1. General Notes
  2. Starting
  3. Fighting
  4. Exploring/Hunting
  5. Jousting

 

1 General Notes

Durlindana is an old school, single player Role Playing Game with a strong tense towards hard core players. In other words, Durlindana is a tough game. It is designed to be this way, but it’s also true that, when entered in the logic of the game, everyone can get the most of it.

 

 

It’s important to know how the game works in its...

Fundamentals:

 

  1. General Notes
  2. Starting
  3. Fighting
  4. Exploring/Hunting
  5. Jousting

 

2 Starting Well

Resting and curing

First of all, you should always keep an eye on your Vigor, your health. When you need to cure, make a stop to the church: they want to be paid but the service is very efficient. And they are open also at night ;)

Energy is a value that goes down extremely fast (remember every actions take Energy), so you’ll often be looking to restore it. You have multiple choices:

  1. Eat in Tavern – very fast, but not so cheap
  2. Rest in tavern – needs a variable 6-10 hours but you can rest free of charge (little effects) or paying a cost for medium or complete restoration
  3. Camp out of city – if you need to recover Energy when you go outside, camping is the solution: the amount of Energy recovered depends on the time you decide to rest, and there is a little chance to do unpleasant encounters… but hey, it’s free!

Many of those options permit to recover a little amount of Vigor, too.

 

First jobs & missions

It’s very important to pay attention to one thing, when choosing a job: the difficulty.

All jobs have a difficulty rate, that goes from zero (no risk) to 3 skulls (very risky). A 0-skulls job will be automatically accomplished, so it is recommended to accept only this kind of employ at the very first steps in the game or when you are low in Vigor. In fact, you could choose also 1-skull jobs and it’s very probable that you will survive, if you will read at least the Fighting paragraph of this guide.

When the hero will reach at least the 10th quest, all the game starts to be a little harder, or actually it only starts to be as challenging as it was intended.

So, when you start adventuring in Durlindana, if for a day there is no job with difficulty 0/1, just rest in the tavern and pass the night or do something else. Don’t risk to loose all your Vigor for a very remunerating 3-skulls job!

Ok, let’s say you have understood this lesson and want only 0/1 risk jobs… but hey, many of them are restricted by Honor requisite!

 

Honor

You will note that many things in this game are accessed by previous control of Honor: you gain titles with Honor, join Jousts, obtain better jobs and, if you are outside city at night and want to enter inside the walls, you will need a certain amount of Honor. When you do an action, you gain or loose Honor, for this reason it’s better to forge a good reputation and maintain it.

When you need to boost Honor rapidly, there is no better place than the church: again, they need to be paid to spread a good or very good word for you, but there is also a chance that a simple, free pray will be noticed by citizens and you get a +1 Honor.

Otherwise, many jobs will give some Honor points, but be aware that there are also bad jobs that decrease your reputation! It’s up to you how to recognize them, so read the job title, if your intent is not to go down in Honor.

Honor can also be slithly raised by completing quests, exploring, searching in City…

Another chance to increase Honor is to… well, win the Joust… yes, not so easy at beginning, but this is matter of another paragraph.

And be aware that playing too much in the tavern could drive down your reputation!

 

Other tips

Train your hero fast as much as you can: raise Strength very soon to get better equipments, and the other skills when they are reduced by the same equipment. Remember that the Arena trainers are unavailable at Joust days.

Buy a better weapon and improve the armors when you have enough money and strength, so open up often the door of the Armory because they only promote 3 pieces of weapons and 3 pieces of armors (one helm, one armor and one shield) every day.

 

  1. General Notes
  2. Starting
  3. Fighting
  4. Exploring/Hunting
  5. Jousting

 

3 Fighting

I hope that everyone can understand the function of the attack time: you have an attack speed, which is function of your Agility; when the bar reaches max, you are ready to attack.

All the strategic aspect of fight attains to the combat modes.

What are combat modes? When you are in a fight (not jousting), you see three wide rectangles on the left side of the screen: these are the combat modes, or the specific attitude you decide to temporary assign to your knight. You can pass from an attitude to another by pressing on it, assuming this rule is respected: the change can occur only when you are not ready, and when a foe is not attacking.

