ArcaniA: Fall of Setarrif

“A short expansion whose generous loot and imported-save continuity cannot offset a recycled final boss and a steep asking price.”

ArcaniA: Fall of Setarrif is an expansion set after the base game, in which the hero travels to Setarrif after a volcanic eruption and finds the city overrun by possessed citizens and demons. The plot gathers four keystones to open a burial temple and confronts the arch demon behind the eruption.

Imported saves carry continuity forward, keeping mana values and access to all of the endgame gear, and the early loot is generous with very high-tier equipment. Experience gain is generous as well, letting the imported build max out its melee power.

The expansion is remarkably short, finishing in under three hours against the four to eight advertised. At fifteen dollars the price is hard to justify, and the content feels as though it should have been included with the base game.

The final boss is a near-identical reskin of the base game’s closing fight, with nothing meaningfully different about it. The encounter is tedious, because the demon repeatedly retreats to cover and summons waves instead of engaging.

The story is thin even by the base game’s standards, and the ending cutscene attempts to tie off a larger peace between factions. Small bugs surface throughout, from health bars that fail to render unless locked on.

Combat audio and footsteps go oddly quiet partway through with no explanation, and the early-game camera misbehaves. The small touches, such as enemy factions fighting one another and the red save-orb replacing the base game’s blue, offer modest compensation.

Overall, pacing and the recycled final boss make ArcaniA: Fall of Setarrif an expansion that fails to justify its asking price. The generous loot and imported continuity keep it playable, but only a bargain-bundle purchase makes it worthwhile.