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Betrayal at Krondor

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Betrayal at Krondor
Company typeVideo game
IndustryVideo games
FoundedJune 1993; 33 years ago (1993-06)
FounderDynamix
SuccessorReturn to Krondor
Area served
Worldwide
ProductsBetrayal at Krondor
OwnerSierra On-Line (publisher)

Betrayal at Krondor is a role-playing video game designed for MS-DOS, created by Dynamix and published by Sierra On-Line during the summer of 1993. The game unfolds within Midkemia, the fantasy realm crafted by Raymond E. Feist in his Riftwar series, and features a narrative style resembling a novel, divided into chapters and presented from a third-person perspective, with a quick-save system functioning as bookmarks.

Although Feist was not responsible for writing the game's dialogue or storyline, the title is recognized as part of the official canon and was later adapted into the novel Krondor: The Betrayal five years after its release. The events depicted in the game were integrated into the broader Riftwar saga.

A sequel titled Return to Krondor was developed by PyroTechnix and launched by Sierra in 1998. Its extended development cycle caused delays, and it did not receive as positive critical reception as its predecessor.

In 2010, GOG.com made available an emulated version compatible with Microsoft Windows.

Gameplay

Exploration segments primarily utilize a first-person viewpoint when navigating the overworld, dungeons, and caves, while combat sequences switch to a third-person perspective. The interface is predominantly mouse-driven but also supports keyboard shortcuts for various commands.

Players alternate between a three-dimensional first-person perspective and a two-dimensional overhead map that marks their current location with a triangular icon. The overworld map is fully visible from the start; however, other zones become visible only upon exploration. Additionally, there is a comprehensive map of Midkemia displaying the player’s position.

Each chapter concentrates on one or two geographic regions but grants significant freedom to explore within those limits. Players may undertake optional side quests, improve their characters’ abilities, gather currency, and enhance gear. Camping outdoors enables restoration of health and stamina provided no enemies are nearby.

Moredhel wordlock chests

A distinctive element of the gameplay involves Moredhel wordlock chests scattered across the landscape. These containers feature letter-based combination locks that players open by deciphering riddles inscribed on them. Inside are valuable loot, equipment upgrades, and key quest items. When no party member understands Moredhel language, inscriptions remain untranslated but chests can still be forced open through brute strength. The Moredhel script functions as a substitution cipher for letters A-Z. Gorath, who is Moredhel himself, can interpret these writings directly, and Patrus gains temporary reading ability through the Union spell. Quest-related wordlock chests tend to be located near roads or hinted at by NPCs, while bonus chests are hidden in remote areas rewarding thorough explorers.

Plot and dialogue

The narrative advances mainly via literary-style cutscenes that appear at each chapter’s start and conclusion, blending text, spoken lines, and animations. Players interact with numerous NPCs through text-based conversations; some dialogues include character portraits. Dialogue trees allow players to choose responses that provide information, training opportunities, or items—sometimes requiring payment.

RPG system and player character development

The adventuring group consists of two or three members at any given time. Although non-human characters such as dwarves, elves, goblins, and dragons appear throughout the story, five out of six playable characters are human; Gorath is a dark elf. Characters fall into two categories: fighters (Locklear, James, Gorath) who specialize in swords and crossbows, and magicians (Pug, Owyn, Patrus) who rely on staffs and magic spells for ranged attacks.

Character progression revolves around four core attributes: health, stamina, speed, and strength. Speed dictates movement range on the tactical combat grid; strength determines melee damage output. Performing actions like casting spells or attacking consumes stamina first; after stamina is exhausted, health points are depleted instead. Reduced health negatively impacts abilities including weapon accuracy and movement speed.

Skills are represented as percentage values that improve through repeated use rather than traditional leveling systems. Skills that receive focus develop more rapidly; those neglected progress more slowly. Skill categories encompass defense, crossbow proficiency, melee weapon accuracy, spellcasting precision, enemy evaluation, weapon and armor maintenance, barding (musical performance), haggling skills, lockpicking abilities, ambush detection through scouting, and stealth tactics. NPC trainers offer skill enhancements; various items may grant temporary or permanent skill boosts.

