rusalka, then explore the ruins to the west (where the prince directed you).If there are some things you feel Jimmy and Locklear are missing, you should drop them in a Mordehel chest in northern Dimwood.

The Mouser chest is particularly handy. Don't believe they're missing anything?

Remember that ANY sword in the game can be sold, and multiple copies purchased.As you enter Elvendar and bring chapter 6 to a close, bring along a spare pair of Weedwalkers, some skill books, and all the food + restoratives you can carry. Items you WON'T need - torches, shovels.Start out chapter 8 by exploring a bit to the south-west, then (once you have two armor suits) turning north and going clockwise around the island.You want to keep Strength Drain in mind when dealing with the final combat encounter of chapter 8.Let me know if I missed anything important, upvote if you found this guide useful. I just tested it with my game(I don't have the steam version but it should be the same?).I tried it with 'Strategies of Trading', 'Psalms of Dala', 'Accts of Shamata Garrison' and 'Chapel's Rmur n Whepuns'.It worked with all of them but I noticed when trying on different characters that it grows faster if that particular skill is lower(so for Assessment 15% it increased more often than for Assessment 50%).But there is definitely some randomness to it as I got different results after reloading and trying again. Never tried with actually tagging the skill but it should just result in more increases?So if your skill was 80% you would probably not be very likely to get any additional skill increases.So my generell chances for getting a skill increase are probably wrong.Please test it again.

One piece thousand storm wiki. If it doesn't work at all, I am really confused and wonder if there are more differences and what version of Krondor is on Steam. Experimenting with spells is definitely the way to go. There are plenty of useful or strong spells. Some spells I pretty much never used so I don't even know how useful they might be.Yes, you do too much damage and the game cannot handle it. So it somehow converts it into negative damage (=healing), at least against some enemies, not all. Probably the same would happen if you get too much strength with the Elvandar Well bug but I did not try it.It is as far as I know in the latest version.

Older versions did not have the Elvandar Well Strength Exploit.By the way you might also mention that you should not store Equipment in bags or dirtholes and so on. The stuff just vanishes after a while. Chests are safe and probably abandoned houses. Assessment is not the most useful of skills, but I can mention Mitchell.

The whole 'where should and shouldn't you go if you explore places you don't have a reason to be', might be its own section.I guess I might do a short bit on 'which spells are best', (particularly SotD's ability to cross traps) but I think just experimenting is best. I will note the usefullness of Invitation and sticking next to casters to neutralize them.I thought the Guarda Revanche quest had to do with doing TOO MUCH damage, which was the same reason you shouldn't get too much strentgh with the well in Elvendar. Haven't encountered either bug myself - possibly unique to old versions?I'm already suggesting you wait until chapter 3 to go exploring, but I might make note of the spyglass.

You can use the guild war in Romney to make infinite money. Just buy stuff in other towns(Weapons, Armor and Gems), go back to Romney and sell it for more. Just don't finish the sidequest before you have enough;-)When playing it casually, I would go east until Trolls get in the way. They are pretty tough in the first chapter.

Dimwood also is not really worth it. Doing all sidequests in the western area and then go to Krondor is quite enough.Chapter 2 is in my opinion not worth doing anything besides doing the main quest and going to Romney.All sidequests beside one carry over to Chapter 3. In Chapter 3 you get the Spyglass which helps a lot for exploring(much more convenient than the Eyes of Ishap Spell) so I would then walk around everywhere I can and do all sidequests. You also get much more money thanks to Romney, so you can equip better.The only sidequest that is gone after Chapter 2 is Lord Lyton's Quests bringing him Armor and that quest is more of a timewaste than useful.

Visit our sponsors! (or )Forgotten Gems: Roxoring Betrayal at KrondorCodex Review - posted byon Mon 11 August 2008, 06:20:24Tags:;;Written by Darth RoxorOVERVIEWBetrayal at Krondor is a vintage RPG developed by Dynamix, and published by Sierra Entertainment in 1993. Taking aside its rather old age and horribly outdated graphics it's still regarded as one of the best the genre has to offer by those who played it. The game is mostly centered around exploration, combat, the plot, and the absolutely fantastic writing, at which many nowadays RPG developers should look, and at least try to implement something similarly great into their games.So let us begin, shall we?THE WORLDBetrayal at Krondor is set in the world of Midkemia, based on the ' Riftwar' series by Raymond Feist.

