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How to Survive in
Darkest Dungeon
Game Guide
info@gamepressure.com
ISBN 978-83-8060-640-1
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for Gamepressure.com
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Table of Contents
Introduction ___________________________________________________________ 5
Tips for a good start _____________________________________________________ 7
Game mechanics ________________________________________________________ 9
Health Bar ___________________________________________________________________ 9
Stress ______________________________________________________________________ 10
Afflictions ___________________________________________________________________ 12
Heroic bonuses ______________________________________________________________ 14
Status Effects ________________________________________________________________ 15
Light level and its influence _____________________________________________________ 17
Provisions __________________________________________________________________ 20
Hero Classes __________________________________________________________ 23
Attributes ___________________________________________________________________ 24
Bounty Hunter _______________________________________________________________ 28
Crusader____________________________________________________________________ 33
Grave Robber ________________________________________________________________ 38
Hellion _____________________________________________________________________ 42
Highwayman ________________________________________________________________ 47
Jester ______________________________________________________________________ 52
Leper ______________________________________________________________________ 57
Occultist ____________________________________________________________________ 62
Plague Doctor _______________________________________________________________ 68
Vestal ______________________________________________________________________ 73
Abomination _________________________________________________________________ 78
Man-at-Arms ________________________________________________________________ 83
Hound Master ________________________________________________________________ 88
Arbalest ____________________________________________________________________ 94
Trinkets ______________________________________________________________ 99
Recommended trinkets for classes _______________________________________________ 99
Quirks ______________________________________________________________ 102
Positive ___________________________________________________________________ 102
Negative ___________________________________________________________________ 105
Recommended positive and negative quirks _______________________________________ 109
Bosses ______________________________________________________________ 111
Necromancer _______________________________________________________________ 111
Swine _____________________________________________________________________ 112
Hag_______________________________________________________________________ 113
Brigand Pounder ____________________________________________________________ 114
Prophet ___________________________________________________________________ 117
Flesh _____________________________________________________________________ 120
Siren______________________________________________________________________ 125
Drowned Crew ______________________________________________________________ 129
Shambler __________________________________________________________________ 132
Collector ___________________________________________________________________ 137
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Introduction
This unofficial guide to 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.
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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:
• Information on each heroes' class along with their flaws and merits
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10. Try to always have at least one hero with a high chance to disarm a trap (the chance to
disarm a trap can be checked in the "Hero Classes" section of this guide). Getting into a trap is
always "rewarded" with a large increase in the hero's stress (up to 20 points) and a high amount of
damage, damage over time, and / or a severe debuff.
11. It's a good idea to equip an item (trinket) which increases the chances of Scouting.
Additionally, the class perfect for that task is the Grave Digger - this hero has increased chance of
scouting, and has a camp skill which increases it even further.
12. Do not ignore the power of scouting ahead! Thanks to that, you will be able to detect the
potential enemy groups (preventing them from surprising your party, and increasing the chances of
your party surprising them). Additionally, it will allow you to detect a trap, quest items, or even
secret rooms.
13. Always check the Curio before you decide to activate it and NEVER risk. Activating some
of the Curios without proper items may turn out extremely badly (a disease, +100 to stress, etc.),
which is why you must always check them beforehand - see the "Curio" section to learn about the
types of Curios in the game.
14. Boss fights are always located in the deepest parts of dungeons. Always count the
number of rooms and if you want to go straight for the boss, head right where the amount of rooms
is the highest.
15. Never, ever take a character with a high amount of stress (above 70 points) on a
mission. A single, unfavorable move during combat and stepping into a trap can easily break the
100 points barrier, resulting in a hero getting an affliction.
16. If you are not entirely sure that you will be able to clear the dungeon from all the enemies
without sustaining grave injuries, always take a healer with you (Vestal, Occultist). It's never
worth the risk, especially when using high-leveled characters.
17. Always have someone who can reduce the stress levels of your team (Hound Master,
Jester). Stress is the most dangerous mechanic in the game, which must always be monitored. A
little bit of stress can be healed with the help of critical strikes, but it's always worth to have a
character capable of reducing the stress of his/her teammates.
18. Never, ever send a party without taking food, especially on longer missions. Every time
that a hunger check appears on the screen and you won't have any food for your team, you will
have to make them starve, which will result in them taking 20% max health damage and about 20
points of stress. It's really not worth to save on food.
19. There's no point to invest a lot of gold into new recruits. If a low-leveled hero comes back
from the mission with a massive amount of negative quirks, a disease, or a huge amount of stress,
it's always more beneficial to get rid of that hero and take another one for its place - this way you
will be able to save a lot of gold.
20. If your hero happens to have a very powerful positive quirk (details can be found in the
"Quirks" section), it might be worth to lock it in. To do so, go to the Sanitarium, select a hero, drag
him into the Infirmary, then select the positive quirk you want to lock in and then accept your
choice. You can lock up to 3 positive quirks on a single character - remember that you can't
remove them in any way.
21. Remember that you can remove a negative and lock in a positive quirk simultaneously
- all you have to do is to simply select a single negative and positive quirk and start the treatment.
You can save a lot of time with that method.
22. It's worth to complete the upgrades that decrease the costs of upgrading armor /
weapons / skills in the Guild and Blacksmith. The first two upgrades are quite cheap, and they
will give you a 20% discount on all those purchases. It basically means that every 5th upgrade is
now free.
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Game mechanics
Health Bar
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.
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Stress
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.
The level of stress is measured on a scale from 0 to 200, and its effects manifest themselves in two
ways - when the hero's stress goes beyond 100 points and when it reaches 200. In the first instance
the character will be given a random affliction (mainly a negative one, but you can increase the
chances to get a positive one, a virtue, with trinkets), which will immensely influence the further
course of the mission. A negative affliction will give a huge amount of stress to the entire team, and
will influence the character as well - it can either have its attributes decreased, won't be listening to
your commands, will be inflicted random damage, or won't be getting any benefits from camp buffs.
In the case of a positive affliction (virtue), the character has a chance to get a powerful boost to
damage, its amount of stress will decrease drastically (which can also decrease the stress of the rest
of your team), might heal some of its wounds and / or increase the effectiveness of your whole
team. Additionally, the character will be immune to heart attack for the duration of the mission.
When the level of stress reaches 200 points, the character will have a heart attack, killing it instantly
and causing a huge amount of stress to your entire team. What is even worse, a single heart attack
can cause a chain reaction of others as well, killing multiple characters in a row - that is why you
should never let it happen.
The level of stress can be reduced slightly by doing various actions while traversing the dungeon, or
decrease it significantly by sending your hero to rest at the Tavern, or the Abbey. Additionally, you
can also heal your character from the negative affliction while still in the dungeon - all you have to
do is to decrease the stress of that particular hero to 0.
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• Trap activation
• Traversing through the dungeon, especially with a low torch level (which increases the stress
gained)
• Death of a companion
• Disarming traps
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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.
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• Abusive - a hero starts to be mean to other companions, thus increasing their stress level
• Fearful - it turns a hero into a coward. He may be passing his turns during the fights, or he
may move back at end of the formation. He also may use abusive language.
• Hopeless - a hero gets rid of the rest of the hope he used to have. He may become
pessimistic, thus increasing the party's stress ratings. Sometimes he may also deal some
damage to himself or reject the healing.
• Irrational - a hero starts to mumble without any sense increasing the stress ratings in the
party by doing so.
