This unofficial guide to the Early Access version of the game Darkest Dungeon is perfect for those who are willing to discover the deepest secrets of the gloomy dungeons which spread under the ancient and hostile mansion. This mansion used to belong to a family of a name which is so sinister and primeval that it had been forgotten by the time and consumed by the evil forces. The first chapters of this guide are covering the basics of the mechanics which rule the world of the DD. From them you will be able to obtain the basic knowledge which will help you to survive in this hostile world. You will know how to keep your heroes alive (heroes' health bar), you will see how fragile their minds are (stress mechanics) and you will be able to understand special effects that will influence your heroes sooner or later (status effects). The second chapter of the guide focuses on the heroes' classes. There, you will find the descriptions of all the classes in the DD, along with their special abilities, flaws and merits. Additionally there are some special tips which will help you to prolong the lives of the heroes. The next chapter, which is also a bit shorter, depicts all the in-game beasts, rogues, demons, spawns and every other creature which can be encountered by your heroes. There are also detailed tips and tactics concerning the fighting with the elite bosses which command these deadly hordes.
Last two chapters are focusing on the crucial locations; The Town and the Dungeons. The Town's description focuses on its hot spots and their enhancements. The latter chapter is a bit longer. It consists of every piece of information that a hero needs to have at least the smallest chance to survive and to go back to the Town in one piece. This data is e.g. the description of the in-game missions, the dungeon exploration process, the fighting and the healing system. The Darkest Dungeon is a debut of the Red Hook Studios. It tells the story of a mansion which was once conquered by the primeval and evil forces. As the last living member of the family, which still bears the law for the ruins, you will have to discover the secret, hidden in the dungeons, thus releasing the mansion from the fiendish spells. The gameplay is based on the management of the daredevils who consider themselves brave enough to enter this forgotten land. You will have to send them on the missions where they will be fighting for treasures. They will be also trying to keep their minds sane. The retrieved gold you will have to spend on the expansion of your Town, which will unravel another sets of missions and enemies.
The Guide for the Darkest Dungeon consist of:
Patryk "Irtan" Grochala ()
1. Your heroes will die, you will have to deal with it. Some of them may survive dozens of missions, others will perish on the first mission that may appear to be a walk in the park. Most of them will die sooner or later; take care of your best warriors, and for the risky missions use the maddest and weakest.
2. The very first building you should focus on should be the Stage Coach. It keeps the flow of the heroes, and you will need at least four of them to start the mission.
3. Except for the start, do not recruit all of the available heroes. Check which heroes' classes do you need in the first place, and then look at their merits and quirks. You do not want to end up with a warrior who has a quirk which decreases health by 20%.
4. Most of the classes are designed for the specific roles. These roles are: tank, damage dealer, healer and support. The tank protects the team and takes the biggest damage on himself. Damage Dealer focuses on... well, dealing the damage and killing the enemies as fast as it is possible. The Healer keeps the party alive and takes of the debuffs through his skills. Support is the only one who is less specific as he generally supports the team through his buffs, changing the hostile party's order and so on. Of course it is possible to play in a different set-up, but this one would be the most efficient and recommendable. Especially in the first missions.
5. Take care of the party's stress level. If the stress level will reach its maximum (100/100), thus, the heroes will get mad, send them to the Abbey or the Tavern for the treatment. They will be unavailable for the next mission, but it is a far better solution than letting them go on a quest whilst insane.
6. The amount of money is limited, spend it wisely. Do not level up all of the heroes and try to pick only a couple of them for each role. The same rules apply for the Sanitarium treatment. Send there only the best of your members which are the least prone to dying in the next mission. As for the quest supplies; always buy at least 12 Provisions and minimum of 8 Torches. Other things are situational and they are not always worth of spending the precious gold on them.
7. First, you should level up the Stage Coach, in order to have the space for about 13-16 heroes. It is the best to focus the Tavern and Abbey, to enhance the stress descent, Sanitarium for having more place for the operations and then the Guild and Blacksmith, where your heroes will reach the second and the third level. Other things may be expanded in whatever manner you choose, depending also on the amount of the materials you have got.
Max Crusader's Health.
Heroes' Health Bar indicates the boundaries between the full health and death. Each class has its own base HP, which increases after reaching higher levels and better equipment. The health of the heroes may be decreased through many different factors e.g. the negative status effects, traps or simply through the damage dealt by the enemy.
The only real difference between the heroes' HP is the one between 1 and 0. When the hero has at least 1 HP, his condition remains untouched. However, when he will reach the 0, he will be marked with the Death's Door State. This mode will decrease the hero's statistics, he will be dealing much less damage and every other damage dealt to him, may kill him forever. Along with that, the first DDS will result with a huge stress injection. In order to get rid of this status, the hero has to be healed (at least 1 HP). This will move the hero back to normal.
Stress may be contagious.
Stress is one of the crucial mechanics in the game. The whole title is based around this concept. Oppositely from the HP, the base stress is fixed on the 0 and it grows through time. When it reaches the 100, the hero may be given one of the quirks. They are usually negative and they influence the whole party with even more stress points. Seldom, these affliction may be positive, they are called the Heroic Bonuses. They work in the similar way to the usual afflictions, but they come with a bunch of profits which may decrease the party's stress level.
The party's stress level may be slightly lowered down through the various actions in the dungeons, or it can be lowered down to zero by sending the heroes to the Tavern or the Abbey.
Examples of the actions which increase the stress level:
Examples of the actions which decrease the stress level:
Each hero has his/her afflictions
Life of the treasure hunters is not by any means easy and it is full of stress, threats and disappointments. When a hero reaches his stress limit, he gets the Affliction. The negative afflictions usually influence not only its bearer, but also other companions. Most of the effects appear during the fight, but some of them may appear also along with the exploration by increasing the stress level of other heroes, losing the treasures or activating the traps.