It features a large variety of cultures and races. Humans are divided into Keshians, Quegians, Tsurani, and the Kingdom folk. Among the many branches of the elven race, the only featured ones are the Eledhel (the elves of light living in the forest nation of Elvandar in the west), Moredhel (dark elves living in the frozen Northlands, but they aren't of dark skin, Moredhel are just Eledhel who turned away from the path of light). Rarely, a dwarf can also be found in a tavern or in a mine. The game will take the player through dense forests, various villages and cities, mines, sewers, secret underground passages, a wasteland, the snowy Northlands, and of course, regular roads of the Kingdom of the Isles.

Road / northlands​The Kingdom, in which the game takes place, is fresh from a war with the great Moredhel warlord Murmandamus, yet a new sinister plot is about to be uncovered, and again, it seems the danger comes from the Moredhel. Starting with a simple mission to escort an informant, then trying to figure out a criminal case, next an all out war, and in the end, something even more nefarious is uncovered to be at work.THE GAMEPLAYAs I said before, the game is mostly based around exploration. The world really is huge, and the goodies hidden throughout the map are worth the effort.

By venturing too far from the road, you might find chests with basic supplies like food rations, torches, whetstones or herbal packs that speed up the healing rate while resting, or maybe powerful potions that drastically boost your statistics, or simply a new sword or a set of armour if you are not satisfied with your current one. Normal chests can be either harmless, or locked, or trapped, or both. Many traps are lethal, and they can be 'sensed' only through a spell, so if you stumble upon one but are not quite confident about your lockpicking skill, it's just better to let it be. Apart from these 'normal' chests, there are also Moredhel chests which have a wordlock upon them.

Play soccer and basketball, go through sea cliffs or climb a tree. Download duddu mod apk. Pump your cool car and get ready for a trip to the mountains. Take a walk to the sea and go fishing or diving. You can go to the city or even fly into space on a rocket to protect your planet from the invasion of aliens.

When trying to open such a chest, you are presented with a riddle, and a few blocks with letters. To open the chest, you must arrange the blocks so that they show the password (some of the riddles are really hard, believe meApart from chests, alternative routes may also yield side quests, hidden caches with supplies, dungeons, graveyards, villages or just a way to get around a fight you can't win. Watch out though, the Kingdom is a dangerous region, and often you will find yourself ambushed or walk straight into a trap, both on regular roads and while exploring!When not in combat, you see the world from the first person perspective, you can walk, rest or cast spells (some of them also depend on where or when you are - 'Candle glow' gives light, but only underground, while 'Stardusk' gives light but only at night).

The camera shifts to a different view after combat is initiated, when you enter large cities and buildings such as shops and taverns (however, the people of the Kingdom have 'day cycles' and these buildings will be open only after noon, because between dawn and noon, peasants need to stay in the fields, and your favourite tavern might just be locked) there's an artwork representing the inside of the building or the overview of the city, and you can choose where to go or whom to talk to by clicking on the place/person. When visiting someone's house, you will get a text describing how your party enters the house, what happens inside etc. In taverns, you can get a room and rest (resting in taverns is more effective than in the wilderness), buy rations or just talk to the patrons. In shops you can buy/sell various things depending on what the shop is selling (these are jewelers, general stores, armorers, magical supplies etc) or repair your gear if it's an armorer's shop.The storyline is linear, there are no choices for you to make, but the game offers a very neatly made illusion of freedom, mainly thanks to the free-roaming and exploration – the goal is always the same, but often there are various paths to it. The plot is also a giantpolitical intrigue, with many twists that make it particularly enjoyable. Side quests will often give you a better insight on what is going on in the world, and it's amazing how almost everything is connected to the main plot in some way.

