Introduction – Dungeons & Dragons: Dragonshard

Here you’ll find some strategy tips and basic info about our Dungeons & Dragons: Dragonshard walkthrough.

We wrote this walkthrough using the 1.1.4 patch. This version is shown as “1.01.0004” on the main menu page of the game.

We wrote this walkthrough using the “normal” difficulty setting. The other difficulty settings don’t seem to change the power of enemies (or if they do, it’s very subtle). Instead, the difficulty settings only seem to affect things like how many allies you’ll receive and how many enemies you’ll have to face.

Strategy Tips

Your Units

Juggernauts and champions do not count towards your population limit.

If rogue units (including rogue champions) are cloaked, then they won’t attack unless explicitly told to. That is, if you tell them to attack-move, they’ll only move.

Since the population limit is so small, you should concentrate on making what few units you can train as powerful as possible. That is, pick 3-4 units that work well together, and only upgrade those units.

Your Nexus

Vitality monuments add 80 hit points, power monuments add 10 damage, and clarity monuments add 65 energy.

You’re not allowed to place a monument on a building pad unless there’s a training building adjacent to it.

Training buildings add 1 to your population limit (up to a maximum of 20). Monuments don’t increase your population limit.

Each nexus starts with four 2×2 blocks of building pads. The more training buildings of the same type that you put into the same 2×2 block of building pads, the higher you’ll be able to level the unit that the training buildings produce. For example, if you place three taverns in one block of 2×2 building pads, then you’ll be able to upgrade your rogues to level 4. If you add a fourth tavern, then you’ll be able to upgrade your rogues to level 5. Level 5 is the highest level your units can reach in the game.

You can combine the benefits of training buildings and monuments. If you really want your clerics to be powerful, for example, you might place four loreholds in one 2×2 block of building pads, and place one lorehold and three monuments in another 2×2 block of building pads. Then you’ll be able to advance your clerics to level 5, and they’ll also receive the benefits of the monuments.

The Campaign

The Order of the Flame campaign is easier than the Lizardfolk campaign, so that’s the one you should play first.

There is no Umbragen campaign.

You can play missions multiple times, but you’ll only earn reward points for bonuses that you missed in previous attempts. So if you skip a sub-quest while playing a mission, you can play the mission again to try and get the reward points for that sub-quest. You can also play missions multiple times to pick up more equipment — which you can then sell for extra reward points, if you want — including champion artifacts.

The medal you receive at the end of a mission is meaningless. Only the reward points you receive have any value.

Miscellaneous

Enemies tend to be brain-dead in the game. They’ll attack their target until the target dies or until it moves out of range. So you can let one unit absorb a lot of damage, then move it away from the enemy so that the enemy picks a new target, and then move the damaged unit back into range to attack again. You can also repeatedly attack and retreat, because enemies won’t pursue very far, and their regeneration rate seems to be pretty slow (if they regenerate health at all).

The game has a tendency to crash in the middle of saves (especially quick saves), thus corrupting the saved game file. So make sure you use multiple saved game files.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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