Oppositely to the Quirks, the Afflictions are not permanent and they usually disappear when the stress reaches the lowest rate. The 0 level of stress may be regained by using the Tavern or Abbey.
Here is the list of the negative afflictions:
Heroics bonuses' effects are not permanent
Heroic bonuses are also considered to count as the afflictions, but instead of harming their bearers, they are giving them profits. They can be healed in the way you would heal a negative affliction, but they disappear after using the camping or after leaving the dungeons. Additionally, these bonuses decrease the overall level of stress in your party in the moment when one of its members is rewarded with it.
Here is the list of the positive afflictions:
Some Effects may decrease the hero's stats
The Dungeons are dangerous and filthy. Heroes exploring them may catch some afflictions or diseases which will give them some negative effects of which some are permanent. All of this effects (some of them may be positive) are called the status effects. These can be; bleedings, blithes, diseases, afflictions, or the heroic bonuses. Some of them will disappear with time, and some will require sending the hero to the special facilities in town.
Here is the list of the status effects:
The heroes are the main element in the game. Each hired hero is permanently assigned to one of the classes, which will define his role in the party. Some of the classes will do better in the front of the team while others will fit perfectly in the back. The front should be taken by the stronger fighters where they will be able to protect the, usually weaker, half in the back. The latter may not deal a hefty amount of damage but their healing abilities or buffs will definitely be of a great help to the whole team. Nevertheless, most of the classes are not strictly limited and they can be adjusted to fit to most of the positions. This can be done by shuffling their skills in a way so that they will be the best in comparison to the rest of the team. Through this way, a melee dagger based rogue can be transformed into a ranged pistol shooter.
As for today, there are 10 classes available, but there will be more in the future.
Bounty Hunter is the best when it comes to controlling the positions in the battlefield. He is the best to be positioned on the front, the second from the right from where he can use almost all of his skills. This class focuses on the damage dealing and causing the negative effects to appear within the enemies' lines. Because of that it does not make him the best tank, although he can be placed in this role when he is armed with the right skills and equipment.
Basic stats
Resistances
Max HP
25
Stun
40%
Dodge
5
Blight
30%
Protection
0%
Disease
20%
Speed
4
Deathblow
67%
Accuracy
+0
Move
40%
Critical Hit
5%
Bleed
30%
Damage
5-10
Debuff
20%
Trap
30%
Tips:
Merits
Flaws
+ Very good control of the battlefield
+ Good damage and decent vitality
+ Powerful combinations of the enemies' negative status effects
- Not as durable as other melee classes.
- No AoE skills
- Requires a good formation juggling.
Name
Icon
Type
Position
Targets
Effects
Collect Bounty
Melee
ACC base: 80
CRIT mod: 5%
Self: (Monster Tagged+) +100%
Mark for Death
Ranged
ACC base: 100
DMG mod: -100%
Target: Mark Target
Come Hither
Ranged
ACC base: 90
DMG mod: -67%
Target: PULL 2
Uppercut
Melee
ACC base: 80
DMG mod: -67%
Target: KNOCKBACK 2
Flashbang
Ranged
ACC base: 80
DMG mod: -100%
Target: Stun Base 125%
Shuffle Single
Finish Him
Melee
ACC base: 80
CRIT mod: 3%
Self: (Monster Stunned+) 33% DMG
Hook and Slice
Ranged
ACC base: 75
DMG mod: -33%
CRIT mod: 2%
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Lowers the stress by 10
Wound Care
2
1 companion
Heals 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% to the stress resist
This is how
we do it
2
1 companion
+10 ACC
+5% CRIT
Tracking
2
Self
Less likely to be surprised until next camp.
More likely to surprise monsters until next camp
Planned Takedown
4
Self
(Monster size: 2) +25% DMG
Scout Ahead
3
Self
Improve scouting chance until next camp by 50%
Crusader is one of the best tanks in the game mainly because of his resistances, solid armor and a great skill set which uses the offensive attacks, healing, buffing and a bit of area of effect. Being a shield for the team is not the only role for the crusader though. He also does great on the second position from where he can buff and heal his companions. His stats make him one of the best heroes in the game.
Base statistics
Resistances
Max HP
33
Stun
50%
Dodge
5
Blight
40%
Protection
0%
Disease
40%
Speed
0
Deathblow
67%
Accuracy
+0
Move
50%
Critical Hit
5%
Bleed
40%
Damage
6-12
Debuff
40%
Trap
10%
Tips:
Merits
Flaws
+ Excellent tank with many resistances and great field control.
+ He can use some pretty good buffing and healing spells.
+ He can use many abilities which will lower down the stress level in your party.
- Only one ranged skill.
- Using the Holy Lance may cause some problems.
Name
Icon
Type
Position
Target
Effects
Smite
Melee
ACC base: 80
Self: (Monster Type Unholy) +15% DMG
Zealous Accusation
Ranged
ACC base: 80
DMG mod: -40%
Stunning Blow
Melee
ACC base: 85
DMG mod: -67%
Target: Stun base 100%
Bulward of Faith
Buff
Hero
Torch +5
Self: +20% PROT
Battle Heal
Heal
Heal 1-3
Holy Lance
Melee
Forward 1
ACC base: 75
CRIT mod: 10%
Self: (Monster Type Unholy) +15% DMG
Inspiring Cry
Heal
Heal 1-1
Torch +5
Target: Stress Heal +4
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by 10
Wound Care
2
1 companion
Heal 20%
15% chance to remove target bleeding
Pep Talk
2
1 companion
+25% Stress Resist
Unshakeable Leader
4
All companions
+20% Stress Resist
Stand Tall
2
Self
+35% Stress Resist
Zealous Speech
5
All companions
Heal 10%
Reduce Stress by 10
Zealous Vigil
3
Hero
Reduce stress by 25
+10 ACC
If Afflicted Reduce Stress by 40
Grave Robber is a class of a high mobility. It is very similar to the archetype of a rogue as this class combines the very swift melee dagger attacks with ranged dagger throwing. This class can be used differently depending on the skill combination, but mostly it should be used as a damage dealer. GR can move on the battlefield without passing the turn, thus she don't have her favourite position (although the second and third from the right are the most preferable).
