Rare items and places in DARKLANDS (Holy relics, Devil's Bridge, etc.)
These are found in evil monasteries, locked in chests. Once in the hands of the group, they are freed and can be returned to a cathedral (not just any church) in a city. The return of these holy relics does not appear to confer any direct benefits on your group in the way of improving individual characteristics, but each donation transfers 30 points or so to improve your local reputation. It would appear that a donation of more than one relic per day does not, however, grant more increases. If a player has more than one relic, he should spread the donations over a few days, or a few cities.
Some holy relics can be used by the group, others cannot. All those with 99q are not useable or saleable, and all weapons (with less than 99q) can be equipped and used as regular weapons. Other than their obvious quality, useable holy relics may or may not have other beneficial properties. Certainly, no items of such quality can be purchased anywhere.
Useable
Unuseable (99q)b. The Devil's Bridge, the Good Witch
The Devil's Bridge can be found before entering the village of South Nurn. 'Nuff said.
The good witch can be found in a tower SW of Magdeburg. She will evaluate
your level of training to determine whether you are capable of taking on
the evil that lurks in the darklands. You can return to this place for
a quick appraisal.
c. Clothing Manufacturers in cities
As was pointed out by Chris Meadows (robotech@eyrie.stanford.edu), clothiers will never sell you anything during the day, but if you go back at night...
List of cities with Cathedrals, Universities
In Universities, you can combine most of the functions of some of the other learning institutions, the Kloster and the Alchemist. The University will allow you to learn about saints or purchase alchemical material (the physician also), and to upgrade your Philosopher's Stone. Furthermore, you can hire the services of a professor to teach the following subjects: Alchemy, Religion, Speak Latin, Read and Write and Healing. The first can also be obtained from an Alchemist, the middle three from a Kloster and the last from a Physician. Note that cities not listed here have neither a Cathedral nor a University.
Strange things in the game
Things with no apparent purpose in the game
If anyone knows of any use for these objects, please contact the authors.
Clock
Gold Cup
Wolfskin
Bits and pieces
The following is quoted from Microprose, README.TXT distributed with patch 483.07
CHARACTERS LEAVING BATTLE by STAIRS or LADDERSIf a character uses a ladder or stairway (a "portal") to change floors, remember that the character is now inaccessible except through the appropriate number key (1 through 5) on the keyboard. Please review pages 35-36 of the manual if you're confused.
Also note that "Multiple Portals" is more flexible than the manual suggests. If all survivors have left the original floor in different directions, the view shifts to the character who departed last. However, we still recommend that you rejoin the party immediately, since various functions (including group mode) may be confused by a party split onto various floors.
UNCERTAIN FATES & PRISONERS
Sometimes a character will suffer an uncertain fate. A series of "?" symbols appear in the blue character box. Such characters may be dead, may be a prisoner in a nearby city, or may have escaped their fate and be waiting for you at some nearby city inn.
To rescue a prisoner, you must get into the dungeons of the city hall. If forced into a fight, you must kill ALL the guards. Accomplishing this will free your compatriot.
1. Do you want to beat that bothersome knight who keeps challenging you to a joust or ride? Pray to Christoph (31) or George (23), defeat the knight, and increase your reputation.
2. The person using a rope to climb up something should remove all armor and weapons before climbing.
3. If the party is fighting just one strong enemy (raubritter, demon, etc.) he will fight with only one of your party. That means the other three may do battle using their berserk mode thus making short work of the enemy.
4. Once the party has some experience and skill, they may gain money at an accelerated pace by scouring the countryside for castles with evil rulers. Using Roch and Reinold or other saintly combinations, the party can discern whether or not the ruler is a good man or an evil man and then sneak into the castle if he is evil. There are usually bountiful goodies inside.
5. A note on the Wild Hunt. I think someone mentioned some specific saints who would stop the Wild Hunt. In my experience, the saint needed to end the hunt is never the same from one game to the next.
7. Here is what I know of the dwarf king mine question that Alex posed. On the second level down there are two ladders downward; one leads to the dwarf's treasure and the other leads to the dwarf himself. Take the treasure level first which consists of a couple more levels down before you reach the treasure. This path leads to the area where the gnomes keep multiplying as fast as you can kill them. The best thing to do is to run from them and escape to the next level down. This takes some dexterity and maneuvering since each member of the party must move as an individual. When you have retrieved the dwarf's treasure, return to the second level down from the surface and take the other ladder down to find the dwarf. The obvious thing to do when you meet him is to trade his treasure for returning the mine to the miners.
Michael Nemeth (v-vsmn@microsoft.com) contacted us with the following information about how to use a "feature" of the game to cheat.