• Masochistic - a hero takes pleasure in experiencing the pain and suffering. He may move to
the front of the formation. He may also reject some attempts of healing. Sometimes he may
increase the stress of the party or deal some damage to himself.
• Paranoid - A very dangerous affliction which increases the suspicions of the bearer. It may
lead to rejecting the healing attempts, passing the turns or rejecting the camp abilities.
• Selfish - A hero becomes more egoistic and greedy. He may reject healing the companions,
or using some attacks during the fight. He may also take some of the treasure for himself.
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Heroic bonuses
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:
• Courageous -makes the hero braver and more self-confident. Randomly decreases the stress
level of the party (by couple of points).
• Focused - increases the hero's focus and precision giving him +10 ACC along with +10%
CRIT
• Powerful - a hero becomes more powerful. He now may increase the power of the whole
party by giving them +15% DMG
• Stalwart - makes the hero unbreakable and more durable by decreasing the amount of the
stress he is given by 50%
• Vigorous - increases the speed and health of the hero giving him +5 SPD and a chance to
heal itself in the beginning of the turn
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Status Effects
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.
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• Afflictions - negative status effects inflicted on heroes where their stress reaches the
maximum level. They change the heroes' behaviour which hinders the fight and exploration.
The mad heroes can be send for a rest in Town. There, the effects of insanity are being
lowered down.
• Bleed - effect which can come mostly from the enemies' attacks. It deals some damage in
the beginning each time the bleeding target comes to an action for a specified number of
rounds. You can get rid of the effect by using Bandages.
• Blight - another negative status effect which deals the damage each turn. The number of
health points taken from a target depends on the power of the Blight. You can get rid of the
effect by using an Antidote.
• Death Door - negative effect given to a hero, when his health reaches 0. Every other
damage inflicted on this hero may cause his permanent death. It also decreases the hero's
statistics.
• Debuff - negative effect, which lowers some of the target's statistics. Factors which can be
lowered are: ACC, CRIT, DMG and DOD
• Disease - an effect given to a hero after interacting with objects in the dungeons. It will
lower the hero's statistics.
• Heroic Bonuses - positive effects, seldom given to a hero when he reaches the maximum
level of stress. It may increase some statistics or increase the resistance for other effects.
• Mark - negative effect which lasts couple of rounds and is usually given to a target by an
enemy. Marked hero may be given random negative effects, or it may receive more damage.
• Stun - a negative effect, which makes its target skip his next turn
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The light level is one of the most important game mechanics, which directly influences the
gameplay. It impacts the chance of a successful scouting, the chance to surprise the enemy (or be
surprised by them), the amount of stress damage your party receives, enemy damage and accuracy,
the critical chance of player's heroes, as well as the chance of getting better loot.
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The level of light can take a value between 0 and 100, and it's divided into different stages:
As you can see, the light level directly influences the gameplay - as it decreases, the potential
benefits for the player increase ("high risk, high reward" rule).
The light can be influenced (aside from torches), by:
• Hero / enemy abilities - two Vestal abilities, as well as a single one of the Crusader,
Arbalest and Occultist can either increase or decrease the level of light.
• Meeting the Shambler - whether it was summoned from its altar, or by a random
encounter, the level of light will be decreased to 0 (and you won't be able to change it during
the combat)
• An ambush after camping - the level of light will be decreased to 0 for the duration of the
fight (and you won't be able to change it during the combat)
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If you are planning on playing on the highest light level, you should consider using the abilities of
the Vestal (Dazzling Light and Illumination), Arbalest (Rallying Flare), or the Crusader (Inspiring
Cry), to increase the level of light. Thanks to that, you can save some gold (instead of purchasing a
large supply of torches at the beginning of the mission). Additionally, stay away from the
Occultist's Hands from the Abyss ability, as it decreases the torch level.
If you are, on the other hand, planning to play on the lowest light level, you should consider
investing into trinkets / heroes (like the Grave Digger) which increase the chances of performing
scouting - this way you will decrease the chances of enemies surprising you.
Depending on the light level, you should use different trinkets. Those are:
• Moon Cloak and Moon Ring - giving bonuses when the light level is below 26
• Camouflage Cloak, Sun Cloak and Sun Ring - giving bonuses when the light level is above
75.
You should also remember that using half-measures is not worth it - you should either play on the
maximum light level (which makes the game a little easier), or on the lowest one (offering bigger
rewards). If you are playing on the highest light level, you should always increase it to the
maximum before entering a new room - it increases the chances of performing scouting and that
your party will be the one to surprise the enemy.
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Provisions
Provisions are items that you can purchase before the mission starts, during the "briefing stage".
Those items are immensely useful during the exploration of a dungeon, and they might (and
probably will) come in handy during combat as well. Some of them are also used to activate Curios.
Provisions consist of: Food, Torches, Shovels, Skeleton Keys, Holy Water, Medicinal Herbs, Bandages
and Antivenom.
Food
The food is the basis of the game - it mainly serves the purpose of satisfying hunger of your
heroes, both during the "hunger check" (which happens randomly during your venture through
the dungeon) and when you are setting up a camp to rest. It is also the only provision that
punishes the player severely for the lack of it - feeding your party or setting up a camp without
food will cause a huge amount of damage (about 20% of max health) to your party,
together with 15-20 stress damage as well. You should always bring plenty of food on your
missions.
Food can also be used as an emergency source of healing - a single hero can east up to 4
units of food in one go, which should bring back anywhere from 8 to 16 health points (depending on
the maximum health of the character).
When starting a short mission you should take at least 12 units of food, from 16 to 18 on
medium missions, and anywhere from 18 to 24 on long ones. Those values need to be
decreased / increased depending on whether your characters have items / quirks that influence the
amount of food consumed. Each character with a +100% to consumed food should equal a
+25% increase of food brought to a dungeon, whereas each hero with a -100% food
consumed should decrease the value by 25%.
The cost of food is relatively small compared to the amount of gold you will have to spend to get rid
of all the accumulated stress when your character run out of this provision.
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Torch
Torches influence the amount of light you will have, and the quantity you decide to take on a
mission depends entirely on your playstyle. If you want to play in full (100) light, and you don't
want to rely on your heroes' abilities to increase the light, purchase 8-9 torches on a short
mission, 14-16 on a medium one, and 16-20 on a long mission. It should suffice to complete
the mission while keeping the highest light level all the time.
Even if you want to play with the lowest (0) light level, it's always worth to purchase 1 or 2 torches -
those can be used at the Shambler's Altar to summon the mini-boss.
Shovel
The purpose of shovels is to get rid of obstacles that will appear inside of corridors from time to
time. Getting past them while using this item will allow you to keep your light level, as well as
prevent your party from suffering damage and stress damage. If you decide to force your way
through the obstacle with your "bare hands", the light level will be decreased by 25
points, and your whole party will receive about 20-25% (max health) damage, as well as
the same amount of stress damage. Those can also be used to activate some of the Curios.
For each Grave Digger in your party you will be given a free shovel - which, unfortunately,
cannot be sold.
Skeleton Key
Skeleton Keys are used only to interact with Curios - the full list of objects which can be activated
with this item, as well as the potential rewards from doing so can be found in the "Curio" section of
this guide. Additionally, Skeleton Keys are also used to open treasure chests inside secret
rooms.
Holy Water
Similarly to skeleton keys, the holy water is mainly used to activate a great number of Curios in the
game - the effects are often associated with buffing your heroes, removing negative quirks, or
decreasing the amount of stress.
