Darklands

Darklands

27 ratings
Darklands Optimal Party
By Stupid Newbie
Searching for value in the character creation process.
   
Award
Favorite
Favorited
Unfavorite
Intro
Darklands contains a conflict of necessities in character creation. There is also a balance to be struck between early game skill needs and later game attribute needs. Starting equipment, formulas, and saints also have great influence on how quickly a party is able to mature. This guide details an attempt to extract the most out of the character creation system.

The party defined here is very well suited for completing the story quest. To that end it is very effective at fighting, making money, and talking through encounters. These strengths also make side quests easy where stealth is not a requirement.

Attribute points are written shorthand in the following notation: End/Str/Agl/Per/Int/Chr. Attribute goals are where a character should end up when built. Starting attributes are where points get placed during childhood. Key skill targets are defined but additional EP placement is variable.
1st: Charismatic Alchemist
Attribute goal: 32/30/13/17/37/35
15 WEdg and 29 Alch with 3 formulas
SpkC, SpkL, R&W come out mid 20's to low 30's depending on preference
Build path is Rural Commoner -> Student -> Alchemist -> Master Alchemist
Starting attributes: 33/32/13/14/33/35
I make this character female as this is the only character in the party stacking charisma. It may come in handy with certain saints.

There are two reasons to combine an alchemist with the party face. First, both of those character types benifet from high charisma. Charisma is a waste of strength in a game that requires extensive fighting. It is efficient to have only one party member diverting points. Second, this puts a stop to having to change party leader in order to divert traded formulas to the correct person.

This character has two shortcomings. First, it is a weak character who requires brutish support in combat. At best she will wear chainmail. Second, her perception is low. Low perception will cause issues when dealing with universities and may occasionally cause formula trades to fail. There is also the substantial hazard of her walking in to traps. Fortunately perception may be artifically inflated during critical moments via saints or Truesight.

Intellect is only 37 but that will not inhibit production of potions consumed in substantial quantities. The only real shortcoming is a danger in producing 45q Arabian Fire. However, 45q Eaterwater is still an effective profit center.
2nd: Terminator
Attribute goal: 43/43/13/33/10/11
25 WEdg and starts with cuirbouilli vitals/leather limbs
25 WdWs, 25 Stlh, 21 StrW, 15 Artf. Virt and Relg in the teens.
Occupation path is Rural Commoner -> Laborer -> Laborer -> Recruit
Starting attributes: 40/40/13/33/12/11

This character is reasonably tough right from the start and gets tougher as the game progresses. High perception is essential to detect traps in dungeons, spot ambushes in the wild, and pick locks. Keep him near your alchemist and things tend to go smooth.

This character is more customizable than the others in that a few occupation paths work well. Triple Laborer is viable for additional attributes and Veteran also works to secure better starting armor. I find this path to provide just enough armor to smooth out the early grind.
3rd: Saint/Support
Target attributes: 42/42/26/15/13/10
20 WEdg, 30 Relg, 45 Virt. Starts with 2 saints.
Occupation path: Nobility -> Novice Monk -> Hermit -> Hermit
Starting attributes: 40/40/26/13/12/12

Teach this character the more expensive saints. High virtue means they will require less divine favor to use. High religion allows for faster recovery of divine favor. Add some armor and he is very handy in a fight.

This is one of the rare occasions where it is efficient to select Nobility over Rural Commoners. Nobility gets quite a few less attribute points which tends to stunt performance later in the game. However, there is no other way to drive Virtue up quickly enough to become a Hermit so soon.
4th: Healer/Support
Attribute goal: 40/40/26/16/17/15
16 WEdg and 30 Heal
34 Virt and 26 Relg. Starts with 2 saints.
Occupation path: Rural Commoner -> Novice Monk -> Monk -> Monk
Starting attributes: 40/40/26/18/14/15

30 healing is the threshold for healing 2 points of strength per day. Hitting this mark halves the time you will spend camping. This character is primarily targeted at healing but will also handle saints nicely and is very durable in combat.

Attributes are scattered among perception, intelligence, and charisma due to the requirements of the Monk occupation. The occupation path here might be the only way to obtain 30 healing without suffering age penalties.
Early Game Tips
Life and limb are valuable. Less damage taken means less time spent healing. This equates to less time and money lost to the inn and less time spent camping vulnerable in the woods.

Don't worry about upgrading your weapons. Armor upgrades are much more effective. Find a better quality sword after your armor is good.

Get Small Shields as early as possible. Even a 10q shield will reduce the chance to be hit by 5% and they only weigh 3 lbs.

Get Studded Leather early on if possible. It cuts falchion damage to 1/3. Falchions are what make fighting bandits difficult. They put out substantially more damage than clubs.

Get Javelins early on. Everyone should learn to throw. Alchemy is not required to throw potions.

Once weapon skill is 40 or so you should be safe to camp outside town. Start making potions.

There is little or no relation between the price of a philosophers stone and its quality. Sometimes you get a 20+ stone for less than a florin.

Look for Alch formulas with low magic numbers and high profit numbers. Leveling Alch should generate a profit. Essence of Grace and Sunburst are excellent choices around or below 100.

Find a saint that increase Charisma. There are about 34 of them. Pray to increase charisma when you are going to sell a lot of items. Prices, both buying and selling, are directly affected by the charisma of your party leader.

It is tactically better to be ambushed by bandits than any other circumstance. The bandits will surround your party in two separate groups. Charge the closer group immediately and fight with a numbers advantage.

Raubritters are fair game around 60 weapon skill. Make sure to visit all the towns in the vicinity as you can get multiple quests to kill the same guy. Javelins are incredibly helpful during the seige as well.
1 Comments
Shloompy Grampy 27 May, 2019 @ 1:02pm 
Going to give this advice a go, thank you for the post.