A few months ago, I very accidentally discovered a way to duplicate any item that you have without the use of an outside editor. I'm usually not one to cheat in games at all, but since this is the first "cheat" of this type that I have found on my own, without any help, I can't resist using it every great once a while. You start by going to the Inn in any city. Select "Store an item with the Innkeeper". Put whatever items you want to duplicate in the storage cache. Leave the the cache and then select "Store an item with the Innkeeper" again. Retrieve the items you have in storage, and DO NOT LEAVE the storage cache. Instead, hit ALT-L (for load game). At the Load Game menu, select "Return to Game". You will be returned to your game, but instead of appearing in the Storage Cache, you will notice that you are carrying the items you wanted to duplicate. Select "Store an item with the Innkeeper" once again, and the items will also be in the storage cache, ready to be picked up!! This is a way not only to keep your characters in good equipment, but basically have an unlimited source of cash. If you really want to tear through the game, just make one of each 45 quality potion, and duplicate to your hearts content. This can really be used for hard-core cheating if you're into that, but it can also be a way to give yourself that one extra 45-quality Composite bow that you can't find (or duplicate those holy relics, but I think that is a little sacreligious ;-) ) I don't know whether many people know about this, but I figured I would share it, just in case.
In a later message, Michael adds:
Just to let you know, after a little experimenting, I've found that this duplicating trick only works in version 483.06, but it has worked in every install I've tried. I guess for version 483.07, they found it and fixed it. (In version 7, there is no "Return to Game" option from the Load Game screen.)
Stupid things about DARKLANDS
1. Characters have no real limit on how much they can carry, even though weight for each object is given.
2. There is never a shortage of any particular good for sale. No matter where you go, you can always buy any number of a particular item for sale. Considering that Germany was not yet the rich nation it later became, it seems unlikely there would be an unending number of all items for sale at any given time.
3. There is no difference in size for various characters (Gretch can wear Gunther's armour and vice versa, an unlikely occurence in real life).
4. There is no need to eat or sleep while on the road. Normally, I would say this has been abstracted for the sake of simplicity, but for a game that actually requires you to decide what your characters do every hour of every day, you would think eating and sleeping might be requirements, rather than simply optional. Also, travelling is continuous, with no stops at night, unless you desire to do so. Your characters will cross Germany from end to end without stopping to rest or eat.
5. Travelling further by water does not cost more. Assuming it costs 3 groschen to go from Vordingbord to Naskskov, and it costs 3 groschen to go from Naskskov to Flensburg, it doesn't cost more than one fare to go from Vordingbord to Naskskov and continue on to Flensburg and even further, all the way to Thorn, if the opportunity arises.
6. Germans are extremely honest people; nothing you carry with you is ever stolen without your knowledge, or being able to fight to keep it.
7. You are never caught unaware, with your pants down and your weapons unready, unless the player has chosen to unequip his characters ahead of time.
8. No one ever bolts from combat, everyone fights to the death, unless the player chooses otherwise. Non-player characters die with their boots (or hooves) on.
9. A player character who has not been attacked will not involve itself in the defense of others, but a non-player character will.
10. Characters on the point of death can still strike with full force.
11. Armour and weapons never degrade as a result of regular combat. Only alchemical weapons cause armour to degrade.
12. Characters can pass things to one another, even though they're rooms apart.
13. The Archbishop of Trier has two capitals, Trier and Koblenz.
List of the First 40+ significant jobs and significant events in one game
This is the list of the first 40 jobs of a particular game. This is
not intended to suggest that the events will take this course, but only
as a guide to the types of jobs one can expect. This also does not include
random events, such as wilderness or town encounters. Also, it should be
noted that the game was on the easiest setting but not enhanced by save
editors.