Holy Water is also an immensely powerful item to u se during combat, especially when dealing with
enemies focusing on damage over time (DoT), debuffs, as well as during boss fights (with the Siren,
for instance). Consuming a bottle of holy water increased the resistances to bleed, blight,
disease and debuff by 33%, for 3 rounds.
For each Crusader in your party you will be given a free bottle of holy water - which,
unfortunately, cannot be sold.
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Medicinal Herbs
Medicinal Herbs, aside from interacting with a number of Curios (mostly associated with food), can
be used to get rid of a debuff from a character - both those cast by your enemies, as well as those
gained as a result of some abilities (like a few abilities of Hellion, or the Finale of Jester)
For each Jester or Leper in your party you will be given a free bowl of medicinal herbs -
which, unfortunately, cannot be sold. .
Bandage
Bandages are used to activate a small amount of Curios, and most importantly, to treat bleeding.
It's worth to stock on those items if you are expecting to be facing a lot of enemies inflicting that
type of damage - a good example would be a number of enemies in the Cove. It's not worth to use
them when your character is receiving 1 damage per round, or if the bleeding will stop by itself by
the next round.
For each Arbalest in your party you will be given a free bandage - which, unfortunately,
cannot be sold.
Antivenom
The antivenom is simply the equivalent of bandages, the only difference being the type of status it
cures - blight instead of bleeding. Additionally, it can be used to interact with quite a lot of Curios,
especially those located in the Cove. It's generally a good idea to have a couple of antivenoms when
you are venturing into a dungeon filled with enemies inflicting blight.
For each Plague Doctor in your party you will be given a free bottle of antivenom - which,
unfortunately, cannot be sold.
Dog Treats
Dog Treats are the provisions unique to the Hound Master - for each Hound Master in your
party you will be given two dog treats. You cannot use them to activate any Curios, but
they give an immensely powerful buff to your Hound Master - upon activation, it increases
the hero's damage by 100%, accuracy by 20 points and the critical chance by 5%, all for 3
rounds.
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Hero Classes
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.
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Attributes
Each hero in the game is described by a number of attributes, which influence his / her effectiveness
on the battlefield. There are 7 different attributes assigned to every hero, which are: Maximum
Health, Dodge, Protection, Speed, Accuracy Modifier, Critical Chance and Damage. Aside
from that, all characters have their own resistances to various types of attacks and sources of
damage.
Maximum Health
Those are basically the hit points of your hero. If they fall to zero, the hero will enter the
"Death's Door" state, in which every subsequent received damage has a chance to permanently kill
him / her. Health can be regenerated by using various abilities, consuming food and setting up a
camp. Health points are restored to the maximum upon returning to the city.
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Dodge
Dodge, as you have probably guessed, determines the chance to completely avoid the
attack - which is avoiding the damage, negative effects (weakness, damage over time, etc.), or the
stress damage. Dodging is, in a way, better than protection because of the fact that it allows you to
avoid receiving any stress damage (if the attack misses), but depending only on dodging can have
some serious consequences - when a character with zero protection is finally hit, it can take a lot of
his / her health.
Dodge works both for heroes as well as your enemies. The dodge chance decreases the chances that
the attack hits the target - if a unit has 90 accuracy, and your character has 50 dodge, it basically
means that the enemy has 40% chance to hit its mark.
Dodge increases with each level of character by 5.
Protection
Protection is simply the ability of the character to mitigate a portion of damage - it can be
compared to the typical "defense" from almost every RPG or H&S game. The protection has a
percentage value and it directly influences the amount of damage the character receives. If the
enemy attack inflicts 10 points of damage, and your character has 40% of protection, the enemy will
be able to deal 6 damage at most. This also applies when your heroes attack the enemy units.
A thing worth noting is the fact that the reduction is always rounded down. If your hero has
10% of protection, and the enemy attack should do 1 damage, it will instead deal 0 (in the case of 2
points of damage the enemy will deal 1 point, etc.). Every percent of protection is priceless.
Protection is one of the two attributes in the game (next to accuracy), which do not
increase with levels - you can only increase it with the help of trinkets, quirks and some abilities.
Speed
Speed is the most important parameter in the whole game, as it determines the order of
movement during combat. The higher the speed parameter of a character, the bigger the chance
that he / she will move before anyone else. The speed is calculated in such a way, that a
number ranging from 1 to 8 is added to the speed parameter of the character (6, for
instance). A character with 6 speed can have an "actual" speed ranging from 7 to 14.
The calculations take place after each action (not round) of any character on the
battlefield, which means that buffs / debuffs to speed have a direct influence on the order
of movement. If you want to be one hundred percent sure that your hero will move earlier than the
enemy (especially before units that inflict stress damage, as those tend to be the fastest), he / she
must have 9 points of speed more than the said enemy.
Speed is so important because of the fact that sufficiently high value will allow you to eliminate
some of the enemies before they can even move - it's extremely useful when dealing with enemies
dealing a lot of stress damage, as stress is a lot more dangerous than normal attacks decreasing
health. It is a good idea to have someone in your party who has a guaranteed move before
the enemy team - a good choice is the Abomination, Grave Digger, or Jester, as all three of
them have high default speed attribute.
The speed of your heroes will increase with weapon upgrades. Additionally, it can be further
increased with the help of trinkets, quirks, hero and camp abilities.
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Accuracy MOD
The accuracy modifier influences the effectiveness of the abilities your heroes use. Just like
protection, accuracy does not increase on its own as your characters level up, and can only be
increased with trinkets, quirks and certain abilities and camping skills.
Accuracy works in such a manner that it simply increases the default chance to hit of a given ability.
If an ability has 90 accuracy on its own, and your hero has accuracy modifier of 15, it
means that the ability will hit with a 105 chance to hit. The chance to hit depends on the
dodge chance of the target - an attack with 105 accuracy on a target that has 25 dodge has a
80% chance to hit.
Critical chance
Critical chance is one of the most important parameters of your characters. The higher the
chance to crit, the more often it will happen. Critical hits are immensely important, and that is
because of two reasons - they allow you to deal double damage (or to heal double the amount),
and they decrease the stress of the hero that performed the hit (giving a small chance to
reduce the stress of other heroes as well).
The chance for a critical strike increases as you upgrade the weapons of your characters.
Additionally, it can be influenced by proper trinkets, quirks, hero abilities, as well as camp abilities.
Damage
Damage is simply the amount of health points that an attack is able to take from the
target. Damage is in turn modified by the base parameters of a skill and with that the
amount of final damage is calculated. If the character has its "own" damage ranging from 12 to 16,
and uses an ability that has a -50% damage modifier, this character will be able to deal from 6 to 8
damage.
The amount of damage dealt is doubled in case of a critical strike and decreased by the percentage
value of the target's protection.
Damage increases as you upgrade the weapons of your characters, as well as with the help of
trinkets, quirks, hero and camp abilities.
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Resistances
A resistance of a hero is simply a chance that a given negative effect (blight, bleeding,
disease, or a debuff) won't be applied on him / her. Resistances can reach values normally
unattainable (or to be more specific - unattainable without cheating), and the only exception to that
rule is the Death Blow Resist, which can reach up to 87%, and the ability to disarm traps (although
it is not a resistance), which can reach up to 135%.
Resistances work in a similar fashion that the rest of the parameters - the chance that a
character, for instance, gets blighted depends on the amount of resistance to blight it has,
as well as the effectiveness of the attack. If a character has 150% resistance to blight, and the
attack of the enemy has 160% base chance to inflict it, it basically means that the enemy will have
a real chance of 10% to apply its effect.
