5.0 MISCELLANEOUS TIDBITS
5.1 Miscellaneous Items
Grappling Hook, Rope
Alexander
von Lünen: A rope is of use for leaving a
town by the city wall, entering a cave on top of a
mountain, getting yourself out of the pit in the
mines and dragging a companion out of the quicksand
when travelling through a bog. I believe a grappling
hook supports most of these purposes as well.
However, all occasions for using a rope include
different options which will serve the special
purpose more accurately. Leaving the pit with the
help of a Stone-Tar potion is guaranteed success
better than anything else, leaving the town by a
sewer rather than climbing up the wall using a rope,
and getting your comrade out of the mud is properly
done with a Transformation potion.
Harp, Flute
C. Michel
Boucher: To be used in combination with prayers
to St.Cecilia, Patron Saint of music, who, among
other thing "enhances local reputation greatly if the
person has a musical instrument".
Superb Horse, Fast Horse, Average Horse, Pack Horse,
Mule
Dennis Ahr: Superb
horses increase the travel speed of the party. The
best indicator for this is the night/day icon in the
upper right corner of the display: it really slows
down when the group has superb horses. It will speed
up again in mountainous and forested areas or
anywhere the going gets tough. I have never found
whether the party needs only one superb horse or
whether everyone needs one -- anyone know? I am not
sure, but I think that the best places to seek out
superb horses are in villages (that's where I usually
find them) or monasteries.
Alexander
von Lünen: With horses, you have the option
to make an attempt to outrun boars, wolves and the
Wild Hunt. Yet, I haven't figured out (or just can't
remember) if this works if only one of your party
members owns a horse. Nor did I find out if a fast or
a superb horse increases your chance of success
proportionally. But I guess your riding skill will
affect this as well. Also, when meeting pilgrims,
sick people or displaced villagers, you can offer
your mules to them for easing their travellings,
which increases your virtue. What I can say, is that
horses and so on are significant only if your purse
grows too heavy }-) I haven't noticed a better
traveling speed or anything like that.
C. Michel
Boucher: Furthermore, horses appear in towns.
They don't seem to affect the price of your lodgings,
but they are mentioned if you go to the port at
night, as part of an attempt to escape from a city.
Tusk of a boar
Dennis Ahr: I
remember it being for good luck and only the leader
needed it (one only). My recollection is that it was
of only minor importance, but I can't recall what
parameter you would check to see its effects. I
surely don't remember any of the effects mentioned in
the first email on this.
DA's son Carey found another use for tusks which I
had also noted when I was playing the game: Well, the
only thing I remember the boar's tusk being useful
for is using it as a "buffer" to protect your useful
items when you're selling loot. Since stores won't
buy a boar's tusk, the inventory menu will stop
scrolling when it gets to the tusk, and any items
above it in the menu won't be sold accidentally.
Another good thing to use is clothing if your party
is young and hasn't encountered boars.
Clock - ???
Gold Cup - ???
Wolfskin - ???
5.2 Holy Relics
C. Michel
Boucher: 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 Relics
|
Unusable Relics (99q)
|
Arnulf's Greatsword (55q)
Olaf's Battleaxe (55q)
George Greatsword (60q)
Dunstan Hammer (65q)
Spar [Club] of Erasmus (50q)
Spear of Longinus (65q)
Staff of S.Patrick (60q)
Hubert's Bow (55q)
|
Thorn of the Crown
Mary's Tears
Catherine's Pain
Edward's Ring
Emydius' Finger
Gabriel's Horn
Ita's Needle
Kessog's Medallion
Odo's Testament
Odilia's Oil
Raphael's Water
Swithbert's Foot
Willehad's Shoe
Thealeaus' Spoon
|
5.3 Unique Locales
C. Michel
Boucher: The Devil's Bridge can be found before
entering the village of South Nurn. 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.
5.4 Cities of the Empire
Currently being reworked. Coming soon.
5.5 Cathedrals and Universities
C. Michel
Boucher: 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.
Towns with Cathedrals
|
Towns with Universities
|
Aachen
Augsburg
Bamberg
Basel
Brandenburg
Braunschweig
Breslau
Bremen
Brunn
Danzig
Erfurt
Flensburg
Frankfurt O
Freiberg
Freiburg B
Goslar
Hamburg
Köln
Konstanz
|
Leipzig
Lübeck
Luxemburg
Magdeburg
Mainz
Munster
Osnabrück
Paderborn
Prag
Schleswig
Soest
Speyer
Strassburg
Stuttgart
Thorn
Trier
Worms
Würzburg
Xanten
Zurich
|
Erfurt
Heidelberg
Köln
Leipzig
Nürnberg
Prag
Rostock
Würzburg
|
5.6 Random Tips
As was pointed out by Chris
Meadows, clothiers will never sell you anything
during the day, but if you go back at night...
Dennis Ahr tossed
some random goodness our way:
-
The person using a rope to climb up something
should remove all armor and weapons before
climbing.
-
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.
-
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.
-
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.
C. Michel
Boucher: The saint even changes within a single
game, once you have defeated the hunt with one
saint. The hunt will continue to attack you, and
the Holzfrau will tell you the name of another
saint. I presume it is the name of a saint you do
not know at the time.
Myles Martinez:
Actually, it IS possible to already have knowledge
of the proper saint to dispel the Hunt on its first
attack.
-
Sometimes I think I am repeating myself. Has anyone
mentioned that when a character retires, he or she
takes 1/5 of the group's wealth?
-
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.
The following is quoted from the v483.07 README.TXT:
CHARACTERS LEAVING BATTLE by STAIRS or LADDERS
If 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 AND 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.
Michael
Nemeth 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 thisis 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.
After some research, Michael added:
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.)
5.7 Stupid Things About Darklands
C. Michel
Boucher has noted some things that sequel makers
should remedy in future incarnations:
-
Characters have no real limit on how much they can
carry, even though weight for each object is given.
-
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.
-
There is no difference in size for various
characters (Gretch can wear Gunther's armour and
vice versa, an unlikely occurence in real life).
-
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.
-
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.
-
Germans are extremely honest people; nothing you
carry with you is ever stolen without your
knowledge, or being able to fight to keep it.
-
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.
-
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.
-
A player character who has not been attacked will
not involve itself in the defense of others, but a
non-player character will.
-
Characters on the point of death can still strike
with full force.
-
Armour and weapons never degrade as a result of
regular combat. Only alchemical attacks cause
armour to degrade.
-
Characters can pass things to one another, even
though they're rooms apart.
-
The Archbishop of Trier has two capitals, Trier and
Koblenz.
5.8 Sample Adventure
C. Michel
Boucher: This is the list of the first 40 jobs of
a sample game. This is NOT intended to suggest that
the events will or should take this specific course.
This only serves 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
|
|