No. | Patron | Task |
1 | Fugger, Frankfurt M | Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M |
2 | Fugger, Frankfurt M | Raubritter Endres Höltzel, NE of Bamberg, E of Frankfurt M |
3 | Medici, Frankfurt M | Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M |
4 | Hansard, Frankfurt M | Medici in Freiberg, letters |
5 | Medici, Frankfurt M | Raubritter Konrad of Thurgau, NE of Köln, NW of Frankfurt M |
6 | Fugger, Frankfurt M | Fugger in Gröningen, letters |
Witches' gathering, S of Goslar, 22SEP | ||
Knockers, Mines near Aachen | ||
7 | Fugger, Dresden | Tarnhelm of Siegfried, SE of Worms |
8 | Hansard, Dresden | Raubritter Ulderich Linck, N of Freiberg, W of Dresden |
9 | Medici, Dresden | Scroll of Walram, N of Fulda |
10 | Medici, Fulda | Raubritter Endres Höltzel, NE of Bamber, SE of Fulda |
11 | Hansard, Leipzig | Medici in Linz, letters |
12 | Hansard, Goslar | Silver mace of Friedrich Barbarossa, Shrine N of Trier |
13 | Fugger, Koblenz | Medici in Burglitz, document |
14 | Medici & Hansard, Kuttenberg | Raubritter Eike of Lenzburg, W of Olmutz, E of Kuttenberg |
15 | Archbishop, Koblenz | Raubritter Konrad of Thurgau, NE of Köln, N of Koblenz |
16 | Fugger, Koblenz | Goods merchant in Gröningen, document |
17 | Alte Herr, Köln | Raubritter Kaspar Linck, NE of Aachen, W of Köln |
18 | Fugger, Köln | Fugger in Freiberg-im-B, document |
19 | Raubritter Diepold of Bar, NW of Xanten, N of Köln | |
20 | Fugger, Köln | Tarnhelm of Siegfried, S of Leipzig |
21 | Fugger, Frankfurt M | noble relic (crown), W of Salzburg |
22 | Merchant, Salzburg | Raubritter Boto of Nunnenbeck, N of Salzburg |
23 | Bishop, Salzburg | Raubritter Leopold Osiander, N of Passau, N of Salzburg |
24 | Fugger and Medici, Augsburg | Raubritter Thom of Thurgau, NW of Ulm, W of Augsburg |
25 | Hansard, Augsburg | Fugger in Leipzig, document |
26 | Medici, Augsburg | Tarnhelm of Siegfried, N of Speyer |
Knockers, Mines near Kuttenberg | ||
27 | Fugger, Heidelberg | Raubritter Raban of Bar, W of Speyer, W of Heidelberg |
Witches' gathering, S of Freiberg B, 22SEP | ||
Discover location of Great Monastery | ||
28 | Hansard, Freiberg B | Raubritter Raban of Bar, W of Speyer, N of Freiberg B |
Witches' gathering, E of Strasburg, 13APR | ||
Witches' gathering, NW of Groningen, 22SEP | ||
29 | Medici, Gröningen | Raubritter Lienhard of Berlichingen, E of Paderborn, SE of Gröningen |
30 | Fugger, Worms | Raubritter Thom of Thurgau, NW of Ulm, SE of Worms |
Invoke St. Crispin to save team from Wild Hunt | ||
Witches' gathering, N of Breslau, 11JUN | ||
Witches' gathering, SW of Teschen, 31OCT | ||
31 | Hansard, Teschen | N of Burglitz, Prayer Book |
32 | Fugger, Teschen | N of Frankfurt O, Crown |
33 | Hansard, Dresden | Raubritter Udalrich Linck, N of Freiberg, W of Dresden |
Knockers, Mines near Speyer | ||
34 | Alte Herren, Hamburg | Raubritter Joachim Hochstetter, NE of Luneberg, E of Hamburg |
35 | Fugger and Medici, Hamburg | Raubritter Lienhard of Berlichingen, E of Paderborn, S of Hamburg |
36 | Teutonic Knights, Marienburg | Raubritter Rupert Schuffelin, W of Danzig, W of Marienburg |
37 | Fugger, Marienburg | Medici in Stettin, document |
38 | Hansard, Marienburg | Medici in Dresden, document |
Witches' gathering, SE of Görlitz, 25MAY | ||
39 | Fugger and Medici, Prenzlau | Raubritter Bernard Waas, NW of Prenzlau |
40 | Hansard in Prenzlau | Fugger in Thorn, document |
Cities of Germany
(modern names, where applicable, given in square brackets, IFC = Imperial Free City)
CITIES OF THE DANUBE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Augsburg | Mod | IFC, Home of Fugger Bank | Frager/Rat of the Reichstadte | Ulm, Regensburg | |
Brunn | Brno | Sm | Obervogt/Margrave of Mähren | Olmutz, Pressburg | |
Graz | Mod | Capital/Duke of Styria | Pressburg | ||
Kufstein | Sm | alpine mines | Obervogt/Duke of Tyrol | Passau, Salzburg | |
Linz | Sm | Richter/Duke of Styria | Passau, Steyr, Wien | ||
Munchen | Munich | Mod | Capital/Duke of Bavaria | Regensburg, Passau | |
Olmutz | Olomoue | Sm | bowyers | Capital/Margrave of Mähren | Brunn, Pressburg |
Passau | Mod | Capital/Prince-Bishop of Passau | Regensburg, Munchen, Salzburg, Linz | ||
Pressburg | Bratislava | Mod | Erbvogt/King of Hungary | Olmutz, Brunn, Wien, Graz | |
Regensburg | Mod | IFC | Schultheiss/Rat of the Reichstadte | Passau, Munchen, Augsburg, Ulm | |
Salzburg | Mod | armourers | Capital/Archbishop of Salzburg | Passau, Kufstein | |