The most important resistances are the Death Blow and Disease ones - although you
shouldn't neglect the others. Resistances to stun, move, blight, bleeding and debuff, as well as the
chance to disarm traps increase by 10% per level of the hero (up to 60%). The remaining ones (as
well as the ones described above) can be increased by trinkets, quirks, as well as hero and camp
abilities.
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Bounty Hunter
Bounty Hunter is the best when it comes to controlling the positions in the battlefield. He prefers
fighting in the front rows, especially in the second one, where he can use all of his abilities, except
for Uppercut. 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.
Bounty Hunter's key abilities are Mark for Death and Collect Bounty, and these are the ones
the playing as the character should be based on. The former, apart from Marking the target, lets you
decrease the target's protection (PROT) by a huge amount, which is invaluable later into the game,
because there are many enemies that are highly resistant to attacks, exactly thanks to this. Collect
Bounty, on the other hand, deals massive damage to the marked targets, and also to Human
opponents. A single attack against a marked target can deal as much as 50-60 points of damage
and make the opponent bite the dust.
Another unarguable upside of the character is that he has as many as two abilities that
can impose Stun, and both of them let you rearrange the enemy lines- one of them moves the
target to a random position, whereas the other one moves the target to the back row. Thanks to
this, you can pull forward those of the enemies that are lethal in the back rows (e.g. ones that deal
damage from Stress), and are helpless in the front lines.
This class is perfect on the second and the third position, where he can access the majority of
his abilities (he can access them all on the second position), but the best one is the second position,
which gives you access to Uppercut, a powerful stunning attack that, at the same time, pushes the
enemy away by 2 fields. If, however, you want to focus exclusively on dealing damage (because this
class is relatively susceptible to attacks), deploy the Bounty Hunter in the 3rd row.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 25 5 0 5 +0 5% 5-10
2 30 10 0 5 +0 5,5% 6-12
3 35 15 0 6 +0 6% 7-13
4 40 20 0 6 +0 6,5% 7-15
5 45 25 0 7 +0 7% 8-16
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
The best position for this class is the second one from the front, where he can use all of his abilities,
but if you want to focus on dealing damage (by means of Collect Bounty and Mark for Death),
deploy this character on position 3, where he is more safe.
Try not to use him as the main tank, as he has no base protection. This class, if you do not need the
ability to move the opponent away, works best at the 3rd position - there, he can use the most
effective of his attacks is safe from the majority of opponents in the battlefield.
If you want to use this class, it is also a good idea to select Arbalest, Hound Master and/or Occultist
for the party - all of these have a Marking ability, which increases the effectiveness of the Bounty
Hunter.
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Use the Come Hither, Uppercut and Flashbang, in order to change the order of the enemies. Moving
ranged opponents to the front will prevent them from using the most powerful of their attacks.
Some of the melee enemies won't be able to attack you at all when positioned in the back.
Use the Mark for Death, to mark the enemies for the bounty hunter and his companions, and use
the Collect Bounty, which will enable you 100% more damage to the marked enemy. The Finish Him
skill, will be causing 33% more damage to the enemies with the Stun effect.
Merits Flaws
+ Very good control of the battlefield
+ Good damage and decent vitality
+ Powerful combinations of the enemies' - Not as durable as other melee classes.
negative status effects - No AoE skills
+ Effective in 3 first rows - Requires a good formation juggling
+ He gains much fro having Hound Master, - Relatively low damage dealt to targets
Arbalest and/or Occultist on the party that are not stunned of marked
+ Ability to impose a powerful (5 pts/turn)
bleeding
Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: ranged
ACC base: 100 / 105 / 110 / 115 / 120
DMG mod: -100 / -100 / -100 / -100 / -
Mark for 100%
Death Against enemy:
Marked
Decrease protection: -10 / -13 / -15 /
-18 / -20%
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Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
DMG mod: -67 / -67 / -67 / -67 / -67%
Come Hither
CRIT mod: 0 / 0 / 1 / 2 / 2%
Character pull by 2 rows: (100 / 110 / 119 /
129 / 139% base)
Type: melee
ACC base: 90 / 90 / 95 / 100 / 105
CRIT mod: 0 / 0 / 1 / 2 / 2%
Uppercut DMG mod: -67 / -67 / -67 / -67 / -67%
Stun: (124 / 134 / 144 /154 /165% base)
Knockback: 2 rows (100 / 110 / 119 /129
/139% base)
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -100 / -100 / -100 / -100 / -100%
Flashbang
Stun: (124 / 134 / 144 /154 /165% base)
Shuffle: by 1 row (100 / 110 / 119 /129
/139% base)
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 2 / 2 / 3 / 4 / 4%
Finish Him
On self:
Additional damage against stunned
targets: +25 / +33 / +40 / +50 / +60%
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
CRIT mod: 2 / 2 / 3 / 4 / 4%
Hook and
slice DMG mod: -85 / -85 / -85 / -85 / -85%
Bleed: (100 / 110 / 119 / 129 / 139% base)
Damage from Bleed: 3 / 3 / 4 / 4 / 5 pts. /
round (3 rounds)
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Camping Abilities
Name Icon Time cost Target Effect
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Crusader
Crusader is one of the best tanks in the game thanks to his high 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
Resistances
statistics
Critical
5% Bleed 40%
Hit
Trap 10%
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Tips:
Crusader is an excellent defender of the rest of the party, which is why it is best to deploy him in
either 1st or 2nd position, where he can use the majority of his abilities, with the exception of Holy
Lance
Crusader works great as a shield for the rest of the party, thus it is the best to keep him in the front,
where he can use most of his abilities.
This class is perfect against Unholy type of opponents. There are two abilities - Smite and Holy
Lance that deal up to 35% more damage to opponents of that category. It is most useful in the
starting missions in which this enemies appear more often.
Although the Crusader may not be the best healer in the game, he can be used as one nevertheless.
It works especially great if there is another, main healer in the party. Use the Battler Heal and
Inspiring Cry, in order to retrieve some HPs to other party members and to lower down their
stress.
Merits Flaws
+ Excellent tank with many resistances
and great field control. - It may be quite problematic to launch Holy
+ He can use some pretty good buffing Lance, because it can only be used on the 3rd
and healing spells. or the 4th position
+ Has an ability that heals stress in a - Very low Speed
party member, while increasing torch - Cannot attack the 3rd and the 4th row in the
level at the same time enemy lines, with the exception of Holy Lance
+ Deals massive damage to Unholy type - Has no DoT dealing ability
of enemies - Less effective against opponents other than
+ He can easily escape the 3rd or the 4th the Unholy
position and deal massive damage
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Combat Abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
Smite CRIT mod: 0 / 0 / 1 / 2 / 2%
Additional damage against the
Unholy: +15 / +20 / +25 / +30 / +35%
Type: ranged
Type: melee
ACC base: 90 / 95 / 100 / 105 / 110
CRIT mod: 0 / 0 / 1 / 2 / 2%
Stunning Blow
DMG mod: -75 / -75 / -75 / -75 / -75%
Stun: (100 / 110 / 119 /129 /139%
base)
Type: buff
On self: increase PROTECTION by 25 /
Bulwark of 28 / 32 / 36 / 40%
On self
Faith
Marked
Increase torch level: o 6
Type: healing
Battle Heal Healing: 2-2 / 2-3 / 3-4 / 4-4 / 5-6
Health Points
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Type: melee
Moves character by 1 row forward
ACC base: 85 / 90 / 95 / 100 / 105
Holy Lance
CRIT mod: 5 / 6 / 6 / 6 / 7%
Additional damage against the Unholy: +15 /
+20 / +25 / +30 / +35%
Type: healing
Camping Skills
Time
Name Icon Target Effect
cost
Unshakeable
3 On self +25% to resistance to stress
Leader
Heal stress by 15
Stand Tall 4 1 ally
Removes Death door debuff
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On self:
Heal stress by 15
Zealous On self / all party
5 On party members:
Speech members
Heal stress by 15
+15% to resistance to stress
Heal stress by 25
If under Affliction, heal stress by
Zealous Vigil 4 On self
15
Prevents a nighttime ambush
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Grave Robber
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).