Characters may experience status effects influencing their health or capabilities. When health reaches zero, characters become unconscious and enter a "near death" state characterized by limited recovery potential and diminished combat effectiveness. If all party members fall unconscious simultaneously, it results in game over. Other status effects include accelerated healing rates, poisoning conditions, intoxication from alcohol consumption, illness caused by spoiled food rations, and plague—a severe ailment that incapacitates the entire party.

Magic

Spells are categorized into six distinct groups based on their magical symbols, comprising four offensive and two supportive types. When casting spells, the caster’s stamina is depleted first, followed by health if stamina runs out. Certain spells allow adjustable power levels, enabling players to control the amount of energy expended. Some offensive spells require the target to be visible within the caster’s line of sight.

Players acquire spells by discovering scrolls hidden in caches, looted from adversaries, or purchased from various shops and NPCs scattered throughout the game environment.

Items and inventory

A wide variety of items is available, including gear, consumables, valuables, and enchanted relics, each accompanied by comprehensive lore accessible via right-click.

Inventory management permits the transfer of items between party members, with the option to evenly split item stacks. Currency and keys are managed separately from general inventory.

Weapons and armor come with modifiers that influence combat effectiveness, such as accuracy boosts, damage enhancements, blessings, and bonuses linked to character race. Post-battle upkeep is necessary for most equipment using whetstones or armorer’s hammers. Additionally, special items like poisonous silverthorn or incendiary naphtha can be applied to enhance weaponry and armor.

Characters need to consume rations daily to sustain their health; these rations can be purchased in taverns or obtained from defeated enemies and caches. Consuming spoiled or poisoned rations can cause harm, but careful inspection helps mitigate this danger.

Combat

Combat operates on a turn-based tactical grid system. Characters may move and attack within the same turn if they reach an opponent. There are two attack modes: thrust (standard) and swing (deals more damage but is less accurate and consumes health/stamina). Fighters utilize crossbows for ranged attacks; spellcasters can only cast spells when no foes occupy adjacent tiles. Players also have options to rest for health and stamina recovery, defend against melee strikes, or evaluate enemy strengths.

Wounded enemies might flee permanently unless they are killed or prevented from escaping. Fallen foes remain on the battlefield for looting purposes; surplus items can be sold to increase monetary reserves.

The combat interface also manages magical traps featuring hazards like fireball launchers and laser crystals. Players can deactivate these traps using specific items or carefully navigate through them to reach the upper edge of the battle area.

Many commands are accessible through keyboard shortcuts alongside the graphical interface. An undocumented feature or glitch allows combining two actions in one turn—by using both mouse and keyboard—or resting twice by holding down 'R'. AI-controlled opponents occasionally exploit this as well.

Graveyards found throughout the map offer additional interactions: players may read tombstone inscriptions or dig graves using a shovel to uncover items, money, or trigger ghost encounters resolved through regular combat mechanics.

Temples, stores and inns

Temples offer various services including healing, blessings, and a specialized teleportation service that enables travel between previously visited temples at a cost proportional to distance. This teleportation depends on remembering unique wall patterns at each temple, allowing priests to facilitate transportation.

Shops sell a broad range of goods and some provide equipment repair services. Inns and taverns supply food and alcoholic beverages, offer local intelligence, gambling activities, opportunities to interact with NPCs, earn money through lute performances, and provide restful sleep that fully restores health—unlike resting outdoors in the wilderness which only recovers about 80% of health and stamina.