Base stats
Resistances
Max HP
20
Stun
20%
Dodge
10
Blight
50%
Protection
0%
Disease
30%
Speed
4
Deathblow
67%
Accuracy
+0
Move
20%
Critical Hit
5%
Bleed
30%
Damage
5-8
Debuff
30%
Trap
40%
Tips:
Merits
Flaws
+ High damage to a single target
+ Great melee and ranged skill combination
+ Solid self-buffs
+ Can be used as a tank on the higher levels
- Necessity of moving may cause problems among some party members
- One of the weaker classes on the lower levels
Name
Icon
Type
Position
Target
Effects
Pick to the Face
Melee
ACC base: 90
CRIT mod: 5%
Lunge
Melee
Forward 2
ACC base: 90
DMG mod : 40%
CRIT mod: 10%
Flashing Daggers
Ranged
ACC base: 90
DMG mod : -40%
CRIT mod: 5%
Shadow Fade
Melee
Back 1
ACC base: 90
DMG mod: -100%
Target: Stun Base 100%
Self: +20 DODGE
Thrown Dagger
Ranged
ACC base: 80
CRIT mod: 10%
Self: +5 ACC
Poison Dart
Ranged
ACC base: 80
DMG mod: -50%
CRIT mod: 5%
Target: Blight 2 pts/round for 3 rounds
Self: +5 ACC
Toxin Trickery
Buff/Cure
Hero
Self: +15 DODGE
Self: Cure Blight/Bleed base 70%
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by 10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress Resist
Forage
2
Self
Self: (50% Chance) Chance to produce Food. (Provisions)
Gallows Humor
5
All companions
Self: Reduce stress by 25
All Companions:
(75% Chance) Reduce Stress by 20,
(25% Chance) Increase Stress by 10.
Night Moves
2
Self
Increase scouting Chance until the next camp by 30%
Pilfer
2
Self
Produces a supply item.
A jagged glaive wielding Hellion stands for a barbarian class in the game. She uses very aggressive attacks, sacrificing her defensive stats in order to gain more damage. She is the best to be placed as the second from the right where she will not receive too much of a damage. There, she will also be able to get rid of the negative status effects and debuffs.
Base stats
Resistances
Max HP
26
Stun
40%
Dodge
10
Blight
40%
Protection
0%
Disease
30%
Speed
2
Deathblow
67%
Accuracy
+0
Move
40%
Critical Hit
2%
Bleed
40%
Damage
6-12
Debuff
30%
Trap
20%
Tips:
Merits
Flaws
+ Hefty amount of damage and a decent melee range.
+ Powerful AoE attack and pretty good field control
+ An excellent damage buff, Adrenaline Rush
- Her attacks gives her debuffs for a short time
- Not the best tank
Name
Icon
Type
Position
Target
Effects
Wicked Hack
Melee
ACC base: 80
CRIT mod: 5%
Iron Swan
Melee
ACC base: 80
CRIT mod: 5%
Barbaric YAWP!
Melee
ACC base: 90
DMG mod: -100%
Target: Stun base: 125%
Self: -20% DMG
-15 DODGE
If It Bleeds
Melee
ACC base: 85
Target: Bleed 2 pts/round for 3 rounds
Breakthrough
Melee
ACC base: 75
DMG mod: -55%
Self: -20% DMG
-15 DODGE
Adrenaline Rush
Buff/Cure
Hero
Self: +20% DMG
+5 ACC
Cure Blight/Bleed base 100%
Bleed Out
Melee
ACC base: 80
DMG mod: 15%
CRIT mod: 5%
Target: Bleed 3 pts/round for 3 rounds
Self: -20% DMG
-15 DODGE
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress resist
Battle Trance
3
Hero
+10 ACC
(Monster size: 2)+20% DMG
Revel
2
Hero
-10 ACC
-4 SPD
Reduce stress by20
Heal 15% HP
Reject the Gods
1
All companions
Self reduce stress by 25
Increase the stress of other companions by 5
Sharpen Spear
2
Hero
+10% CRIT
Highwayman is also a class which can be described as a rogue. He focuses on dealing the damage and inflicting some negative effects upon the enemies. He can attack both melee, with a dagger, as well as from a distance, well as with the pistol. He is very good in the offensive role, and he also has got a decent control over the battlefield. These, along with a nice resistance rates, makes him a hero which is suitable for nearly every kind of party.
Base stats
Resistances
Max HP
22
Stun
30%
Dodge
10
Blight
30%
Protection
0%
Disease
30%
Speed
4
Deathblow
67%
Accuracy
+0
Move
30%
Critical Hit
5%
Bleed
30%
Damage
5-11
Debuff
30%
Trap
20%
Class tips:
Merits
Flaws
+ Solid damage and decent field control
+ Can be positioned almost anywhere
+ Pretty good mobility and resistance
- There are some better damage dealers
Name
Icon
Type
Position
Target
Effect
Wicked Slice
Melee
ACC base: 85
CRIT mod: 5%
Pistol Shot
Ranged
ACC base: 80
DMG mod: -25%
CRIT mod: 10%
Point Blank Shot
Ranged
Back 1
ACC base: 80
DMG mod: 50%
Target: KNOCKBACK 1
Grapeshot Blast
Ranged
ACC base: 75
DMG mod: -50%
CRIT mod: -7%
Take Aim
Buff
Hero
Self: ACC +4
Self: CRIT +5%
Duelist's Advance
Melee
Forward 1
ACC base: 80
DMG mod: -20%
CRIT mod: 2%
Open Vein
Melee
ACC base: 85
DMG mod: -15%
Target: Bleed 2 pts/round for 3 rounds
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress Resist
Gallows Humor
5
All companions
Self: Reduce stress by 25
All Companions:
(75% Chance) Reduce Stress by 20,
(25% Chance) Increase Stress by 10.