Steyr | Sm | swordsmiths | Landhofmeister/Duke of Styria | Linz, Wien | |
Ulm | Lge | Altere Herren/Rat of the Reichstadte | Regensburg, Augsburg | ||
Wien | Vienna | Mod | Free City | Losunger/Rat of the Reichstadte | Linz, Steyr, Pressburg |
NON-RIVERINE CITIES OF THE UPPER DANUBIAN BASIN
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Teschen | Sm | importer of superlative bows | Capital/Prince of Teschen | n/a |
CITIES OF THE NECKAR
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Heidelberg | Mod | University | Capital/Count Palatine | Worms, Speyer, Stuttgart | |
Rottweil | Sm | Free City | Burgermeister/Rat of the Reichstadte | Stuttgart | |
Stuttgart | Mod | armourers | Capital/Duke of Wurttemberg | Rottweil, Heidelberg |
NON-RIVERINE CITIES OF THE UPPER DANUBE/RHINE AREA
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Freiburg B | Mod | swordsmiths | Capital/Count of Freiburg | n/a | |
Hall | Sm | Free City | Alte Herr/Rat of the Reichstadte | n/a | |
Nördlingen | Mod | IFC, gunsmiths | Schöff/Rat of the Reichstadte | n/a |
CITIES OF THE MAIN
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Bamberg | Mod | Capital/Bishop of Bamberg | Nürnberg, Würzburg | ||
Frankfurt M | Mod | IFC | Schultheiss/Rat of Reichstadte | Würzburg, Mainz | |
Nürnberg | Lge | IFC, finest metalworkers in the Empire | Schultheiss/Rat of Reichstadte | Bamberg | |
Würzburg | Mod | Capital/Prince-Bishop of Würzburg | Bamberg, Frankfurt M |
CITIES OF THE UPPER RHINE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Basel | Mod | Free City | Alte Losunger/Rat of Reichstadte | Strassburg, Zürich, Konstanz | |
Koblenz | Sm | Capital/Archbishop of Trier | Köln, Trier, Mainz | ||
Konstanz | Constance | Sm | IFC | Schultheiss/Rat of Reichstadte | Zürich, Basel |
Mainz | Mod | Capital/Archbishop of Mainz | Koblenz, Frankfurt M, Worms | ||
Speyer | Mod | Independent bishopric | Capital/Bishop of Speyer | Worms, Heidelberg, Strassburg | |
Strassburg | Lge | Ancient Roman City | Erbvogt/Duke of Burgundy | Speyer, Basel | |
Worms | Mod | IFC, fine craftsmen and great churches | Burgermeister/Rat of the Reichstadte | Mainz, Heidelberg, Speyer | |
Zürich | Mod | crossbows and guns | Oberste Hauptmann/Swiss Confederation | Konstanz, Basel |
CITIES OF THE MOSEL
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Nancy | Mod | large armour and gunmaking industries | Landhofmeister/Duke of Burgundy | Trier | |
Trier | Mod | wealthy city | Capital/Archbishop of Trier | Koblenz, Nancy |
CITIES OF THE MIDDLE RHINE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Duisberg | Mod | metalworking centre | Obervogt/Count of Cleve | Wesel, Xanten, Köln | |
Köln | Cologne | Lge | Free City, largest in Empire | Alte Herr/Rat of the Reichstadte | Duisberg, Koblenz |
Wesel | Mod | Landhofmeister/Count of Cleve | Xanten, Duisberg, Paderborn, Nymwegen |
NON-RIVERINE CITIES OF THE MIDDLE RHINE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Aachen | Mod | Free City, craftsmanship | Schöff/Rat of the Reichstadte | n/a | |
Kempen | Sm | Landhofmeister/Archbishop of Köln | n/a | ||
Luxemburg | Luxembourg | Mod | Vogt/Duke of Luxemburg | n/a |
CITIES OF THE LIPPE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Paderborn | Sm | swordsmiths | Capital/Bishop of Paderborn | Wesel |
NON-RIVERINE CITIES OF THE LIPPE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Dortmund | Sm | IFC, gunsmiths | Altere Herren/Rat of the Reichstadte | n/a | |
Soest | Sm | Free City, armourers | Frager/Duke of Westphalia | n/a |
CITIES OF THE LOWER RHINE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Deventer | Sm | clothmaking centre | Erbvogt/Bishop of Utrecht | Zwölle, Nymwegen, Xanten | |
Nymwegen | Nijmegen | Sm | Dutch Free City | Losunger/Duke of Guelders | Deventer, Xanten |
Xanten | Mod | Free City | Alte Losunger/Archbishop of Xanten | Nymwegen, Wesel, Duisberg | |
Zwölle | Sm | Vogt/Bishop of Utrecht | Deventer, Elberg, Leer |
NON-RIVERINE CITIES OF UTRECHT
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Munster | Mod | Capital/Prince-Bishop of Munster | n/a | ||
Osnabrück | Mod | Capital/Bishop of Osnabrück | n/a |
CITIES ALONG THE COAST OF THE NORTH SEA
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Bremen | Mod | swords | Vogt/Archbishop of Bremen | Hannover, Braunschweig, Kassel, Hamburg | |
Elburg | Mod | imports English cloth and bows | Erbvogt/Duke of Guelders | Zwölle | |