It's also a good idea to get a pencil and a sheet of paper while playing, and note everything you find, because there is no journal, and sometimes you might have a lot of things to do and just forget what had to be done somewhere.Unfortunately though, some chapters are very low on side quests, however I think it's done on purpose to simulate that 'you have a lot of very important things to do and time is running out, no time for pointless running around, lad'. Moredhel chest / ambushed!graveyard / The city of Krondorworld map​THE CHARACTERS AND INVENTORYIn Betrayal at Krondor, you don't create your own party, all characters are forced upon you. During the game, you will control either two or three party members, depending on the chapter, each of them with different personalities. There is a total of six characters available throughout the game, three fighters and three spellcasters. Fans of Feist's novels will probably recognize such characters as Locklear or Jimmy the Hand.The character sheet is a portrait of the character, his condition, statistics and a list of how proficient he is in various skills.

By clicking on the knob of the sword next to a skill you can make the character focus on this particular skill, and make it advance faster than the others. Statistics are: Health (when this drops to 0, your character is near-death), Stamina (this goes down before health when you are hurt or cast spells), Strength (determines how much damage your character does in combat) and Speed (how many tiles your character can cross during combat). Some skills are really unique, like barding and assessment – barding determines how good your character is with a lute and how much gold you will get when attempting to 'bard' in taverns, while assessment determines how much information a character will get by studying his enemy in combat. There are also skills such as defence, accuracy for melee, crossbow and casting, haggling, stealth which can help you get past combat undetected or issue surprise attacks, scouting which will warn you that there may be an ambush somewhere nearby, lockpicking which shows how good the character is with opening locks and disarming traps, and weapon/armorcraft, which increases the quality of repairs you can perform on your weapons and armor. Skills are raised by using them or finding people willing to train you.

By clicking with the RMB on the character's portrait, you will be presented with his biography. The 'condition' status shows under what effects the character currently is, such as poison, near-death status, sickness, plague or healing. To get rid of negative effects, you either need to rest long enough for them to wear off (which can be really long with such effects as near-death, though Healing powder speeds up the healing rate a lot), drink enough restoratives, use an anti-venom in case of poisoning or visit a temple and pay a large sum of gold to get rid of the effects instantly.

Take care though, resting while poisoned or plagued is certain death.The inventory is limited by slots, for a total of 20 per character. Weapons (except staves) take two slots, armour takes four slots, staves take four slots, everything else takes one, and most of the regular items can be stacked (rations, potions, ropes, etc). Rations are needed all the time to keep your party from starving. Some items have utility uses, such as the rope, which is needed to get through pits in dungeons, shovels to dig up graves, which sometimes hold items (or wraiths), whetstones, bowstrings, armorer's hammers to repair weapons, crossbows, armour. Some items can only be used during combat - those are mainly magic artifacts which can support your party or deal damage to the enemy. Other items such as various potions, oils that give additional temporary properties to armour/weapons can be used both during and before combat.

It's also worth mentioning, that whatever you do, you don't just get a simple 'unable to do this' or 'you've successfully done that' message, everything is followed by a long text describing what your character is doing. For example, when you try to do something totally nonsensical, a text is presented to you, how your character thinks he needs to focus on the task at hand or he'll be dipping his sword in jam and putting poison in his sandwiches next time.

Character sheet / inventoryA part of Locklear's biography / using a clerical oilcloth​THE COMBATCombat in Betrayal at Krondor is turn-based, with a semi-isometric view of the battlefield. Your party starts in the lowest part of the screen, the enemy party in the highest.

During your turn, you can move, access the inventory and use all the items you want, unless they take a whole turn to use (mainly magic artifacts), attempt to run away, assess the enemy to find out his stats, rest one turn and regenerate a slight amount of health/stamina, cast a spell, attack in melee, attack with the crossbow, boost your defence ability with the 'defend' function or click the 'auto-combat' function and let the computer fight. Characters can't use ranged weapons and cast spells if there is an enemy right next to them.