If you want to, you can use him, though, as a more stationary character. Abilities such as Pick to
the Face, Flashing Daggers and Thrown Dagger let him attack all of the targets in the
battlefield. Both dagger abilities can deal massive damage, due to high critical hit chance. However,
he is much better as a mobile class, but this works best within a party where the rest of the
characters also use it. Therefore, he harmonizes perfectly with Jester, Highwayman, and, to some
extent, with Crusader.
This character has a very high speed, high chance for a critical hit and quite high dodge value, but
the amount of his Health Points and resistance (apart from resistance to Blight) are very low.
Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 20 10 0 8 +0 5% 4-9
2 24 15 0 8 +0 5,5% 5-11
3 28 20 0 9 +0 6% 6-13
4 32 25 0 9 +0 6,5% 6-14
5 36 30 0 10 +0 7% 7-16
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Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
Use this class only in the party which members do not have to keep their positions. You do not want
to disable one of your members for a turn because of using a GR's attack.
Use the Lunge and Shadow Fade, in order to stay mobile on the battlefield
Class can be used as a "dodging tank", which is a tank, who dodges the attacks instead of taking
them on itself. However it works only on the higher levels, when the GR's stats of dodge are higher.
Classes that harmonize best with Grave Robber's mobility are Jester, Highwayman and, to some
extent, Crusader
Merits Flaws
+ High damage to a single target
+ Great melee and ranged skill
- Necessity of moving may cause problems among some
combination
party members
+ Solid self-buffs
- One of the weaker classes on the lower levels
+ Can be used as a tank on the
higher levels
Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
Pick to the
ACC base: 95 / 100 / 105 / 110 / 115
Face
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: melee
ACC base: 95 / 100 / 105 / 110 / 115
Lunge DMG mod: 40 / 40 / 40 / 40 / 40%
CRIT mod: 10 / 10 / 11 / 11 / 12%
Move: 2 rows forward
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Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
Flashing DMG mod: -33 / -33 / -33 / -33 / -33%
Daggers
CRIT mod: 5 / 6 / 6 / 6 / 7%
Decreases resistance to Bleed: -20 / -23 / -26
/ -30 / 33% (100 / 110 / 119 / 129 / 139% base)
Type: melee
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -100 / -100 / -100 / -100 / -100%
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
Thrown
Dagger CRIT mod: 10 / 10 / 11 / 11 / 12%
Additional damage against Marked targets:
+25 / +25 / +25 / +25 / +25%
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -90 / -90 / -90 / -90 / -90%
CRIT mod: 5 / 6 / 6 / 6 / 7%
Poison Dart Blight: (100 / 110 / 119 / 129 / 139% base)
Damage from Blight: 3 / 4 / 4 / 4 / 5 pts. /
round (3 rounds)
Decreases resistance to Blight: -20 / -23 / -
26 / -30 / 33% (100 / 110 / 119 / 129 / 139%
base)
Type: buff
On self:
Toxin
On self Increase dodge: +10 / +13 / +15 / +17 / +20
Trickery
Increase speed: +5 / +6 / +7 / +8 / +9
Heal poisoning / bleeding
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Camping skills
Time
Name Icon Target Effect
cost
On self:
Heal target's disease
Snuff box 2 On self / 1 ally
1 ally:
Heal target's disease
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Hellion
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.
If you are in need of a character for harassing the last row in the enemy lines, Hellion is your best
choice. While deployed in the front row, she gains access to Iron Swan, an ability that deals
massive damage to the enemy in the 4th row. Often, one attack is enough to make the enemy bite
the dust.
Hellion has reliable attacks that deal decent damage, nut they sometimes are slightly problematic
when it comes to accuracy. This comes at a price - three of her abilities (Barbaric YAWP,
Breakthrough and Bleed Out) weaken her for the next 3 turns, by decreasing her dodge and
damage.
One of the most interesting of her abilities is the abovementioned Barbaric YAWP, which lets her
(with a very high chance of success) to stun two enemies in the 1st and the 2nd row. This, in
combination with Plague Doctor's stun grenade lets you stun the entire enemy party in two moves. A
nice addition is Adrenaline Rush, which increases her accuracy and damage, heals Blight and,
additionally, it heals several Health Points.
This character is perfect in parties that need a someone to wreak havoc in the last enemy lines, or
which simply require brutal force. This character has a decent amount of Health Points, good
resistances and speed, but it somewhat lacks in terms of accuracy and chance of critical hit.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 26 10 0 4 +0 2,5% 6-12
2 31 15 0 4 +0 3% 7-14
3 36 20 0 5 +0 3,5% 8-16
4 41 25 0 5 +0 4% 9-17
5 46 30 0 6 +0 4,5% 10-19
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
Place here in the front, in the first or the second place so that she will be able to use most of her
skills.
Hellion has got a quite powerful AoE skill, Breakthrough, which can attack 3 enemies at once.
Remember though, it gives the Hellion a short debuff which decreases her damage and dodge stats.
Use the Iron Swan to attack an enemy in the back. They are usually an easy target for the Hellion as
they don't have much of the resistance.
If you want to restore your party's full health before the end of the battle, get rid of all the enemies,
save the last two ones, and start casting Barbaric YAWP! On them, which allows you to impose
Stun on them, in an easy way, while dealing no damage to them. Use those several turns to your
advantage and heal the party with healing spells.
Merits Flaws
+ Hefty amount of damage and a decent melee
- Her attacks gives her debuffs for a short
range.
time
+ Powerful AoE attack and pretty good field
- Not the best tank
control
- Low value of critical hit
+ An excellent damage buff, Adrenaline Rush
- Problems with accuracy
+ Hellion is a destroyer in the 4th position
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
Wicked Hack ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: melee
Iron Swan ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: melee
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -100 / -100 / -100 / -100 / -
100%
Barbaric YAWP Stun: (124 / 134 / 144 /154 /165%
base)
On self:
Decrease damage: -20%
Decrease dodge: -15
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 0 / 0 / 1 / 2 / 2%
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 0 / 0 / 1 / 2 / 2%
DMG mod: -55 / -55 / -55 / -55 / -55%
Breakthrough
On self:
Decrease damage: -20%
Decrease dodge: -15
Move: 1 row forward
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Type: buff
On self:
Increase damage: +20 / +22 / +24 / +26 /
Adrenaline
On self +28%
Rush
Increase accuracy: +5 / +6 / +7 / +8 / +9
Heal bleeding/ Blight
Heal: 1 / 2 / 3 / 4 / 5
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Bleed Out DMG mod: 15 / 15 / 15 / 15 / 15%
Bleed: (100 / 110 / 119 / 129 / 139% base)
Damage from Bleed: 3 / 3 / 4 / 4 / 5 pts. /
round (3 rounds)
Camping skills
Name Icon Time cost Target Effect
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If in row 1:
+10 to accuracy
+20% to damage
Battle Trance 3 On self
If not in row 1:
+10 to accuracy
+15% to damage
-5 ACC
On self:
Heal the character's stress by 30
Reject the On self / on On the party:
2
Gods the party
If non-religious: Increase stress level
by 7
If religious: Increase stress level by 15
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Highwayman
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.
Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 22 10 0 5 +0 5% 5-10
2 26 15 0 5 +0 5,5% 6-2
3 30 20 0 6 +0 6% 7-13
4 34 25 0 6 +0 6,5% 7-15
5 38 30 0 7 +0 7% 8-16
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Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Class tips:
Highwayman can fight in any position and always deal massive damage. This makes him a highly
mobile class that harmonizes well with, e.g. Grave Robber, or someone that can mark targets (e.g.
Hound Master or Arbalest).
Each melee attacks can be thrown from the back, thus you can put him on the second or third
position.
The Point Blank Shot is a very powerful skill with a Knockback effect. However, it requires placing
the Highwayman on the very front. This can be achieved by using his Duelist's Advance skill, which
will move him there automatically whilst attacking any enemy.
Merits Flaws
+ Solid damage and decent field control
+ Can be positioned almost anywhere
+ Pretty good mobility and resistance - Some classes are better at
+ Can impose Bleed on the target dealing damage
+ A powerful boost that increases his damge, accuracy - Cannot mark target on his own
and chance of critical hit
+ Can deal damage to 3 targets at a time
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
Wicked Slice ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: ranged
ACC base: 85 / 90 / 95 / 100 / 105
DMG mod: -25 / -25 / -25 / -25 / -25%
Pistol Shot CRIT mod: 10 / 10 / 11 / 11 / 12%
On self:
Additional damage against Marked
targets: +25 / +25 / +25 / +25 / +25%
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
CRIT mod: 0 / 0 / 1 / 2 / 2%
Point Blank
Shot DMG mod: 50 / 50 / 50 / 50 / 50%
Knockback: 1 pole (100 / 110 / 119
/129 /139% base)
Move: o 1 row back
Type: ranged
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Type: ranged
ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 0 / 0 / 0 / -0 / 1%
DMG mod: -80 / -80 / -80 / -80 / -80%
Tracking Shot On self:
Increase damage o: 12 / 14 / 16 / 18 / 20%
Increase accuracy o: 6 / 7 / 8 / 9 / 10
Increase chance of critical hit by: 5 / 6 / 7
/ 8 / 9%
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
Duelist's
CRIT mod: 2 / 2 / 3 / 4 / 4%
Advance
DMG mod: -20 / -20 / -20 / -20 / -20%
Move: o 1 row forward
Type: melee
ACC base: 90 / 90 / 95 / 100 / 105
CRIT mod: 0 / 0 / 1 / 2 / 2%
Open Vein DMG mod: -15 / -15 / -15 / -15 / -15%
Bleed: (100 / 110 / 119 / 129 / 139% base)
Damage from Bleed: 2 / 2 / 3 / 3 / 4 pts. /
round (3 rounds)
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Camping skills
Time
Name Icon Target Effect
cost
+10 to dodge
Unparalleled +2 to speed
4 On self
Finesse +20% to damage in melee
+10 to accuracy in melee
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Jester
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.
Jester has the strongest buff in the game - Battle Ballad. Each use lets him play a melody that
increases, speed, accuracy and chance of critical hit in the entire party. This effect can be stacked
up to 3 times , which at higher levels provides a bonus of +15 to speed, +30 to accuracy
and +9% do chance for a critical hit, which makes your characters, in practice, twice as effective
in combat. Even a onetime, use of the ballad provides you with a considerable boost and allows your
party make their moves before the enemy does - this means less damage taken and less stress for
your characters.
You should remember about Inspiring Tune, Jester's another song, which heals the character's
stress and decreases its amount that he receives, for the next several turns. This is the
strongest ability in the game that heals stress of a single target (sometimes, it is difficult to rely on
Hound Master's ability). Also, he can impose bleeding, using two abilities.
Just like in the case of Grave Robber, Jester can be used as a support party, while deployed in the
back rows of the party, or as a mobile havoc wreaker. His Solo allows him to dash into the front row
and decreases accuracy of the enemies considerably - which in combination with his high level of
dodge lets him avoid enemy attacks. While in the front row, he can use the strongest offensive
ability in the game, Finale. In spite of the fact that, after he uses it, he returns to the very last row
of the party and receives a high penalty to statistics, this attack can kill the majority of enemies
in one take, and due to the high chance of a critical hit, it can also replenish some stress.
Jester is a unique character that works with specific groups. If you want a party whose main
objective is to kill out enemies in the initial turn, you will find no use for him. However, if you want
someone that will considerably strengthen the party, he is a perfect match.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 19 15 0 7 +0 7,5% 4-7
2 23 20 0 7 +0 8% 5-8
3 27 25 0 8 +0 8,5% 6-10
4 31 30 0 8 +0 9% 6-11
5 35 35 0 9 +0 9,5% 7-13
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
Jester is best to be placed on the third position. From there, he can play his tunes and use the most
of his attacks.
Thanks to ability Battle Ballad, which buffs attacks of the entire party, this class is perfect for
parties with strong offensive side. Classes that harmonize with Jester well are, e.g. Highwayman,
Grave Digger, Leper and Hellion.
This class is great when it comes to dealing critical damage. Use abilities, such as Dirk Stab and
Slice Off which have positive modifiers to critical attacks. Use Finale to finish out the last targets,
thanks to which you avoid adverse effects of this attack.
Characters in this class are perfect for longer journeys, thanks to their Inspiring Tune, which heals
stress in a single target and increases his resistance to stress.
Merits Flaws
+ Great Critical Damage
+ A reliable support class - you can increase
accuracy, critical damage and speed of the entire - Rather low Base Damage
party - Not as good within the defensive
+ Very good abilities for healing stress in single teams, or quick elimination of targets
targets - A small number of health points
+ Very high chance of critical hit
+ High damage with Finale ability
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
ACC base: 80 / 85 / 90 / 95 / 100
Dirk Stab
CRIT mod: 2 / 3 / 4 / 4 / 4%
Move: o 1 row forward
Type: melee
ACC base: 90 / 95 / 100 / 105 / 110
CRIT mod: 0 / 0 / 1 / 2 / 2%
Type: melee
ACC base: 90 / 95 / 100 / 105 / 110
DMG mod: 50 / 50 / 50 / 50 / 50%
CRIT mod: 15 / 16 / 16 / 16 / 17%
Finale Move: by 3 rows back
On self:
Decrease damage o: 40%
Decrease dodge o: 30
Decrease accuracy by: 10
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
DMG mod: -100 / -100 / -100 / -100 /
-100%
Solo Move: by 3 fields forward
Enemies: -10 to accuracy
On self:
Increase speed: +5 / +6 / +7 / +8 /
+9
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Type: melee
ACC base: 95 / 100 / 105 / 110 / 115
CRIT mod: 8 / 8 / 8 / 9 / 10%
Slice off DMG mod: -33 / -33 / -33 / -33 / -33%
Bleed: (100 / 110 / 119 / 129 / 139% base)
Damage from Bleed: 3 / 3 / 3 / 4 / 5 pts. /
round (3 rounds)
Type: buff
Entire party:
Increase speed: +3 / +3 / +4 / +4 / +5
The
Battle Ballad
party Increase accuracy: +5 / +6 / +7 / +8 /
+10%
Increase chance for a critical hit: +2 / +2
/ +2 / +3 / +3%
Type: healing
Inspiring
One ally Heal stress by: 10 / 11 / 12 / 13 / 15
Tune
Decrease damage from stress: -10%
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Camping skills
Name Icon Time cost Target Effect
+10 to accuracy
Tiger's Eye 3 1 ally
+5% do chance for a critical hit
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Leper
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.