Gröningen | Sm | controlled by Dutch nobles | Vogt/King of Danemark | n/a | |
Hamburg | Lge | IFC, English imports | Altere Herren/Rat of the Reichstadte | Lüneberg, Brandenberg, Magdeburg, Bremen | |
Leer | Sm | Free City, missile weapons | Alte Losunger/Rat of the Reichstadte | Bremen, Zwölle |
CITIES OF THE WESER
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Fulda | Sm | strategic city | Capital/Prince-Abbot of Fulda | Kassel | |
Kassel | Mod | Capital/Landgrave of Hesse | Bremen, Fulda |
CITIES OF THE ALLER
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Braunschweig | Brunswick | Mod | Capital/Duke of Brunswick | Bremen, Goslar, Hannover | |
Goslar | Sm | Free City | Altere Herren/Rat of the Reichstadte | Braunschweig | |
Hannover | Mod | Burggraf/Duke of Brunswick | Bremen, Brunswick |
CITIES OF THE ELBE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Berlin | Sm | Burggraf/Margrave of Brandenburg | Fürstenberg, Brandenburg | ||
Brandenburg | Sm | Capital of Prussia | Capital/Margrave of Brandenburg | Berlin, Hamburg, Magdeburg | |
Burglitz | Sm | Burggraf/King of Bohemia | Prag | ||
Dresden | Mod | armourers, gunsmiths and artisans | Capital/Margrave of Meissen | Wittenberg, St.Joachimsthal, Prag, Kuttenberg | |
Freiberg | Mod | silver mines | Vogt/Margrave of Meissen | Magdeburg, Wittenberg | |
Fürstenberg | Sm | Landhofmeister/Margrave of Brandenburg | Berlin | ||
Kuttenberg | Kutna Gora | Sm | great mining centre | Landhofmeister/King of Bohemia | Dresden, Prag |
Leipzig | Mod | Free City | Burgermeister/Margrave of Meissen | Magdeburg, Wittenberg | |
Lüneberg | Mod | Free City | Frager/Rat of the Reichstadte | Hamburg | |
Magdeburg | Mod | Capital/Archbishop of Magdeburg | Hamburg, Leipzig, Wittenberg, Freiberg | ||
Prag | Prague | Mod | Capital/King of Bohemia | Bürglitz, Kuttenberg, St.Joachimsthal, Dresden | |
St. Joachimsthal | Sm | surrounded by mines | Obervogt/King of Bohemia | Dresden, Kuttenberg, Prag | |
Wittenberg | Mod | Capital/Margrave of Meissen | Magdeburg, Leipzig, Freiberg, Dresden |
NON-RIVERINE CITIES OF THE MIDDLE ELBE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Erfurt | Mod | IFC, modest armament and great craftsmen | Schöff/Rat of the Reichstadte | n/a |
CITIES ALONG THE COAST OF THE BALTIC
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Danzig | Gdansk | Lge | Baltic seaport | Richter/Teutonic Knights | Marienburg, Thorn, Stettin |
Flensburg | Sm | many Danish residents | Erbvogt/King of Danemark | Schleswig, Naskskov | |
Lübeck | Lge | IFC, Centre of Hanseatic League | Oberste Hauptmann/Hanseatic League | Wismar, Schleswig | |
Naskskov | Sm | Small Danish trade and fishing port | Burggraf/King of Danemark | Vordingbord, Flensburg | |
Rostock | Mod | Free City, guns | Schöff/Duke of Mecklenburg | Wismar, Stralsund | |
Schleswig | Mod | Capital/Duke of Schleswig | Flensburg, Lübeck | ||
Stettin | Sczcecin | Sm | Burggraf/Duke of Pomerania | Frankfurt O, Posen, Bromberg, Danzig | |
Stralsund | Mod | Free City | Burgermeister/Duke of Pomerania | Stettin, Rostock | |
Vordingbord | Sm | Small Danish trade and fishing port | Obervogt/King of Danemark | Naskskov | |
Wismar | Sm | Capital/Duke of Mecklenburg | Lübeck, Rostock |
CITIES OF THE ODER
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Breslau | Wroclaw | Mod | Great trading city of Silesia | Vogt/Duke of Silesia | Frankfurt O, Posen, Görlitz |
Frankfurt O | Mod | Free City | Frager/Margrave of Brandenburg | Stettin, Görlitz, Posen, Breslau | |
Görlitz | Mod | Capital/Count of Görlitz | Frankfurt O, Breslau |
NON-RIVERINE CITIES OF THE ODER
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Prenzlau | Mod | Richter/Duke of Pomerania | n/a |
CITIES OF THE WARTHE
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Bromberg | Bvdgoszcz | Mod | Burggraf/Teutonic Knights | Stettin, Frankfurt O, Posen | |
Posen | Poznan | Sm | Teutonic-Polish fortress | Erbvogt/Teutonic Knights | Stettin, Frankfurt O |
CITIES OF THE WEICHSEL
Name | Mod name | Size | Noted for | Ruled by/for | Docks lead to |
Marienberg | Malbork | Mod | Fortress capital for the Hochmeister of the Teutonic Order | Capital/Teutonic Knights | Danzig, Thorn |
Thorn | Torun | Mod | Teutonic fortress city | Vogt/Teutonic Knights | Marienburg, Danzig |
Enemies
All these characteristics vary a lot from one group to another, but I'm not sure what effect it actually has on combat.