Uncatchable
2
Hero
Improve scouting chance until next camp by 50%
Clean Guns
3
Hero
(Ranged) +10 ACC
(Ranged) +20% DMG
(Ranged) +5% CRIT
Bandit's Sense
2
Hero
Less likely to be surprised until next camp.
More likely to surprise monsters until next camp
True master of relaxing melodies and slicing through the enemies' flesh. His durability limits him to the rare positions and even then he can't be used as a damage dealer. However, the source of his power can be found in his tunes.
Base stats
Resistances
Max HP
19
Stun
20%
Dodge
15
Blight
40%
Protection
0%
Disease
20%
Speed
4
Deathblow
67%
Accuracy
+0
Move
20%
Critical Hit
7%
Bleed
30%
Damage
4-7
Debuff
20%
Trap
20%
Tips:
Merits
Flaws
+ Great Critical Damage
+ Solidas a support
+ Great skill for reducing the party's stress level
- Rather low Base Damage
- Not as good within the defensive teams
Name
Icon
Type
Position
Target
Effects
Dirk Stab
Melee
Forward 3
ACC base: 80
CRIT mod: 2%
Harvest
Melee
ACC base: 80
DMG mod: -40%
Target: Bleed 1 pts/ round for 3 rounds
Heroic End
Melee
ACC base: 90
DMG mod: 33%
CRIT mod: 10%
Self: -20% DMG
-30 DODGE
-10 ACC
Solo
Ranged
ACC base: 90
DMG mod: -100%
Target: -10 ACC
Slice Off
Melee
ACC base: 80
CRIT mod: 8%
Target: Bleed 2 pts/round for 3 rounds
Battle Ballad
Buff
Team
Party: +2 ACC
+1% CRIT
Inspiring Tune
Heal
Team
Target: Stress Heal +3
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by 10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress resist
Turn Back Time
3
1 companion
Reduces stress by 30
Every Rose Has Its Thorn
3
All companions
Reduces stress by 15
Tiger's Eye
3
1 companion
+10 ACC
+25% Stress Resist
Mockery
2
All companions
All Companions:
Reduce Stress by 20,
One Companion: Increase Stress by 20
Leper is very self-sufficient. He takes the role of a tank or a damage dealer. He has got lots of HPs, a big resistance and quite good base damage. He can also use his buffs to reduce his stress, boost or heal himself. As for his flaws - he does not have any ranged attacks whatsoever, thus he cannot be placed further than on the second position. He also will not be able to attack an enemy who will be standing on the third/fourth position.
Base stats
Resistances
Max HP
35
Stun
50%
Dodge
0
Blight
40%
Protection
0%
Disease
20%
Speed
2
Deathblow
67%
Accuracy
+0
Move
50%
Critical Hit
2%
Bleed
10%
Damage
7-14
Debuff
20%
Trap
0%
Tips:
Merits
Flaws
+ Very good resistance and health level.
+ Powerful melee attacks
+ Strong buffs and healing skills
+ Great class for longer missions
- Low Accuracy
- No ranged attacks
- Poor mobility
Name
Icon
Type
Position
Target
Effects
Chop
Melee
ACC base: 65
CRIT mod: 2%
Hew
Melee
ACC base: 65
DMG mod: -40%
CRIT mod: 2%
Focus
Buff
Hero
Self: +15 ACC
Revenge
Buff
Hero
Self: +40% DMG
Self: -10 ACC
Self: +5% CRIT
Withstand
Buff/Heal
Hero
Self: Stress Heal +5
Self: 20% PROT
Solemnity
Heal
Hero
Self: Heal 4 HP
Intimidate
Melee
ACC base: 80
DMG mod: -40%
Target: KNOCKBACK 1
-10 ACC
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+ 25% Stress Resist.
Let the Mask Down
1
All companions
Reduce stress by 25
All Companions: Increase Stress by 5
Bloody Shroud
3
Hero
Heal 40%,
Increase Stress by 20.
Reflection
3
Hero
Reduce Stress by 20,
+10 ACC.
Quarantine
3
All companions
Suffer 20% HP damage;
All Companions:
(50% Chance) Reduce Stress by 20,
(50% Chance) Reduce Stress by 15
Occultist is the Darkest Dungeon's sorceror. It is a class which is obviously based on magic and thus usually takes his position on the back of the team. He can not only deal damage to the enemies, but can also move them in various ways. He can also heal his teammates. However, it had to be paid and in his case it have emasculated in his HPs and negative effects that come with his skills.
Base stats
Resistances
Max HP
19
Stun
20%
Dodge
10
Blight
30%
Protection
0%
Disease
40%
Speed
4
Deathblow
67%
Accuracy
+0
Move
20%
Critical Hit
7%
Bleed
40%
Damage
4-7
Debuff
40%
Trap
10%
Tips:
Merits
Flaws
+ High Damage.
+ Decent debuff skills.
+ One of the most powerful healing skill.
+ Ability to pull ranged enemies to the front.
- Low on HP.
- Some spells may impair the team.
Name
Icon
Type
Position
Target
Effects
Sacrificial Stab
Melee
ACC base: 80
CRIT mod: 10%
Self: (Monster Type Eldritch) +15% DMG
Abyssal Artillery
Ranged
ACC base: 80
DMG mod: -25%
CRIT mod: 5%
Self: (Monster type Eldritch) +15% DMG
Weakening Curse
Ranged
ACC base: 80
DMG mod: -67%
CRIT mod: 5%
Target: -25% DMG
-10 ACC
Wyrd Reconstruction
Heal
1 companion
Heal 0-10
Target: Bleed 1 pts/round for 3 rounds
Vulnerability Hex
Ranged
ACC base: 80
DMG mod: -67%
CRIT mod: 5%
Target: -10 DODGE
Mark Target
Hands from the Abyss
Ranged
ACC base: 80
DMG mod: -50%
CRIT mod: 10%
Torch -5
Target: Stun base: 100%
Deamon's Pull
Ranged
ACC base: 80
DMG mod: -50%
CRIT mod: 5%
Target: PULL 2
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress Resist.
