Legends of Valour

31.12.1992
The city of Mittledorf is in chaos - an evil cousin of the King is oppressing the people. Your cousin Sven is not evil though, so when he disappears, you head to Mitteldorf to try to track him down. Legends of Valour is a role-playing game using a similar movement system to Ultima Underworld. You walk through the world in real time, passing texture-mapped buildings. The complex gameworld is over a mile squared and includes 40 miles of underground tunnels, as well a thousands of characters getting on with their daily business. When designing your character, you can customise his or her looks, and this affects your likelihood of being befriended or fought. To make any inroads into finding Sven, you will need to join professional Guilds and complete quests. You have spells available to you, but will need to acquire more as the game progresses.

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31.12.1991

The frigid valleys of the Dragonspire Mountains echo with the desperate plea of terrified miners: "Heroes of the Forgotten Realms, save us from evil!" Unwittingly digging in unhallowed ground, they have disturbed an ancient vault and released its terrible content. Scores of horrific creatures now infest the mine shaft - and threaten to escape into the world above! You and your heroes must find the way to contain this scourge. All hope depends upon your ability to unravel the age-old mysteries surrounding this evil infestation. Secret of the Silver Blades improves on the award-winning game system used in Pool of Radiance and Curse of the Azure Bonds. Continue your exciting saga in the FORGOTTEN REALMS’ game world - transfer your characters from Curse of the Azure Bonds. Or create all-new characters. Either way, explore the largest 3-D adventuring expanse ever in an AD&D computer game. Battle monsters you've never before encountered. Use higher character levels, and invoke new, wondrous spells. All this plus spectacular graphics add up to unequalled excitement in AD&D computer fantasy role-playing!

31.12.1991

As the story opens, you and your companions are celebrating in triumph. The caravan you've been guarding has just completed its dangerous passage to the trading town of Yartar. But the realms are full of danger and there is tension in the air. Great armies are on the move, and the relative peace of recent times will soon be shattered. Your party becomes a problem to the evil forces whose plans lie behind the current troubles. Only by the swiftness of your sword--on land and water--will you live to save the region from certain destruction.

31.12.1989

Welcome to the official Advanced Dungeons & Dragons computer product, Curse of the Azure Bonds, A Forgotten Realms fantasy role-playing epic. This adventure game is based on the rules and background created by TSR, Inc. and a storyline created especially for this game. THE CURSE OF THE AZURE BONDS adventure begins in the frontier city of Tilverton on the border between the great kingdom of Cormyr and the scattered settlements of the Dalelands. The characters begin as experienced adventurers who have been ambushed, captured, and cursed with five magical bonds. Each bond is an azure-blue symbol imprinted just under the skin of each character's swordarm. These bonds have dangerous magical powers that can take control of the characters' actions. The characters' quest in Curse of the Azure Bonds is to search the Realms for the source of the bonds and rid themselves of the bonds' terrible curse.

01.11.1992

As the game starts, your party of adventurers has just won a great victory over evil Zhentarium forces at the ancient city of Ascore. But there is still trouble in the land. Far to the southeast, the dwarfs of Llorkh are fighting for their lives as they launched a rebellion against their Zhentarim masters. The black-cloaked forces of evil are counterattacking fiercely as they strive to hold the last Zhentarim base in the Savage Frontier.

31.12.1991

For ten years your glorious band has fought Evil wherever it has threatened the Realms. Lord Bane has suffered many defeats at your hands and new peace washes over the land. Now your path comes full circle - back to the thriving city of Phlan. As your ship arrives, you see the towers of Phlan, where before only ruins stood. The slums and decay have given way to new growth. Boats bob in the harbor under the watchful protection of Sokal Keep. In large measure this prosperity and success was born of your defeat of Tyranthraxus so many years ago. As the sail is furled, and the crew prepares to dock, you wonder "Where could adventure be found among such peace ...

01.09.2004

Dofus is a tactical turn-oriented massively multiplayer online role-playing game (MMORPG) developed and published by Ankama Games. It is primarily a pay-to-play game, though it still offers a limited amount of free content.

28.04.2025

Welcome to medieval high-freedom sandbox adventure CRPG!You'll be a reforger in freelands chosen by the Goddess to embark on medieval adventure tour at your own pace, gathering teammates, seeking survival, and craft your unique legend!

01.07.2005

Perfect World is a 3D MMORPG rooted in traditional Chinese culture and mythology. Set in the mythical realm of Pangu, it offers players an immersive adventure experience.

01.02.2003

Konung 2 is a sequel to Konung: The Legend of North. According to the storyline Good and Evil traded places. The main hero that won a victory over the forces of Evil in the first part of the game has got under the influence of a very powerful magic artifact -- Sovereign bracelet. The hero became the dark Master, the biggest threat for his land. His mind is completely controlled by the bracelet and he is trying to subdue all other magic artefacts. Only six heroes, descendants of the Titans, can stop him. They must be fearless and very cautious. Their enemies are not only bloodthirsty monsters but Master's warriors as well. Their task is hard but it's the only way to save their land. The world of Konung is a unique and spacious fantasy land, that combines parts of known history with classical myths and the legends of the Chronicles, including immortal heroes, magical artefacts and ancient sorcery. The whole world is shaped by three cultures on the verge of the second millennium: tribes of wild Slavic hunters, noble traders of the still-powerful Byzantine Empire, and fearless Viking warriors.

16.04.1992

It has been two centuries since the Avatar last appeared in our good kingdom. Some have written that at last it is possible to interpret the tales of the Avatar as they should be, with the proper historical perspective. Some argue that as time moves on, the truth of what actually occurred will fade even further away and that we have a responsibility to preserve the legends as we now know them. However, most agree when it comes to a number of basic theories. While there are those who maintain that the stories of the Avatar are only myths, practically all credible scholars say that at least some elements of the Avatar’s tales are historical fact. In reality, one need look no further than the Isle of the Avatar to see very persuasive evidence that the Avatar did indeed exist - at least as a person if not as a spiritual being! It is most likely that there has been more than one Avatar. All of the writings insist that the Avatar who negotiated the peace between Britannia and the gargoyles is the one and same person who first appeared to vanquish the sorcerer Mondain those many years ago. While saying it is most unlikely, historians do not firmly deny the possibility of there having been only on Avatar. After all, our good sovereign monarch, wise Lord British, has himself displayed an amazing longevity! Whatever interpretation of history proves to be most accurate, it seems undeniable that the Avatar will not return to our fair kingdom. By all indications the age of magic is coming to an end. With the decline on reliability of mages, and with the kingdom turning away from the magical arts, it is doubtful that extreme danger - that which would require an Avatar’s aid to defeat it - will ever return to Britannia. And thankfully so. Upon us is the age of The Fellowship, in which one does not simply wait in anticipation for a heroic savior when a crisis occurs. In this less spectacular but more practical day, we are left to solve our problems with our own minds and our own will.