Primary Figures

Seigneur Locklear
Featured in Chapters 1, 5, and 7, he is the youngest son of the Baron of Land's End and an accomplished swordsman recognized for his valor during the Great Uprising (A Darkness at Sethanon). Serving within Yabon’s Kingdom garrison, he investigates moredhel movements and aids Gorath of the Ardanien in escape.
Squire Owyn Beleforte
Present in Chapters 1 through 4, 6, 8, and 9, Owyn is a nineteen-year-old magician and the youngest offspring of the Count of Tiburn. Uninterested in political affairs, he admires magician Pug and clandestinely pursues magical studies funded by his father’s wealth. His father endures this conduct hoping to secure a politically advantageous marriage. Owyn joins forces with Locklear and Gorath after encountering them while traveling from Yabon.
Gorath of the Ardanien
Appearing in Chapters 1 to 4, 6, 8, and 9, Gorath is a Riftwar hero and exiled clan leader who opposes Delekhan’s invasion strategies. He betrays the moredhel by alerting Prince Arutha to avoid war and refuses the Dark Path to "Return" to the eledhel in Elvandar.
Seigneur James
Seen in Chapters 2, 3, 5, and 7, formerly known as Jimmy the Hand, he was a famed Mocker and son of the Upright Man. After preventing an assassination attempt on Prince Arutha (Silverthorn), he became a squire and subsequently Seigneur at Arutha’s court. Trusted by the Crown, he continues covert operations along the Thieves' Highway on royal errands.
Patrus
Introduced in Chapters 5 and 7, Patrus serves as court magician and adviser to Baron Gabot in Northwarden; he was one of Owyn's initial instructors. Despite his advanced years, Patrus is a skilled magician whose knowledge of Union spells enables temporary comprehension of moredhel language.
Duke Pug conDoin
Featured in Chapters 8 and 9, Pug is an orphaned apprentice from Crydee, trained by Tsurani Great Ones during the Riftwar (Magician: Apprentice). Returning as a master magician wielding Greater Path magic, he played a key role in ending the Riftwar alongside Macros the Black. Adopted into royalty, he established a magical academy at Stardock (Magician: Master). Married to Katala with two children—son William and adopted telepathic daughter Gamina.

Allies

Prince Arutha conDoin
Prince Arutha of Krondor governs the Western Realm as younger brother to King Lyam. He assumed princely duties following the deaths of King Rodric, Prince Erland, and Duke Borric. A proficient battlefield commander credited with defending Crydee during the Riftwar, he is respected yet reluctant in his leadership role.
Cullich
Cullich, Gorath's estranged spouse and a moredhel witch, facilitated his flight from the Northlands. She perceives Gorath’s readiness to forgo clan leadership as weakness but distrusts Delekhan and supports Gorath when circumstances allow.
Baron Gabot
As commander of Northwarden, Baron Gabot oversees a strategic pass between the Kingdom and Northlands. Former Huntmaster of Carse and an old acquaintance of Duke Martin, he appointed Patrus as his magical adviser recognizing the advantage of having a skilled magician on staff.
Liallan
A powerful moredhel clan leader and consort to Delekhan, Liallan backs him yet harbors doubts about his campaign’s success. Aspiring to rule Sar-Sargoth herself, she clandestinely supports Delekhan’s adversaries and orchestrated Gorath’s escape. Should Delekhan and his heir Moraeulf fall during their invasion, she stands poised to assume leadership over the moredhel.
Duke Martin conDoin
Known as Martin Longbow, Duke Martin of Crydee is elder half-brother to King Lyam and Prince Arutha. Illegitimate son of Duke Borric raised among elves in Elvandar, he rose to Huntmaster before becoming Duke. Renowned as one of Midkemia’s finest archers, Martin favors woodland life over courtly responsibilities.
The Oracle of Aal
The final survivor of the ancient Aal race from the Chaos Wars era, this Oracle assisted Pug and Tomas during the Great Rising for salvation. After Sethanon’s battle, Pug embedded it within the dragon Ryath’s body. It now guards the Lifestone and alerts Pug along with a secret garrison near Sethanon if danger arises.
Squire Phillip
Though appearing young, Phillip is actually a 37-year-old captain in the Kingdom Army serving as courier for a secret garrison near Sethanon. He first encountered Owyn at a Yabon social event before their game and reappears throughout Owyn’s journey.
Tomas
Tomas is Prince Consort to Queen Aglaranna and Warleader of Elvandar who grew up alongside Pug in Crydee. During the Riftwar he received ancient armor from the dying dragon Rhuagh that transformed him into a human-Valheru hybrid possessing Ashen-Shugar’s memories and powers. Married to Aglaranna, Tomas defends Elvandar vigilantly and seldom departs except under critical circumstances.