Rather than show all the possible variations, let's say that humans of all ilk usually wear leather, padded or scale in the 10-15q range and will have weapons ranging from 5q (for city bandits) to under 15q for Sergeants of the guard. Raubritters will have a good weapon (25q) and also good armour (V Plate and L Chain, 20q). Expect to find 25q items in chests in raubritters' towers. Knights Templar appear below.
The values which appear below are not fixed in any given event (except for weapon quality where given). The ones given here are intended as examples, not fixed values.
Rather than show all the possible variations, let's say that human servants of Evil usually wear leather, padded or scale in the 10-15q range and will have weapons ranging from 5q (for villagers) to under 20q for Schulzen and cultists. High witches will have a good weapon (30q) and very good potions, although none are likely to survive the combat.
These have armour and weapons in the 20-25q range. Alchemists are weaker.
Saints
The party needs to have knowledge of certain saints in order to get along comfortably in Medieval Germany. Some saints have very high Virtue requirments and are usually only useful to foil the Wild Hunt. I have compiled a list of saints, which I have found useful and which do not require extreme Virtue (listed in parentheses) to learn.
Name | Virtue | Increase | Condition |
Agnes | 19 | 10-20 | must have woman in group |
Alexis | 28 | 10-20 | |
Cecilia | 41 | 20-60 | person praying must have musical instrument |
Florian | 17 | 15-25 | if city is Austrian |
Odilia | 25 | 15-25 | in Strassburg & Basel |
Various other saints could also be listed, but for their high virtue requirement.
In general, I try to visit the Monks in each town in order to check out
the saints available for study. When the Wild Hunt comes, maybe you will
be lucky and already have the saint you need -- virtue does not matter
in this instance. Also, many saints temporarily increase strength, endurance,
weapons skills, armor value, perception, etc. Reading the saint's "biography"
will advise you of the improvements. There are a couple of saints that
actually are bad influences; Giles of Portugal is one I can think of. He
will permanently decrease strength and endurance.
Summary of Darklands Hint Book
Darklands Clue Book:
I have purchased many hint/clue books over the years for computer games.
I made it a policy to buy books for those games that I enjoyed completing
enough to want to have a hard copy of what completing the game entailed.
The Darklands clue book stands forth as one of the best I have owned. It
covers the details of the game in depth. At 124 soft-bound pages, it encompasses
everything from character generation, to what bonuses every Saint gives,
and to the answers for every riddle. The version I purchased included a
3.5 disk which had the Version 6 Upgrade, a Character Editor, a program
that allowed visualization of all Screen Backgrounds, and a program that
allowed you to play all the Darkland
Tunes. The date of printing is 1992 and the book is textual in nature
with no illustrations.
The layout of the clue book is as follows:
Below is a brief summary of each chapter with relevant examples.
EBHARD'S GUIDE- A few pages of fiction which describes the making of a game party.
CHARACTER CREATION- This chapter is divided into tables which give all
the information about each choice made in character development. I have
copied excerpts from each table type to give you a sense of the information
contained.