Betrayal At Krondor Map

When attacking in melee, you can either thrust or swing – thrust is more accurate but does less damage, while swing does more damage, but is less accurate and takes stamina to use. Spellcasting draws power directly from your caster's health and stamina, there's no mana, so one has to be careful not to accidentally kill your mage by performing a powerful spell. When characters cast spells/take damage their stamina lowers first, and after it reaches 0, the next spells cast or wounds received will decrease health – while the less health your character has, the bigger penalties he receives to his skillsCharacters who have lower than 40 health actually start to get useless in combat, unless they heal themselves.You can influence the battle a lot before the actual combat even starts. When in the 'world view' you see a group of foes somewhere on the road, you can click on one of them and the party will agree to issue a surprise attack. If your stealth is high enough, and the surprise succeeds you will get the upper hand at the start, and your characters will get to act before the enemy, which means a lot if the enemy has spellcasters.The only problem I have with the combat is that some spells are ridiculously overpowered.

For example, skin of the dragon makes your character absolutely invincible for a variable period of time, spells such as grief of a 1000 nights or fetters of rime will freeze an opponent for a variable period of time, and rarely do you see enemies that are immune to the effect of these spells (those are mainly undead such as shades or rusalki). However, that works both ways – fortunately no enemy group has skin of the dragon, but they often carry the freezing spells, and the mechanic is such, that if all your characters are frozen – you lose instantly.Apart from combat encounters, you will also come across various traps.

These are comprised of 4 elements: 'skull traps', 'cannons', solid pylons and hollow pylons. Skull traps are two vertical poles with skulls on top – walking between the two poles will activate the trap and do massive damage to the character. They can be disabled either by a spell called 'black nimbus' or by making the cannon shoot one of the poles. The cannons are activated if anything comes into their line of sight, after that they shoot a fireball that deals lots of damage.

Solid pylons can be used to effectively shutdown cannons by putting them directly in front of said cannon. Hollow pylons are used as 'bait' for the cannons to shoot the skull traps, you have to put the pylon in front of the cannon, and it will shoot through it. Assessment / magic menucombat / trap​THE WRITING AND DIALOGUEEven though the writing in the game wasn't done by Raymond Feist, the game actually feels like a book, and it's been designed to look like one too.

All messages are on a background that looks like a piece of paper, chapter endings and beginnings are numbered as pages and they begin with an artistic first letter.As I mentioned at the beginning, the writing is simply excellent – there is almost an absolute lack of one-line texts, everything to read is long, and written in a very good language with lively descriptions, interesting conversations etc.During conversations, you are presented with a few simple queries to choose from, and the character will 'do the rest'. It's important to pay attention to all the dialogues, since the NPCs will often give you tips, side-quests and important information, and sometimes you might just accidentally overlook it, and that's a very bad thing to do, given the lack of a journal to remember and note things for you. Chapter beginning / dialogue 1dialogue 2 / dialogue 3​THE SOUNDS AND GRAPHICSThere's not much to talk about concerning the sounds, there aren't even too many of them. Out of combat, the only sounds you will hear are some birds singing, simple 'gulps' when using potions, 'bangs' when repairing armor, 'swishes' when repairing swords or using healing herbs. In combat there's a 'bang' sound when things get hit and a bit wider array of sounds for various spells, but still nothing too impressive.However, what there is definitely much to talk about, is the music. From ominous in some dungeons, to epic during combat and pleasant during 'barding'. I find the theme track in the main menu simply astonishing, and when I was playing it recently, for the first time in a very long time, a tear appeared in my eye, when I heard the MIDI beauty, so long forgotten from the time of my youth.As I mentioned previously, 'outdoor' graphics are rather outdated, but given the fact that the game is also really old, and that its main factors of greatness lie elsewhere it's possible to just entirely ignore the visuals.

However, there is a lot of artwork to be found in various towns, shops, taverns and other specific locations, and these are done very well. Yes, this is actually a shop / the town of LaMutshop interior / tavern interiortemple interior​THE CONCLUSIONDespite its old age, and the fact that it was actually criminally overlooked, most of the people who played Krondor still find it to be a really great addition to any RPG fan's collection, and I consider myself to be one of these people. If you didn't play this game, you are missing out on a very pleasant experience, and it's not even a problem to get it, since it's been given Abandonware status by Sierra.