Posted December 02, 2015
This strategy guide is aimed at the unknown user, and therefore will cover several levels of understanding. Below is a layout of tested strategies that will be updated over time.
DO NOT post any spoilers in this thread!
We want new players reading this and the discussion below it, so anyone who spoils the game by posting step-by-step instructions or a powerful item location will be forced marched into the desert to their death. Think before you post.
As with my challenges thread, I welcome all community input. With help this can hopefully become the best strategy guide on the 'net for anyone still playing these fine works of art.
This guide does assume the reader has a basic understanding of character races, classes, combat, spells, any other standard AD&D mechanics, and computers. It also assumes the reader has the powers of Google and their GOG account to reference the core game and P&P rulebooks for details. (The manual and cluebook (with spoilers!) are also in the game install directory.)
Basic (What's a Dark Sun?)
SAVE OFTEN: use multiple save slots.
Any good strategy begins from the ground up, so party creation comes first:
Choose a variety of classes and races - Typically, 1 each of warrior, priest, rogue, and wizard. More optimal configurations can come later.
Roll and adjust stats to match the prime ability for a class - You can max out every ability score if you want, just make sure each class has high ability scores in its prime requisites. Heroes have great abilities.
Max out hit points - On character creation, it's perfectly justifiable to have maximum HP. In fact it is in the current core P&P rules.
Choose an alignment - This actually doesn't matter.
Name your character - The party leader's name gets used in dialogue for those of you who do dirty naming for laughs. Shame on you.
Then we come to basic combat techniques:
Warriors in front of spellcasters - Don't let your artillery get wrecked!
Enemy spellcasters die first - Opposite of the above. At least make sure to hit them to disrupt their spells.
Survival of the fittest means death of the weakest - Kill the weakest enemies first, unless a specific danger is imminent. Like a spellcaster.
Use spells and psionic powers - Spells and powers have a huge impact on the game. Read and use them, even if only to experiment.
Intermediate (Water, please... water)
How to deal with:
BFM's - Big Fantastic Monsters
1. Stun or charm
2. Summon a monster in front
3. Wolf pack -- your warriors take turns absorbing hits and retreating
Guards! Guards! More guards!
1. Charm a guard in the front or near the middle
2. Entangle, Web, Grease, etc.
3. Summon an elemental -- they're immune to arrows!
Advanced (Let the games begin!)
Character Design
It's back to the drawing board! Haven't you beaten Hideous difficulty yet?
A good party member will either specialize in something VERY important or possess a broad range of options. Therefore:
1. Warriors and Preservers will often be single-classed
Each of these classes wants to be ahead of the curve the whole game. Warriors have large hit dice, giving them a bank of health to work with early on. Wizards have enormously powerful effects the higher the spell level they can cast.
2. Priests and Psionicists will often be multi-classed
Druids are an exception, but in general these classes work better with another class to supplement. Rather than have a healer who can't fight, have a healer who can fight. And psionics will either provide more options to a spellcaster, or power enhancements to a warrior.
If the two above rules appear to conflict, look at the character in terms of their role in the party. A warrior/psionicist should not be your frontline fighter because the psionicist part dilutes his hit points. He would take a support role of using his powers to stun then stepping in to hack where needed.
3. Don't use thieves
They're flat out not that useful in this game.
4. Dual-classing is a powerful option
Often overlooked, a human is allowed to switch classes during the course of the game. This can make your spellcaster beefy or give your fighter a few magic tricks in the bag without hurting their advancement speed. Since the earlier levels require a lot less experience, advancing to about 5th level then switching is usually optimal.
Remember that 9th level is the cap in Shattered Lands, so if you wait until then to dual you will not be able to use your previous class abilities nor dual into yet another class until Wake of the Ravager.
Expert (Where's the dragonking?)
(TODO)
DO NOT post any spoilers in this thread!
We want new players reading this and the discussion below it, so anyone who spoils the game by posting step-by-step instructions or a powerful item location will be forced marched into the desert to their death. Think before you post.
As with my challenges thread, I welcome all community input. With help this can hopefully become the best strategy guide on the 'net for anyone still playing these fine works of art.
This guide does assume the reader has a basic understanding of character races, classes, combat, spells, any other standard AD&D mechanics, and computers. It also assumes the reader has the powers of Google and their GOG account to reference the core game and P&P rulebooks for details. (The manual and cluebook (with spoilers!) are also in the game install directory.)
Basic (What's a Dark Sun?)
SAVE OFTEN: use multiple save slots.
Any good strategy begins from the ground up, so party creation comes first:
Choose a variety of classes and races - Typically, 1 each of warrior, priest, rogue, and wizard. More optimal configurations can come later.
Roll and adjust stats to match the prime ability for a class - You can max out every ability score if you want, just make sure each class has high ability scores in its prime requisites. Heroes have great abilities.
Max out hit points - On character creation, it's perfectly justifiable to have maximum HP. In fact it is in the current core P&P rules.
Choose an alignment - This actually doesn't matter.
Name your character - The party leader's name gets used in dialogue for those of you who do dirty naming for laughs. Shame on you.
Then we come to basic combat techniques:
Warriors in front of spellcasters - Don't let your artillery get wrecked!
Enemy spellcasters die first - Opposite of the above. At least make sure to hit them to disrupt their spells.
Survival of the fittest means death of the weakest - Kill the weakest enemies first, unless a specific danger is imminent. Like a spellcaster.
Use spells and psionic powers - Spells and powers have a huge impact on the game. Read and use them, even if only to experiment.
Intermediate (Water, please... water)
How to deal with:
BFM's - Big Fantastic Monsters
1. Stun or charm
2. Summon a monster in front
3. Wolf pack -- your warriors take turns absorbing hits and retreating
Guards! Guards! More guards!
1. Charm a guard in the front or near the middle
2. Entangle, Web, Grease, etc.
3. Summon an elemental -- they're immune to arrows!
Advanced (Let the games begin!)
Character Design
It's back to the drawing board! Haven't you beaten Hideous difficulty yet?
A good party member will either specialize in something VERY important or possess a broad range of options. Therefore:
1. Warriors and Preservers will often be single-classed
Each of these classes wants to be ahead of the curve the whole game. Warriors have large hit dice, giving them a bank of health to work with early on. Wizards have enormously powerful effects the higher the spell level they can cast.
2. Priests and Psionicists will often be multi-classed
Druids are an exception, but in general these classes work better with another class to supplement. Rather than have a healer who can't fight, have a healer who can fight. And psionics will either provide more options to a spellcaster, or power enhancements to a warrior.
If the two above rules appear to conflict, look at the character in terms of their role in the party. A warrior/psionicist should not be your frontline fighter because the psionicist part dilutes his hit points. He would take a support role of using his powers to stun then stepping in to hack where needed.
3. Don't use thieves
They're flat out not that useful in this game.
4. Dual-classing is a powerful option
Often overlooked, a human is allowed to switch classes during the course of the game. This can make your spellcaster beefy or give your fighter a few magic tricks in the bag without hurting their advancement speed. Since the earlier levels require a lot less experience, advancing to about 5th level then switching is usually optimal.
Remember that 9th level is the cap in Shattered Lands, so if you wait until then to dual you will not be able to use your previous class abilities nor dual into yet another class until Wake of the Ravager.
Expert (Where's the dragonking?)
(TODO)
Post edited September 17, 2017 by bismuthdrummer