Childhoods: | Wealthy Urban | Occupations: | Monk/Nun | |
EPs | 90 | EPs | 23 | |
End | -1 | End | __ | |
Str | __ | Str | __ | |
Agl | __ | Agl | __ | |
Per | +1 | Per | -1 | |
Int | +1 | Int | +1 | |
Chr | __ | Chr | __ |
Attrib | Start | Free | Buy | Total |
wEdg | 4 | 0 | 4 | 4 |
wImp | 3 | 1 | 4 | 5 |
wFll | _ | 2 | 6 | 8 |
wPol | 3 | 0 | 6 | 6 |
wThr | _ | 1 | 4 | 5 |
wBow | _ | 0 | 4 | 4 |
wMsD | 3 | 0 | 4 | 4 |
Alch | 2 | 1 | 4 | 5 |
Relg | 5 | 4 | 5 | 9 |
Virt | 1 | 5 | 5 | 10 |
SpkC | 5 | 1 | 4 | 5 |
SpkL | 1 | 3 | 9 | 12 |
R&W | 5 | 3 | 9 | 12 |
Heal | 1 | 2 | 8 | 10 |
Artf | 1 | 1 | 4 | 5 |
Stlh | 1 | 0 | 2 | 2 |
StrW | 2 | 0 | 0 | 0 |
Ride | 2 | 0 | 1 | 1 |
WdWs | _ | 1 | 4 | 5 |
Special 1 x Saint
So, a Wealthy Urban character would start with Heal=1 and would get Heal +2 free by becoming a Monk with the possibility of buying up to +8 more for a total of +10. Every occupation is covered in the same complete detail.
These tables are followed by a Occupations and Age section. This lists
the bonuses for early ages and penalties for older characters.
Ex: | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 |
Agl | -1(-1) | -2(-3) | -2(-5) | -2(-7) | -3(-10) | -3(-13) | -4(-17) | -4(-21) |
Reaching age 50 would reduce your Agl by 3 and you would have lost 10 total by age 50.
The next section deals with occupation requirements. E.g.:
Therefore, mapping out a strategy for developing a specific occupation is easily accomplished using this information.
The chapter concludes by listing the equipment each profession begins with and a suggestion of important skills.
THE WORLD- This chapter contains an extensive list of the cities in
the game. E.g.:
City | Map | Size | Cath | Univ | BkSm | SdSm | Arm | Bwy | Artf | Clth | Slm | Lhaus |
Danzig | H1 | 7 | Yes | No | No | 26 | 25 | 25 | 25 | 26 | Yes | Yes |
Sizes range from 1-8 and the numbers below the various weapon shops are the quality of wares that they sell. Of note, Clothmakers sell non-metal armor in versions higher than 6 only. Squinting at the map in order to find a city is alleviated by the location numbers. Finding which cities offer those wonderful 40+ weapons and armor is also a breeze.
The Saints offered by each location are randomized at the beginning of each game.
The end of the chapter describes the various locations found with in cities and in the countryside. The descriptions are short and concise.
EQUIPMENT AND COMBAT- Once again, tables are used to cover the specifics
of each weapon and armor. E.g.:
Weapon | Speed | Pen | Dmg | Skill | Str | Wgt | Rarity | Price |
Falchion | 45 | 2 | 10 | 14 | 15-29 | 4 | 4 | 170 |
Where lower # for speed are faster, and str above the range receive bonuses.
Area | Armor | Thickness | Wgt | Rarity | Price |
Vitals | Scale | 3 | 21 | 5 | 900 |
ENEMIES- A very interesting chapter. After all, we all want to know just what is behind all those nasties that have been trashing our party. Replaying the game after buying the manual, though, I did notice that some levels of enemies are not covered. The information is presented entirely as tables, E.g.:
Templar or Preceptor:
Name | Type | End | Str | Agl | Melee | Missile |
Templar | A | 50 | 40 | 50 | 90 | 60 |
B | 38 | 35 | 20 | 70 | 50 | |
C | 35 | 33 | 20 | 50 | 40 |
Name | Type | Weapon | Shield | Vitals | Limbs |
Templar | A | 2H Sword 99q | L 35q | Plate 55q | Plate 55q |
B | 2H Sword 35q | L 30q | Plate 30q | Chain 30q | |
C | 2H Sword 25q | L 25q | Brgdn 25q | Chain 25q |
Templars in Darklands are demon-worshipping monks. Types B and C are formidable warriors, with type B sometimes carrying noxious aroma potions. However, type A is the Preceptor, the Templar overlord and leader. He may have noxious aroma and/or eater water potions. The Preceptor also carries one of the most powerful weapons in the game. Unfortunately, over half of it's quality comes from satanic attributes unavailable to you (if captured it is 45q).
Each enemy has such a table and description. Quite thorough and interesting reading.
ALCHEMY- Have a question about alchemy? Then, this is the chapter for
you! Nothing is left out. There are three parts: alchemical formulas,
probability of success equation and potion effect description. As always,
I provide an example of each below.