Abandon Hope
1
All companions
Self: Reduce Stress by 25;
All Companions: Increase Stress by 5.
Dark Ritual
3
All companions
Self: Reduce Torchlight by 33;
All Companions: Heal 10%.
Dark Strength
2
Hero/1 companion
Self: Increase Stress by 15;
Companion: +20% DMG
Unspeakable Commune
3
Hero
Heal 30%,
+5 SPD.
Plague Doctor is a very interesting class without an exactly specified role. His attacks are based mostly on the negative effects such as Bleeding and Blight, which impair the enemies and slowly damage them. The PD has got also some healing and buffing skills but they are not as strong as other classes' skills. Although his offensive skills also come with some negative effects against the enemies, they're too weak to kill them within a short time. Because of that, the PD works best as a support, also because of his ability of removing the negative effects from his teammates.
Base stats
Resistances
Max HP
22
Stun
20%
Dodge
5
Blight
40%
Protection
0%
Disease
40%
Speed
3
Deathblow
67%
Accuracy
+0
Move
20%
Critical Hit
2%
Bleed
20%
Damage
4-7
Debuff
40%
Trap
15%
Tips:
Merits
Flaws
+ Abilities to inflict and to remove the negative effects.
+ Decent crowd control.
- Poor base damage.
- Doesn't do to well in any role.
Name
Icon
Type
Position
Target
Effects
Noxious Blast
Ranged
ACC base: 80
DMG mod: -33%
Target: Blight 3 pts/round for 3 rounds
Plague Grenade
Ranged
ACC base: 75
DMG mod: -75%
Target: Blight 3 pts/round for 3 rounds
Blinding Gas
Ranged
ACC base: 80
DMG mod: -100%
Target: Stun base 100%
Incision
Melee
ACC base: 75
CRIT mod: +5%
Target: Bleed 1 pts/round for 3 rounds
Battlefield Medicine
Heal/Cure
Team
Heal 1-1
Self: Cure Blight/Bleed base 70%
Target: Cure Blight/Bleed base 70%
Emboldening Vapours
Buff
1 companion
Target: +15% DMG
Disorienting Blast
Ranged
ACC base: 80
DMG mod: -100%
Target: Shuffle Single
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress Resist.
Experimental Vapors
4
1 companion
75% chance to heal 50% HP
Leeches
3
1 companion
Heal 15% HP
Remove Blight
33% Chance to remove Disease
Preventative Medicine
2
1 companion
+25% Blight resist
+25% Bleed resist
+25% Disease resist
Self-Medicate
3
Hero
Decrease stress level by 10
Heal 20% HP
Remove Blight
Remove Bleed
50% Chance to remove Disease
Vestal is simply a priest, which works great against the undead. Vestal can also heal and buff the party which is her main purpose on the battlefield. She may heal one target as well as the whole party a tonce. As a healer, she works great in nearly every combination of classes.
Base stats
Resistances
Max HP
29
Stun
30%
Dodge
0
Blight
30%
Protection
0%
Disease
30%
Speed
3
Deathblow
67%
Accuracy
+0
Move
30%
Critical Hit
3%
Bleed
30%
Damage
4-6
Debuff
30%
Trap
0%
Tips:
Merits
Flaws
+ High durability and decent offensive skills.
+ One of the best healers in the game.
+ Good crowd control.
+ Can restore the torch light.
- Low mobility.
- No buffs for the party.
Name
Icon
Type
Position
Target
Effects
Mace Bash
Melee
ACC base: 75
Judgement
Ranged
ACC base: 80
DMG mod: -20%
CRIT mod: 5%
Self: Heal 3 HP
Dazzling Light
Ranged
ACC base: 80
DMG mod: -50%
Torch +5
Target: Stun base 100%
Divine Grace
Heal
1 companion
Heal 3-5
Divine Comfort
Heal
Team
Heal 1-2
Illumination
Ranged
ACC base: 80
DMG mod: -40%
CRIT mod: 5%
Torch +5
Target: -20 DODGE
Hand of Light
Ranged
ACC base: 75
DMG mod: -33%
CRIT mod: 3%
Target: -25% DMG, -10 ACC
Self: (Monster Type Unholy) +15% DMG
Name
Icon
Time cost
Target
Effect
Encourage
2
1 companion
Reduce stress by 10
Wound Care
2
1 companion
Heal 20% HP
15% chance to remove target Bleeding
Pep Talk
2
1 companion
+25% Stress Resist
Bless
2
1 companion
+10 ACC
+10 DODGE
Chant
2
1 companion
If religious heal: 15% HP
If not religious: 5% HP
If religious: decrease stress level by 15
If not religious: decrease stress level by 5
Pray
4
All companions
If religious: decrease stress level by 15
If not religious: decrease stress level by 5
Sanctuary
5
Hero
If religious: Lower chance of attack while camping
Necromancer with his animated skeletons
Necromancer is a ranged sorceror who can bring to 'life' the undead. All of his skills are AoE attacks, (Area of Effect) which will either attack two, or all party members. Each skill of the Necromancer's summons one undead (up to three) in front of him. The last thing to take care of is his Six Feet Under skill. It doesn't inflict much of a damage, but it highly increases the stress level of the whole party. It is best to start this fight with very low stress levels.
Recommended formation: Vestal/Occultist, Highwayman, Bounty Hunter/Lepper, Crusader
Name
Description
Six Feet Under
Attack influences the whole party. It deals low physical damage, but it is of hefty mental (stress) damage.
The Clawing Dead
Deals fair damage to the last two heroes. It may inflict some negative effects.
The Flesh is Willing
Deals fair damage to the first two heroes. It has a high CRIT chance.