Villains

Delekhan
Delekhan, the chief of the Moredhel Nations in the North and once a field commander under Murmandamus during the Great Rising (A Darkness at Sethanon), is convinced that Prince Arutha has imprisoned Murmandamus at Sethanon. He has allied his people with sorcerers called "the Six" (later identified as Tsurani Great Ones) to launch an invasion of the Kingdom of the Isles, aiming to liberate Murmandamus and complete their former campaign.
Makala
Originating from Tsurani’s homeworld Kelewan, Makala is a Great One magician acting as an envoy for the Emperor of Tsuranuanni at Prince Arutha’s court. Believing Pug concealed a potent weapon against the Tsurani, Makala manipulates Delekhan and the moredhel, exploiting their assault as a distraction to secretly penetrate Sethanon.
Narab and Nago
These magician siblings serve under Delekhan. Nago operates covertly within the Kingdom, managing moredhel espionage near Sarth. Narab, after losing favor, captures Owyn and Gorath in an attempt to regain standing but faces rejection from Delekhan. Subsequently, he defects, facilitating their escape and plotting to lead the moredhel himself.
Navon du Sandau
Actually Neville Corvalis, half-brother to Owyn’s cousin Ugyne, presumed dead following an assassination attempt on his family. Rescued by Nighthawks regrouping in Cavall after Krondor’s defeat, Neville wields a Corvalis heirloom spyglass to claim magical abilities and leads them. Driven by vengeance against Count Corvalis, he sets fire to Cavall Keep for Nighthawk purposes and seeks to win Ugyne’s fortune through courtship.

Midkemia

Cavall Keep
A modest farming settlement in the Kenting Hills governed by Count Geoffrey Corvalis. It was mysteriously destroyed by fire three years prior, which sealed off access to subterranean caverns leading southward toward Cavall Run waterfall.
Elvandar
Situated northwest of Yabon, this forest city is home to the eledhel (light elves), ruled by Queen Aglaranna alongside Prince Consort Tomas. Despite its seclusion, Elvandar endured Tsurani assaults during the Riftwar and continues to face skirmishes with moredhel forces along its northern frontier.
Highcastle
This frontier stronghold guards Cutter's Gap pass between the Kingdom and Northlands. Initially overrun during the Great Rising, it was later fortified by Prince Arutha. Command rests with Baron Baldwin de la Troville and temporarily Baron Kevin of Zun during Baldwin’s absence.
Krondor
Serving as the capital of the Western Realm within the Kingdom of the Isles and traditional residence of the heir apparent, Krondor is ruled by Prince Arutha and Princess Anita. The city’s sewer system, known as Thieves' Highway, falls under control of the Mockers thieves’ guild led by the Upright Man.
LaMut
Located in Yabon duchy near a reopened rift leading to Kelewan, LaMut is governed by Earl Kasumi and hosts a substantial Tsurani population settled after the Riftwar.
Malac's Cross
Positioned on the eastern boundary of the Western Realm, this city contains Abbaye Ishap temple overseen by Abbot Graves. A dragon statue here serves as a conduit to contact the Oracle of Aal.
Northwarden
A mountain fortress commanding one of four key passes between Kingdom and Northlands, under the leadership of Baron Gabot.
Romney
An eastern riverside city on Rom River known as City of Guilds. Although Duke Romney officially rules it, merchant guilds wield significant influence often resulting in internal guild conflicts.
Sarth
This town features an ancient mountaintop fortress transformed into an abbey and library managed by the Order of Ishap. Its vaults contain extensive knowledge maintained by Brother Anthony and Brother Marc. Beneath lies Mac Bourgalan Dok, an abandoned dwarven emerald mine.
Sar-Isbandia (Armengar)
Originally constructed atop naphtha tunnels by glamredhel before their destruction by moredhel, this fortress city was later inhabited by humans from Yabon who renamed it Armengar—longtime foes of moredhel. It was partially evacuated and damaged during the Great Rising to impede Murmandamus’ forces but is now undergoing reconstruction by moredhel settlers.
Sar-Sargoth
Located north of Sar-Isbandia, this twin fortress city was once glamredhel’s capital but now falls under moredhel control. It houses Delekhan’s dungeons beneath its walls while its outskirts display pikes adorned with heads of enemies.
Sethanon
Once a minor barony destroyed during the Great Rising and subsequently abandoned under orders from King Lyam and Prince Arutha after the Battle of Sethanon. It sits atop ancient Valheru ruins that contain a Lifestone guarded by dragon Ryath, whose mind holds the Oracle of Aal.
Silden
An eastern fishing port on Kingdom Sea notorious for criminal activity. Recently, a figure known as The Crawler has emerged here, disrupting operations for both Krondor’s Mockers guild and Romney’s merchant guilds.