Inarguably, the greatest weakness of Leper is his low accuracy of offensive attacks, due to
which he misses often. This is compensated by the high damage he deals, and you can improve on
his accuracy using other abilities, trinkets or with his Finale (unfortunately, everything comes at a
price and it decreases his defensive abilities).
This character has one of the most powerful "moving" abilities in the game - his Purge can
move the opponent as far back as 3 rows, and move the character from the first row to the very
back, which often makes him incapable of attacking. If, in the first two rows of the enemy
party, there are warriors that deal high damage, you can use Intimidate, which decreases
his accuracy and damage dealt.
Thanks to his extraordinary abilities, Leper is perfect in the first line of fire. This effect is further
boosted by Withstand (which decreases his stress and provides with a considerable boost to
defense)and Solemnity, which increases his resistance and restores quite a few Health Points.
Unfortunately, he is completely useless in missions, where enemies may use "moving" attacks - he
is completely unable to attack, nor return from the 3rd and the 4th row and he needs to "go on
foot".
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 35 0 0 2 +0 2,5% 7-14
2 42 5 0 2 +0 3% 8-16
3 49 10 0 3 +0 3,5% 9-18
4 56 15 0 3 +0 4% 10-20
5 63 20 0 4 +0 4,5% 11-22
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
Leper may be considered as the best tank in the game, thus it is best to use him specifically in this
role.
This class has very good healing and boosting abilities, but they only are effective on self. Use
Solemnity to restore some of your health and load the main healer, as well as for the boost to
resistance, and Withstand, which heals a little bit of the character's stress and increases his
resistance for a short period of time.
All of Leper's offensive abilities are of relatively low accuracy, which is a good idea to use Revenge
before the attack, which increases damage, critical damage and chances of hitting with the rest of
the attacks.
Beware of the position changing when having a Leper in your party. He can attack only from the first
two positions and moving him to the back will make him totally useless. Try not to combine this
class with mobile characters, such as Grave Robber or Jester.
Merits Flaws
+ Very good resistance and health
level. - Low Accuracy
+ Powerful melee attacks - No ranged attacks
+ Strong buffs and healing skills - Poor mobility
+ Great class for longer missions - He can only attack the first 2 rows in the enemy
+ Powerful knockback that knocks party, while in either of the first two rows in the party
the enemy from row 1 to row 4.
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
Chop ACC base: 75 / 80 / 80 / 90 / 95
CRIT mod: 2 / 2 / 3 / 4 / 4%
Type: melee
ACC base: 75 / 80 / 80 / 90 / 95
Hew
CRIT mod: 2 / 2 / 3 / 4 / 4%
DMG mod: -40 / -40 / -40 / -40 / -40%
Type: buff
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 0 / 0 / 1 / 2 / 2%
Focus Hero
DMG mod: -90 / -90 / -90 / -90 / -90%
Knockback: 3 (100 / 110 / 119 / 129 /
139% base)
Type: buff
Increase DMG: +25 / +27 / +30 / +32 /
+35%
Increase ACC: +10 / +11 / +12 / +13 /
Revenge Hero +15
Increase CRIT chance: +1 / +2 / +3 /
+4 / +5%
Dodge: -15
PROT: -25%
Type: buff
Hero: increase deffence o 25 / 28 / 32 /
Withstand Hero 36 / 40%
Decrease stress by: +9 / +9 / +10 /
+11 / +12
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Type: healing
Hero:
Healing: 6 / 7 / 8 / 10 / 12 punktów zdrowia
Increase resistances:
Solemnity Hero
Blight: 25%
Bleeding: 25%
Debuff: 25%
Move: 25%
Type: melee
ACC base: 95 / 100 / 105 / 110 / 115
CRIT mod: 0 / 0 / 1 / 2 / 2%
Intimidate DMG mod: -70 / -70 / -70 / -70 / -70%
Target:
Decrease ACC: -5 / -6 / -7 / -8 / -10
Decrese DMG: -20 / -23 / -26 / -29 / -33%
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Camping abilities
Cost
Name Icon Target Effect
czasu
1
Encourage 2 Reduce stress by 15
companion
Heal 15%
1
Wound Care 2 Removes target bleeding
companion
Removes target blight
1
Pep Talk 2 +15% Stress Resist
companion
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Occultist
Occultist is the Darkest Dungeon's sorceror. This is a magical class that fights from back rows and
deals massive damage to enemy units. 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.
The key upside of the Occultist is additional damage dealt to Eldritch - this comes in handy
while exploring some dungeons, especially Cove, where the majority of monsters (with the exception
of boss Drowned Crew) are of this type. The last location, Darkest Dungeon, is predominantly
crawling with this type of monsters, so he will be useful throughout the majority of the game.
His two curses, i.e. Weakening Curse and Vulnerability Hex make him one of the best
support classes in the game. The former, in combination with Vestal's Hand of Light, can drive
down damage of any opponent with out any problems - it is invaluable in the fight against boss
Prophet, who deals lethal damage, as well as against any other opponent that is capable of landing
powerful blows. The latter, on the other hand, works perfectly in parties focusing on dealing damage
to Marked targets - Occultist's high speed will usually let him take action before the rest of the
party, mark the target beforehand and also lets him deal more damage.
Wyrd Reconstruction is a double-edged ability, which can heal target, for up to 30 Health
Points per take (in the case of critical hit), but it can just as well not heal even one point and impose
the pesky Bleed effect instead. For this reason, Occultist should never be used as the party's only
healer, especially at higher difficulties.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 19 10 0 6 +0 7,5% 4-7
2 23 15 0 6 +0 8% 5-8
3 27 20 0 7 +0 8,5% 6-10
4 31 25 0 7 +0 9% 6-11
5 35 30 0 8 +0 9,5% 7-13
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
The best position for him would be the third. From there, the only skill he won't be able to use would
be the Hands from the Abyss and even then all it takes is to move him one place forward.
Use the Weakening Curse ass well as Vulnerability Hex, in order to weaken the most dangerous
targets. The first skill will decrease the enemy's damage and his accuracy whilst the latter imposes a
Mark on him which will decrease the target's dodge chance.
Occultist is equipped with a powerful healing skill - Wyrd Reconstruction. It can restore up to 10
HPs, but it also may impose the Bleeding on the target, although there is a chance to resist this
negative effect. The problem, on the other hand, is the fact that it may not heal even one point, due
to considerable divergence in values.
Deamon's Pull is on of the best skill which will change the order within enemies' lines. It can pull an
enemy from the third or fourth position by two positions. It is a great skill to use against the ranged
enemies - especially in the case of enemies that deal damage from stress, who often cannot use
their abilities in the front of the formation.
Merits Flaws
+ High Damage, especially against Eldritch
+ Decent debuff skills.
- Low on HP.
+ Can Mark targets, which is perfect for parties focused on
- Some spells may impair the
such abilities
team.
+ One of the most powerful healing skill.
+ Ability to pull ranged enemies to the front.