It is vital to take two classes for this fight: Crusader and Bounty Hunter/Occultist. The first will do great as a tank and also he will deal additional damage to the undead (and there will be quite a lot of them). The latters will be necessary because of their Pull abilities which will enable you to bring the Necromancer to the front. Let the Crusader deal with the minions whilst the rest of the team will be attacking the Necromancer. Keep your heroes' life on a high level. The Flesh is Willing has got quite a big Chance of dealing the critical damage which may take most of the Hp's from your party.
Swine is the second boss which dwells in the Warrens. It is a big, hideous and undead swine with a rusty crown on its head and the massive cleaver in its hand. The swine is based on an interesting system of Marking. Its little companion Wilbur (who always stands behind the boss) is equipped with a skill of marking your party members. Two out of three boss's attacks can be activated only when its target is marked whilst the last one has a little chance of hitting the target. This mechanics will tell you which one of your teammates will be attacked next turn, thus it will make it easier for you to prepare for the attack. It is worth mentioning that the attempt of killing Wilbur before the main boss may not be the best idea. After his death, the boss goes on a rampage through which he unlocks another attack - Enraged Destruction. This skill attacks the whole party at once and also it may Stun them. This is the main reason to leave the Wilbur alive and to focus the main boss instead.
Recommended Formation: Vestal/Occultist, Highwayman/Grave Robber, Bounty Hunter, Leper
Name
Description
Enraged Destruction
Powerful attack that comes with high damage to the whole party. It comes with a great chance of Stun. Available after the Wilbur's death.
Obliterate Masses
Deals hefty amount of damage to two targets with the Mark. A big chance of dealing critical damage (CRIT). Can be used only on the Marked targets.
Obliterate Body
Deals hefty amount of damage to one target with the Mark. A big chance of dealing critical damage (CRIT). Can be used only on the Marked target.
Wild Flailing
Deals fair damage to one target. It comes with a high chance of Missing.
Mark This One! [Wilbur]
Inflicts low damage and impairs one target with Mark.
Mark These Two! [Wilbur]
Inflicts low damage and impairs two targets with Mark.
Squeel [Wilbur]
Deals low damage to the whole party but comes with the chance of Stun.
The Swine is probably the easiest boss to deal with in the game. Just leave the Wilbur alone and focus the main enemy. Fortunately he stands in the front, thus it enables your party to attack him independently of their class. Keep up with your heroes' status and watch out on the marked ones. If these are low on Hps, heal them. Order the Bounty Hunter or Occultist to Mark the Swine and then focus all of your attacks on him. After his death you can deal with Wilbur which also has a quite irritating skill which deals a small amount of damage but it as a quite a big chance of Stun. Usually though it will be resisted. Finish the Wilbur to end the mission.
Hag is the third, and for now the last, boss in the Darkest Dungeon which dwells in the Werald. It looks like an old and fat witch uses a massive kettle. This kettle is a part of one of a highly irritating mechanics and by the game it is also considered as an enemy. It works in a simple way. Every turn a random party member of yours is brought into the kettle where some damage is being dealt to him each turn. There are two ways of bringing the hero back to the battlefield. The first is attacking the kettle to decrease its HPs to zero. Then, the kettle will revive. The latter is to wait until the hero's life is decreased to 0. Then he is automatically brought back with a Death's Door inflicted upon him. In both cases the hero will come back to the front. It is also worth mentioning that the Hag's first attack will bring the hero to the kettle if it is empty (Into the Stew). Another thing: When there is a hero in the kettle, the Hag will attack twice each turn which ends up with a great damage being dealt to the party.
Recommended formation: Vestal/Occultist, Occultist/Bounty Hunter, Bounty Hunter, Hellion
Name
Description
Into the Pot
Deals a bit of damage and puts a hero into the kettle where from now on he will be given damage every turn up to the point when his life decreases to zero. After that he/she is being brought back to the front.
Taste the Stew
Deals low damage to the whole party and increases their stress levels.
Season to Perfection
Deals fair amount of damage to one target with a chance of Debuffing him/her (-25% DMG and - 10 ACC).
The very first thing to take care of is to assure that all of your heroes are able to attack the third and/or fourth position. Don't take a Crusader or a Leper as their attacks focuses the first two positions. Instead take a Vestal or an Occultists which will be able not only to attack the Hag, but also they will be able to heal your party. A Hellion and a Bounty Hunter work great along with the mark inflicted by an Occultist. Ignore the kettle and focus on the main boss instead. When a hero is brought back, heal him or her as fast as you can and go back to attacking the Hag. In most cases it will be fighting on the brink of the death but with a bit of luck it can be done on the first attempt.
Dark Sweet Home
This nameless town is the only safe place in the whole game which will work as a shelter for your heroes. Here, you will be able to hire new heroes, healing their afflictions or upgrading their equipment and their skills. From here you will be also able to embark on a new quest and bury those who were not able to retreat alive.
All of the buildings (except for the Graveyard and Town Square) can be upgraded by using the so called Heirlooms which can be found in the dungeons. Most of the buildings have got 2 to 4 upgrade trees which will represent each 'room' of the building. Enhancing these rooms will result with increase the qualities of its services or it will decrease the costs of its usage. E.g. the Tavern. Has got three trees which correspond to the Bar, Gambling and Brothel. Each next upgrade requires more Heirlooms. For now, the buildings can be upgraded up to the sixth level.
The only buildings that are passive are the, Graveyard and Town Square. The first works only as a piece of information which gives you details on your late party members and on their death circumstances. The latter building is present on the Town screen but for now is blocked.
Abbey's upgrade tree
The Abbey is primarily used to relieve the stress of your characters. There are currently 3 different types of activities you can do: Cloister, Transept, and Penance Hall. Occasionally, there will be an NPC that takes up one of these activities and the player cannot access said activity until the next week or until the NPC leaves. Upgrades require Busts and Crests. Some non-religious characters may refuse healing in the Abbey.