Timirianya

(Available in Chapter 8) Timirianya is a barren world devastated by the Valheru and now inhabited by the Panath-Tiandn, serpent-like humanoids akin to Pantathians. During the Chaos Wars, the gods of Timirianya transformed magic into solid manna, leading the Valheru to forsake the planet, mistakenly believing its magical reserves were exhausted. To harness magic here, one must wield a crystal staff infused with raw manna.
The Temple of Karzeen Mauk
Situated in the northern region, this once-grand temple now stands with only nine pillars remaining, serving as a sanctuary for the surviving deities. Dhatsavan, known as the Lord of Gates, retains sufficient power to communicate with those who visit.
The Temple of Dhatsavan (Riftworld Mine)
The underground ruins called the Riftworld Mine function as a temple now occupied by Panath-Tiandn. Gamina is confined within a crystal prison here after being kidnapped by Makala.

Plot

A decade following the events of A Darkness at Sethanon, Seigneur Locklear rescues Gorath of Ardanien from an assassin while stationed at a northern Kingdom outpost. Gorath reveals an impending invasion orchestrated by Delekhan, leader of the moredhel. Locklear consents to escort him to Prince Arutha in Krondor. Wounded from prior attacks, they seek assistance from Owyn Beleforte, a young magician hailing from Tiburn. Their journey begins in a camp located north of LaMut.

Chapter I: Into A Dark Night

While Owyn tends to their injuries, an assassin from the moredhel attacks but is slain by Gorath. After surviving several assassination attempts, they arrive at Krondor. With palace gates sabotaged, Seigneur James aids their entry through the sewers. Upon meeting Prince Arutha, another assassin attempts to kill Gorath but is thwarted by Pug.

Chapter II: Shadow Of The Nighthawks

Gorath informs Arutha about Delekhan’s scheme; however, lacking details on the attack’s location leaves Arutha doubtful. Gorath proposes intercepting Delekhan’s Nighthawk spies stationed in Romney. Arutha sends James to escort Gorath to Romney and readies his forces for the forthcoming assault. James, Owyn, and Gorath secretly depart via sewers heading eastward and discover that all royal soldiers investigating the Nighthawks have been slain.

Chapter III: The Spyglass And The Spider

At the site of the murders, two items remain as clues: an enchanted spyglass and a silver spider emblem. Following these leads north to Cavall Keep, James, Owyn, and Gorath identify Navon du Sandau—the Nighthawks’ leader and merchant—and kill him. They then infiltrate the Nighthawks’ cavern stronghold and learn that Delekhan intends to strike Northwarden. Suspecting enemy infiltration within Northwarden fortress itself, they split up—James proceeds there while Owyn and Gorath attempt to alert Arutha but are captured by Narab, one of Delekhan’s chieftains.

Chapter IV: Marked For Death

Gorath and Owyn are brought to Sar-Sargoth where Narab presents them before Delekhan. Furious that Narab has jeopardized his plans, Delekhan condemns him; however, Narab secretly frees Owyn and Gorath. They escape to Inclindel Gap where they encounter a Kingdom patrol and are escorted back to Arutha’s camp. Upon learning about the assault on Northwarden, Arutha prepares his forces and dispatches Owyn and Gorath to Krondor to enlist Pug’s aid against potential moredhel sorcery.