Formula | Qual | Value | Potion Value | Compon Magic# | Risk | Ingredients |
iY Hardarmor | 25q | 378 | 264 | 151mn | High | 1 Manganes,
1 Aqua Regia, 2 Nikel, 3 Zinken, 4 Sanguine Base |
BE Hardarmor | 35q | 497 | 249 | 160mn | Mod | 1 Zincblende,
1 Aqua Regia, 3 Nikel, 2 Zinken, 3 Sanguine Base |
LM Hardarmor | 45q | 615 | 225 | 167mn | Mod | 1 Solanaceae,
1 Aqua Regia, 3 Nikel,, 2 Zinken, 1 Sanguine Base |
Probability of Success = k + ps + int + alch + mn, where k is a constant and the max is 99%.
Fleadust: Anyone within the relatively small cloud loses skills based
on the thickness of vitals and limbs armor. Amount varies from 10% lost
(if leather and/or padded) to 50% (if all plate). The exact formula is:
Duration of fleadust effects varies with the potion's quality:
As stated, this is a very complete listing. As in the chapter concerning combat, the specific information about potion lengths of effect, % increases to stats, etc. is not really something that you need to know. However, the fact that the information is there to be referenced is a definitely appreciated.
RELIGION - A brief description of the factors influencing prayer success
and the length of the effects gained through prayer. This is followed by
the complete listing of Saints. E.g.:
So, it is all there. Need to know what a Saint does, calculate how effective you would be at praying to a Saint, or find a Saint that gives the best particular bonus? Then, just look it up.
QUESTS - 20 pages detailing then various quests and objectives of the game. Some minor spoilers are given in these pages. An example would be particular Saints that might aid in a given situation. For greater spoilers, you are referred to a particular number in the answers section of the next chapter. Larger quests (Dragon Dens, for instance) are subdivided (intro, dragon lairs, dragon fighting, dragon causes, rewards). For instance, the Dragon Lairs section tells you that finding dragon lairs is mostly a matter of blind luck.
It also refers you to the answers section of the next chapter where you find:
Dragon lairs may be found in the following areas: (a) south of Bremen and Northeast of Hannover, in the middle of the geest; (b) east-northeast of Köln, in a Sauerland valley almost halfway to the Paderborn-Frankfurt road; (c) southeast of Goslar, deep in the Harz, a tiny bit southeast of the river source in the central part of these mountains; (d) northeast of Frankfurt an der Order and south-southwest of Stettin, in the middle of the great forest on the north side of the Warthe River; (e) north of St. Joachimsthal, at the top of an Erzgebirge peak (the specific mountaintop is just a tiny bit west of a line running directly north of the city); (f) north of Passau and south-southwest of Burglitz, on a mountain peak in Böhmer Wald just south of the source of the west branch of the Moldau River; (g) west-northwest of Freiberg-im-Breisgau and north-northwest of Basel, in the mountains west of the Rhine, on a west-slope hilltop between the two river sources (the rivers run north-northwest toward Nancy); (h) in the Tauren southeast of Steyr, southwest of Wien, and west-northwest of Graz, in the alpine range along the south side of the small river that eventually runs to Steyr and Linz. The specific mountain is near the eastern end of this range.
This information is nicely described and only read it if you choose to go to the next chapter and look it up. I am very fond of the approach that allows you to peruse the general info without major spoilers present. The information that is given is well constructed and thought out.
Actually, I found Dragons in the two games that I completed before buying the book. Kept on refighting them too ;) The book mentions locations (it also mentions the High Sabbat locations, etc.). When replaying the game after buying the book I visited one of the locations and got the "burned out and lifeless area message", but I could not track down the lair in that location. I think you just have to look at each until you find the right one(s) in a given game.
PUZZLES AND ANSWERS - This chapter is structured much like the last. Each puzzle is listed out with a verbal work through. The answers are not given directly, but are referred to in the latter half of the chapter. E.g.:
Puzzle #3: The path is blocked by an iron door. Flanking it are two paintings of grotesque dwarfs. One painting animates and speaks aloud, pointing to the other: 'Brothers and sisters have I none, but that man's father is my father's son. Tell me who that man is, and the door opens.' What is the answer? The wrong conclusion may release a dwarf trap! You consider carefully, then answer... ...himself ...his father ...his son ...his grandson Hint: If I have no siblings, who is 'my father's son'? Answer: See #27"
Look up #27 and you get "#27: 'My father's son' must be me. Thus, the painting is saying '...that man's father is 'me'.' Hence, the other painting is his son."
Wow! Not only the answer, but an explanation to boot. All answers in this section are handled in this manner.
The book concludes with a description of the various versions of the game, minor system tweaking, the use of type mem.log to check the power (1-10) of your party (sixth column) and thanks to those individuals that worked on Darklands without being mentioned in the original manual.
I hope that my examples have given you a feel for why I rate this clue book so highly. It essentially removes all the blindspots from the game and gives you solid information to fill them. The writing is excellent and great effort is given to make all the material easy to interpret and a pleasure to peruse. My only complaint is that it appears as though the authors of the book were never listed and they did such an excellent job. Kudos.