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Description
Increases Stress Recovery
Reduces treatment cost by 15%
Increases number of slots to 2.
Increases Stress Recovery
Reduces treatment cost by o 15%
Increases number of slots to 3.
Cost
4x Bust 4x Crest
6x Bust 6x Crest
8x Bust 8x Crest
10x Bust 10x Crest
12x Bust 12x Crest
13x Bust 13x Crest
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Description
Increases Stress Recovery
Reduces treatment cost by 16%
Increases number of slots to 2.
Increases Stress Recovery
Reduces treatment cost by 12%
Increases number of slots to 3.
Cost
4x Bust 4x Crest
6x Bust 6x Crest
8x Bust 8x Crest
10x Bust 10x Crest
12x Bust 12x Crest
13x Bust 13x Crest
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Description
Increases Stress Recovery
Reduces treatment cost by 13%
Increases number of slots to 2.
Increases Stress Recovery
Reduces treatment cost by 13%
Increases number of slots to 3.
Cost
4x Bust 4x Crest
6x Bust 6x Crest
8x Bust 8x Crest
10x Bust 10x Crest
12x Bust 12x Crest
13x Bust 13x Crest
Blacksmith's upgrade tree
The Blacksmith allows you to upgrade the weapons and armor of each individual character that you have. Upgrading the blacksmith reduces the costs of weapon/armor upgrades and allows you upgrading them to the higher ranks.
Increases the heroes' weapon's speed, damage and Chance for critical damage.
Level 1
Level 2
Level 3
Level 4
Description
Allows weapon upgrades to rank 2.
Allows weapon upgrades to rank 3
Allows weapon upgrades to rank 4
Allows weapon upgrades to rank 5
Cost
11x Deed 8x Crest
19x Deed 13x Crest
26x Deed 18x Crest
34x Deed 23x Crest
Increases the heroes' dodge Chance as well as their armor HPs.
Level 1
Level 2
Level 3
Level 4
Description
Allows armor upgrades to rank 2
Allows armor upgrades to rank 3
Allows armor upgrades to rank
Allows armor upgrades to rank 5
Cost
11x Deed 8x Crest
19x Deed 13x Crest
26x Deed 18x Crest
34x Deed 23x Crest
Reduces the cost of upgrading weapons and armor.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Reduces cost of weapon and armor upgrades by 10%
Reduces cost of weapon and armor upgrades by 10%
Reduces cost of weapon and armor upgrades by 10%
Reduces cost of weapon and armor upgrades by 10%
Reduces cost of weapon and armor upgrades by 10%
Cost
6x Deed 4x Crest
9x Deed 6x Crest
12x Deed 8x Crest
15x Deed 10x Crest
18x Deed 12x Crest
Guild's upgrade tree
The Guild is where you upgrade the skills of your characters (up to level 5) or teach them new ones. Upgrading requires Portraits and Crests. Each level enhances the skills by increasing their factors (higher damage stronger buffs or effects).
Allows upgrades to higher ranks.
Level 1
Level 2
Level 3
Level 4
Description
Allows upgrades to rank 2
Allows upgrades to rank 3
Allows upgrades to rank 4
Allows upgrades to rank 5
Cost
7x Painting 13x Crest
11x Painting 22x Crest
15x Painting 30x Crest
20x Painting 39x Crest
Upgrading reduces cost of skill upgrades.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Reduces cost of skill upgrades by 10%
Reduces cost of skill upgrades by 10%
Reduces cost of skill upgrades by 10%
Reduces cost of skill upgrades by 10%
Reduces cost of skill upgrades by 10%
Cost
3x Painting 6x Crest
4x Painting 8x Crest
6x Painting 11x Crest
7x Painting 14x Crest
8x Painting 17x Crest
Nomad Wagon upgrade tree
The Nomad Wagon is where you can purchase trinkets for various amounts of gold. Upgrading requires Crests. Trinkets grant its bearer some positive and negative effects and they can be also found in the dungeons. Visit the Nomad Wagon for a bigger choice.
Increases the number of trinkets sold at the Nomad Wagon.
Level 1
Level 2
Level 3
Level 4
Description
Increases the number of available trinkets to 4
Increases the number of available trinkets to 6
Increases the number of available trinkets to 8
Increases the number of available trinkets to 10
Cost
20x Crest
33x Crest
47x Crest
60x Crest
Reduces the cost of trinket purchases.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Reduces trinket cost by 10%
Reduces trinket cost by 10%
Reduces trinket cost by 10%
Reduces trinket cost by 10%
Reduces trinket cost by 10%
Cost
16x Crest
24x Crest
32x Crest
40x Crest
48x Crest
Sanitarium upgrade tree
Sanitarium The Sanitarium is the only location in town where you can remove individual character quirks for a price. Upgrading requires Busts and Crests. It works in the same way as if the hero would rest for a stress relief.
Lowers the costs of healing.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Lowers the costs of treatment by 10%
Lowers the costs of treatment by 10%
Lowers the costs of treatment by 10%
Lowers the costs of treatment by 10%
Lowers the costs of treatment by 10%
Cost
6x Bust 3x Crest
10x Bust 5x Crest
13x Bust 6x Crest
16x Bust 8x Crest
19x Bust 10x Crest
Increases the number of infirmary treatment slots.
Level 1
Level 2
Description
Increases number of slots to 2
Increases number of slots to 3
Cost
24x Bust 12x Crest
72x Bust 36x Crest
Stage Coach upgrade tree
This inconspicuous stagecoach is one of the most important objects in the game. Through this cart, you can hire new heroes in order to replace those who have died. Hiring up new heroes is free of charge, but their number is limited. Available heroes change every week.