Chapter V: When Rivers Run Blood

Upon reaching Northwarden, James and Locklear, following Baron Gabot's directives, seek out his magical counselor Patrus. Alongside Duke Martin, they strategize for the impending moredhel assault by contaminating enemy provisions, acquiring battle intelligence, and eliminating six moredhel sorcerers. As the siege commences, the Nighthawks assassinate Baron Gabot, thrusting James into command. The conflict intensifies until Arutha arrives with reinforcements, successfully driving back the moredhel forces.

Chapter VI: Betrayal

In Krondor, Makala informs Pug that the Assembly of Magicians has condemned Gamina as an abomination and detained her pending trial. Outraged by Makala's treachery, Pug leaves behind a cryptic note titled The Book Of Macros before vanishing. Katala uncovers this message and promptly notifies Owyn and Gorath. Guided by research from the Sarth and Abbaye Ishap archives, they journey to Elvandar where Gorath completes his "Returning" ritual and swears loyalty to Queen Aglaranna and Prince Consort Tomas. Tomas explains that the Book of Macros is key to locating Pug. After sustaining injuries in a moredhel encounter, Tomas dispatches Owyn and Gorath on a quest; reading the book transports them into an unknown realm.

Chapter VII: The Long Ride

At Northwarden, a captured moredhel commander divulges a scheme involving a rift device in Dimwood designed to circumvent Arutha’s forces, infiltrate Sethanon, and liberate Murmandamus. Recognizing this as Makala’s diversion tactic, Arutha redirects his army to Sethanon and assigns James, Locklear, and Patrus to destroy the rift apparatus. Employing a Tsurani artifact known as a Waani, they deactivate the machine; however, as the rift collapses, Patrus is drawn inside and presumed lost while three figures emerge amid a burst of purple light.

Chapter VIII: Of Lands Afar

Owyn and Gorath arrive in Timirianya where magic is rendered ineffective—stripping Pug of his abilities. They locate Pug, who deduces that Makala’s abduction of Gamina and manipulation of Delekhan diverted his attention from Midkemia, enabling Makala to infiltrate Sethanon unchallenged in pursuit of the Lifestone. Utilizing the Cup of Rlnn Skrr, Owyn restores Pug’s magical powers. They discover Gamina imprisoned within a crystal cage in the Temple of Dhatsavan ruins; Gorath frees her. Armed with a special pattern stone from Pug, all four return to Midkemia.

Chapter IX: Mad Gods Rage

In a sudden flash of purple light, Pug, Owyn, and Gorath materialize before James and Locklear in Dimwood, instructing them to await Arutha and reassure him that no magical threat exists; Makala will confront Pug at Sethanon. Entering Sethanon’s caverns, Pug, Owyn, and Gorath slay the Tsurani Great Ones ("the Six") guarding the Lifestone Chamber. Gorath remains behind to protect the Oracle of Aal, incapacitated by Makala’s magic, while Pug and Owyn face off against Makala. Suspecting Pug intends to weaponize the Lifestone, Makala demands its destruction; Pug refuses to prevent freeing trapped Valheru souls. After an intense magical duel, Pug and Owyn kill Makala.

Gorath then engages Delekhan within the chamber. As Delekhan reaches for the Lifestone, both begin transforming as Valheru spirits attempt escape. To stop their release, Pug and Owyn unleash a powerful magical blast killing them both. Above ground, Pug conjures illusions of Murmandamus and Delekhan which the Oracle incinerates. Witnessing their leaders’ demise, the moredhel retreat; during this chaos Narab kills Delekhan’s son Moraeulf, positioning himself as their new leader. With Owyn now aware of the Lifestone’s true nature, Pug proposes he become his apprentice at Stardock—an offer Owyn eagerly accepts.