There are three modes, from top to bottom, and two of them give specific bonus/malus to the stats of the hero:

  1. Assault – bonus to attack chances (Dexterity), damage and speed; malus (very hard!) to protection (armors) and dodge (Agility)
  2. Standard – no bonus/malus
  3. Defensive –  great bonus to protection and dodge; malus (great) to attack speed and (slight) to damage and attack chance.

So said, how to use them properly? Well, it should be probably clear enough to all that there is only a…

Tip of all tips: Attack in Assault mode and defend in Defensive mode.

In other words: almost every enemy is slower than the hero, so start the fight assigning immediately the assault mode, trying to make a good damage; then switch rapidly to defensive mode and absorb the hit of your opponent; at this point all the strategy is related to be able to switch from assault to defensive and viceversa. Just note the speed of the opponent’s attacks and act accordingly: you should manage to be in defensive mode only when he attacks and then switch back to assault.

 

  1. General Notes
  2. Starting
  3. Fighting
  4. Exploring/Hunting
  5. Jousting

 

4 Exploring/Hunting

Why should I explore/hunt?

In general, exploring and hunting are good ways to make some money (and experience, too).

The amount of money you can get is function of your Dexterity (for hunting), the predetermined amount of gold of the area (for exploring), the risk of the action and the presence and type of the falcon.

So, for instance, hunting at the first steps of the game, with a low Dexterity and no falcon at your service, and at the base 1-skull risk, will give you a very little amount of money if you succeed. Otherwise, a 3-skulls risky hunting with good dexterity (at least 20) and a level 2 falcon, will make you probably gain a good pack of coins.

Exploring is a bit different: every area outside the city is filled with a predetermined treasure at the start of the game: this means that every time you start a new adventure from the beginning, the system assigns the treasures to the areas randomly, so every area will have a different amount of coins. Every time the hero explores an area and gets some money, this is subtracted from the treasure assigned to that area, until there will be no more money to “farm”. Again, the treasure found in every explore attempt is function of the risk (1-skull will give less than 3-skulls, of course), the Dexterity and the quality of the falcon.

 

Horses and falcons

Falcons are also useful in another way: they help you find enemies when you search in the city or explore in the outside areas, so a good falcon will make you save time and energy, because they give a variable bonus in searching, depending on its quality or level.

Horses can accelerate your trips between the areas, in fact you can notice a drastic reduction of the energy spent on travels when you buy a horse! And don’t forget the bonus they give to the Joust skill, they literally can double your stat! Moreover, at least a basic horse is needed to join the jousts.

 

  1. General Notes
  2. Starting
  3. Fighting
  4. Exploring/Hunting
  5. Jousting

 

5 Jousting

Jousts give you money, experience and honor, so join them as soon as you can. Let’s see how the joust system works.

First of all there are some requirements needed to participate in a joust:

When you have all these, apply to the joust and let the tournament begin! (remember that you can join the joust only at morning)

The Joust screen shows the opponent with his health in the upper side; at the lower side, you see the current and total turns, the current round of the turn, your Vigor and the round target: this last one is to be pressed when you see the white indicator over the green circle at the center. The speed of the indicator is inversely proportional to your Joust skill, so the more the skill, the slower the indicator goes (high skill means you can hit more precisely, right?), while the radius (width) of the green circle is determined by the level of the joust: wide at level 1, narrow and more narrow at levels 2/3.

When you press the target, your knight attempts to hit, but also the opponent has a chance to hit you. If you succeed to hit the opponent (pressing at the right time), the damage is determined by your Strength and Joust skills and by your lance damage and compared to the protection of the opponent. On his side, the opponent’s joust skill is compared to yours and, if he hits you, your protection is subtracted by his level of damage.

Level 1 jousts consist of 3 turns, level 2 of 6 turns and level 3 of 9 turns: at the end of any turn, if alive, you are rewarded with a slight cure to your Vigor, so don’t depress too much if an opponent brings your Vigor down, it’s important to win 

 

Ok, that's all! Good Quest!