Increases the number of heroes for hire each week.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Increases number of available heroes to 3
Increases number of available heroes to 4
Increases number of available heroes to 5
Increases number of available heroes to 6
Increases number of available heroes to 7
Cost
4x Deed 4x Crest
6x Deed 6x Crest
8x Deed 8x Crest
10x Deed 10x Crest
12x Deed 12x Crest
Increases the size of your current hero roster, the amount of characters you can have at any one time.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Increases number of available heroes to 11
Increases number of available heroes to 13
Increases number of available heroes to 15
Increases number of available heroes to 17
Increases number of available heroes to 19
Cost
4x Deed 4x Crest
6x Deed 6x Crest
8x Deed 8x Crest
10x Deed 10x Crest
12x Deed 12x Crest
Survivalist upgrade tree
Survivalist, is similar to the Guild, but here you can upgrade or unlock character camping skills. These have only one level each, thus they can't be enhanced.
Lowers the costs of camping upgrades.
Level 1
Level 2
Level 3
Level 4
Level 5
Description
Lowers the costs by 10%
Lowers the costs by 10%
Lowers the costs by 10%
Lowers the costs by 10%
Lowers the costs by 10%
Cost
32x Crest
48x Crest
60x Crest
80x Crest
96x Crest
Tavern upgrade tree
Tavern is a location in town where you can relieve the stress of your characters. Similar to the Abbey it consists of 3 segments: Bar, Gambling and Brothel. Tavern is more neutral than the Abbey, although still some heroes may be blocked from using some of its services.
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Description
Increases stress recovery.
Reduces treatment cost by 15%
Increases number of slots to 2
Increases stress recovery.
Reduces treatment cost by 15%
Increases number of slots to 3
Cost
2x Painting 4x Crest
3x Painting 6x Crest
4x Painting 8x Crest
5x Painting 10x Crest
6x Painting 12x Crest
7x Painting 13x Crest
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Description
Increases stress recovery.
Reduces treatment cost by 16%
Increases number of slots to 2
Increases stress recovery.
Reduces treatment cost by 12%
Increases number of slots to 3
Cost
2x Painting 4x Crest
3x Painting 6x Crest
4x Painting 8x Crest
5x Painting 10x Crest
6x Painting 12x Crest
7x Painting 13x Crest
Upgrading increases stress recovery and number of slots and reduces treatment costs.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Description
Increases stress recovery.
Reduces treatment cost by 13%
Increases number of slots to 2
Increases stress recovery.
Reduces treatment cost by 12%
Increases number of slots to 3
Cost
2x Painting 4x Crest
3x Painting 6x Crest
4x Painting 8x Crest
5x Painting 10x Crest
6x Painting 12x Crest
7x Painting 13x Crest
Every embarking begins from picking up a mission. These will define your object. Each mission has a different difficulty level, rewards and enemy types. All of them are generated randomly by the game thus, you will never get stuck on too hard missions.
All of the missions consist of three basic factors. These are: Mission type, required hero level and length. Mission types difine its target. It can be either killing an exact percentage of enemies or a specific enemy. It can also be an activation of some specific objects or collection of some relicts. Required level refers to the levels of your heroes as the enemies and the stress modifier will be of the same levels. The last factor corresponds to the number of camps which you will be able to partake in. The shortest missions will not let you to camp at all whilst the longest missions will enable you to camp twice a mission.
In theory, finishing a mission is not required in order to progress in the game. However, finishing one will give you rewards, heirlooms and, sometimes, trinkets which will make it easier for you. If all of your heroes die or if the player give up and retreat from a quest it will be considered as unfinished. Even though all of the find items and gold will be brought back to the town as long as there is at least one hero left alive.
Here is the list of the mission types in the Darkest Dungeon:
The very, very basics you will have to learn are the basics of moving around the dungeons. The main object of the mission is pointless if you will not be able to reach it.
Despite all of the threats, moving isn't really that hard in the DD. Entire games is 2D, thus your team can move either left or right (A/D buttons and LPM). This is it for a single sections as the rooms. These however, are connected with each other with corridors. In order to reach another room you will have to go through the entire corridor which may be guarded by some randomly generated enemies or traps. Choose the room to which you want to move by clicking it on the minimap in the bottom right corner of the screen.
It is worth mentioning that once visited, the corridors and rooms don't change. Thus, there won't be no new enemies, traps, objects etc.
The fighting is another basic and also an inseparable part of the DD. Every mission is granted to have at least some monsters inside. In order to survive those encounters you will have to, again, learn the basics. Fortunately, they aren't too complicated...at least at a first glance.
The battle starts when you encounter any enemy. Your team will go into the fighting mode and will always be on the left side of the enemy. Usually it is the player who throws the first punch but in the case in which your team is surprised it may prolong for up to one turn (same rules apply in the case in which it is the enemy who has been surprised). The maximum number of the characters in the line is 4 and they are always placed in a way in which the front is filled. It is of high importance as because of this you can move the enemies from the back to the front where they won't be able to use most of their abilities and also they will be an easy target for your party.
During your turn you can do one of three things: attack, position change, using an item from equipment (Changing position swaps two adjacent heroes' and item using enables using cures and bandages). Turns of your team and the team of the enemy are interchangeable.
The fight ends when all of the enemies/heroes are dead or when you will command a retreat order (flag on the minimap).
Every hero needs some rest eventually. And the camping does a great job in that matter. The camping is available only during longer missions. You can start a camp by using a Firewood. That you will be given for free before the quest. The camp can be only set up in the empty rooms.
The very first phase of the camping consists of eating Provisions. The more they eat, the more HPs they will get. Here is the table with detailed stats:
0 Provisions
2 Provisions
4 Provisions
8 Provisions
-20% HP
+15 to Stress Level
+0% HP
+0 to Stress Level
+10% HP
+0 to Stress Level
+25% HP
-10 to Stress Level
After eating some super by the heroes, you will receive 12 Respite Points, which can be used for activating some of the heroes' skills. Most often they will heal some HPs, decrease the stress level or give a hero some buffs. After that part, where you won't be able to do anything more, the dream phase begins. After this phase, the team will come back to the exploration, although it may happen that the party will be attacked by the enemies during this phase.