Development

Although the game was officially licensed from Raymond E. Feist, the storyline and script were developed by designers Neal Hallford and John Cutter during the period when Feist was authoring The King's Buccaneer. Feist retained editorial oversight but chose to keep most of the content unchanged.

Technical details

The game operates in 256-color VGA mode at a resolution of 320x200, utilizing a graphics engine that features textured 3D landscapes alongside sprite-based objects. While it does not support true multilayered terrain, hills and mountains function as natural barriers. Primary locations employ picture-driven navigation with interactive hotspots, whereas smaller settlements are represented by 3D structures.

Character illustrations derive from photographic sources, while backgrounds combine photographic captures with hand-crafted artwork. Although characters are animated, their leg movements during walking are static. The game simulates lighting effects, including day/night cycles on the overworld and mandatory light sources in subterranean areas.

It runs in protected mode using Borland C++’s DPMI/RTM DOS extender, maintaining compatibility with Windows 9x systems and functioning smoothly under DOSBox and VDMSound emulators. A Mac OS X version for DOSBox is also available. The xBaK engine recreation allows native gameplay within the X Window System environment using the original game files.

Release history

The commercial releases of the game are as follows:

  • 1993: Initial launch on 3½" floppy disks.
  • 1994: CD-ROM version featuring Red Book CD-audio renditions of the original MIDI soundtrack, a five-minute video interview with Raymond E. Feist, and a Windows-based hint utility.
  • 1996: Reissued CD-ROM under Sierra’s budget series SierraOriginals.
  • 1997: Offered as a free download on Sierra’s website to promote Betrayal in Antara (no longer accessible).
  • 1998: CD-ROM edition packaged with the hardcover edition of Krondor: the Betrayal, including a PDF manual, Feist interview, promotional content, and a trailer for Return to Krondor.
  • 2010: Made available again as a digital download via GOG.com.

Vivendi Universal Games specified that redistribution rights do not extend beyond authorized parties.

Krondor: The Betrayal

Raymond E. Feist wrote Krondor: The Betrayal, a novel adaptation of the game that serves as the initial entry in his Midkemia series The Riftwar Legacy. He acknowledged Hallford and Cutter as co-creators of the original narrative and dedicated the book to them.

Set chronologically between A Darkness at Sethanon and Prince of the Blood, the novel closely mirrors the game's principal storyline with minor alterations. It introduces characters such as Lysle Rigger, Jimmy the Hand’s twin brother, and Kitty Graves—both of whom play important roles in Feist’s later The Serpentwar Saga novels.

Reception

Initial sales for the 3½" floppy disk edition were sluggish, leading Sierra to return the rights for Riftwar to Feist; however, the CD-ROM reissue significantly improved commercial performance.

Jim Trunzo from White Wolf (#38) rated it as "Excellent," commending its user-friendly interface, visuals, audio quality, character depth, and combat animations. Pelit awarded it a 94%, highlighting its innovative gameplay mechanics and immersive ambiance, describing it as a transformative title in turn-based RPGs. Computer Gaming World (October 1993) praised it as "a new high-watermark in RPG design," particularly noting its advanced combat system despite modest graphical fidelity.

Conversely, Sandy Petersen’s review in Dragon (#199) was more critical, assigning two stars out of five due to slow pacing and repetitive management tasks but recognizing its well-crafted graphics and compelling narrative. Quandary gave it a 4.5 out of 5 rating in 1996, applauding its intricate setting and tactical turn-based combat.

The game earned the 1993 best role-playing game and overall "Game of the Year" honors from Computer Games Strategy Plus. In June 1994, it secured Computer Gaming World's Role-Playing Game of the Year award for its inventive approach and non-linear storytelling. It was ranked #43 on their November 1996 list of top 150 games and was inducted into their Hall of Fame in 2001 for pioneering 3D environments and effective use of digitized imagery in RPGs.

In 1994, PC Gamer US placed it at number 31 among the greatest computer games ever made, praising its engaging story and emotional depth. It appeared on their "Best 50 Games of All-Time" list in 1997 and was ranked as the 44th-best computer game ever in 1998, described as "a classic that will endure over time."

See also

External links