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Combat skills
Name Icon Position Targets Description (successive tiers)
Type: melee
ACC base: 80 / 85 / 90 / 95 / 100
Sacrificial Stab CRIT mod: 10 / 11 / 11 / 12 / 12%
Deal additional damage to Eldritch:
+15 / +20 / +25 / +30 / +35%
Type: ranged
ACC base: 85 / 90 / 95 / 100 / 105
Abyssal DMG mod: -25 / -25 / -25 / -25 / -25%
Artillery
CRIT mod: 5 / 6 / 6 / 6 / 7%
Deal additional damage to Eldritch:
+15 / +20 / +25 / +30 / +35%
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -75 / -75 / -75 / -75 / -75%
Weakening
Curse CRIT mod: 5 / 6 / 6 / 6 / 7%
Decrease target's damage: -30 / -32 /
-35 / -37 / 40% (100 / 110 / 119 / 129 /
139% base)
Type: healing
Heal: 0-12 / 0-14 / 0-16 / 0-18 / 0-20
Wyrd
Reconstruction Bleed: (59 / 69 / 69 / 79 / 84% base)
Damage from Bleed: 1 / 1 / 2 / 2 / 3
pts. / round (3 rounds)
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Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -90 / -90 / -90 / -90 / -0%
CRIT mod: 5 / 6 / 6 / 6 / 7%
Vulnerability Hex
Against enemy:
Marked
Decrease dodge: -15 / -16 / -17 / -18 /
-20
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
CRIT mod: 5 / 6 / 6 / 6 / 7%
Daemon's Pull
DMG mod: -50 / -50 / -50 / -50 / -50%
Pull by 2 rows: (100 / 110 / 119 /129
/139% base)
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Camping skills
Name Icon Position Targets Description (successive tiers)
Type: melee
ACC base: 80 / 85 / 90 / 95 / 100
Sacrificial Stab CRIT mod: 10 / 11 / 11 / 12 / 12%
Deal additional damage to Eldritch:
+15 / +20 / +25 / +30 / +35%
Type: ranged
ACC base: 85 / 90 / 95 / 100 / 105
Abyssal DMG mod: -25 / -25 / -25 / -25 / -25%
Artillery
CRIT mod: 5 / 6 / 6 / 6 / 7%
Deal additional damage to Eldritch:
+15 / +20 / +25 / +30 / +35%
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -75 / -75 / -75 / -75 / -75%
Weakening
Curse CRIT mod: 5 / 6 / 6 / 6 / 7%
Decrease target's damage: -30 / -32 /
-35 / -37 / 40% (100 / 110 / 119 / 129 /
139% base)
Type: healing
Heal: 0-12 / 0-14 / 0-16 / 0-18 / 0-20
Wyrd
Reconstruction Bleed: (59 / 69 / 69 / 79 / 84% base)
Damage from Bleed: 1 / 1 / 2 / 2 / 3
pts. / round (3 rounds)
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Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -90 / -90 / -90 / -90 / -0%
CRIT mod: 5 / 6 / 6 / 6 / 7%
Vulnerability Hex
Against enemy:
Mark the enemy
Decrease dodge: -15 / -16 / -17 / -18 /
-20
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
CRIT mod: 5 / 6 / 6 / 6 / 7%
Daemon's Pull
DMG mod: -50 / -50 / -50 / -50 / -50%
Pull by 2 rows: (100 / 110 / 119 /129
/139% base)
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Plague Doctor
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.
Plague Doctor is the best in the 3rd row, where she can hurl her deadly grenades from.
Thanks to Noxious Blast, she can poison the 1st or the 2nd target and thanks to Plague Grenade
she can do that to the 3rd and the 4th target simultaneously. Both grenades deal massive damage
starting with the 1st level - 4 points per turn that goes up to reach 6 per turn. This effect is, of
course, stack-able, thanks to which the enemy can take the astronomical 18 points per turn! In the
case that Plague Doctor encounters an enemy resistant to Blight, she can perform Incision, which
apart from high damage (and a high chance for a critical hit), imposes the bleeding effect on the
enemy.
Blinding Gas is just as important an ability and it provides you with a high chance of stunning two
targets at the enemy's back (rows 3 and 4). In combination with Hellion's Bellow, this provides you
with an opportunity to stun the entire party within one turn - this is why both of the classes
cooperate well. If necessary, she can also stun and pull to the front one opponent, using
Disorienting Blast.
Plague Doctor also has strong supporting abilities. She is the only class in the game that can remove
poisoning and bleeding from another target (while in combat) and additionally heal several Health
Points - all of this thanks to Battlefield Medicine. If it is necessary to deal more damage, you can
perform Emboldening Vapours, which increases the target's speed and damage dealt.
Plague Doctor is a character that harmonizes well with several other classes - Hellion among others
(this enables you to stun the entire enemy party), or Hound Master (who causes Bleeding in targets,
while she is poisoning them). This works well against monsters with high resistance, but she does
not do well in situations where you need to deal high damage quickly, or when enemies have high
resistances.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 22 5 0 7 +0 2,5% 4-7
2 26 10 0 7 +0 3% 5-8
3 30 15 0 8 +0 3,5% 6-10
4 34 20 0 8 +0 4% 6-11
5 38 25 0 9 +0 4,5% 7-13
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
The best position for him would be the third. From there, he can use the Incision skill, which is his
only ability which does not have any negative modifiers to damage.
Although abilities Noxious Blast, Plague Grenade and Blinding Gas have very low base damage,
they can impose highly annoying negative effects on targets. The best targets for these skills are the
bosses and tougher enemies.
Plague Doctor has got one of the best skills for crowd control- Disorienting Blast. It can move the
enemy from the 2nd, 3rd or 4th position to the other, random one.
His only healing skill, the Battlefield Medicine, may not restore many HPs but it may remove some
negative effects (Bleed or Blight) from your party member. It may be useful in the longer battles.
Merits Flaws
+ Abilities to inflict and to remove the
negative effects.
+ Decent crowd control.
+ Very high DoT damage (Blight and
- Poor base damage.
Bleed)
- She does not work against opponents with
+ Ability to increase damage dealt to
high resistances
opponents
- Low chance of critical hit
+ Perfect against resistant opponents and
- Very uneven resistances
bosses
+ Very high base speed
+Excellent synergy with Hellion and
Hound Master
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Fighting skills
Name Icon Type Pozycja Target
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -80 / -80 / -80 / -80 / -80%
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -90 / -90 / -90 / -90 / -90%
Plague KRYT mod: 0 / 0 / 1 / 2 / 2%
Grenade
Zaraza: (100 / 110 / 119 / 129 / 139%
bazowe)
Blight DMG: 4 / 4 / 5 / 5 / 6 pkt. /
round (3 rundy)
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Incision
Bleeding: (100 / 110 / 119 / 129 /
139% bazowe)
Bleed DMG: 1 / 1 / 2 / 2 / 3 pkt. / 3
rounds
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Type: healing
Ulecz: 1-1 / 1-2 / 2-2 / 2-3 / 3-3
Battlefield 1
Medicine companion Hero: remove bleeding / blight
On companion: remove bleeding /
blight
Type: buff
Increase DMG: +25 / +27 / +29 /
Emboldening 1
+31 / +33%
Vapours companion
Increase SPEED: +3 / +4 / +5 / +6
/ +7
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -100 / -100 / -100 / -100
Disorienting Blast / -100%
Stun: (100 / 110 / 119 / 129 / 139%
base)
Shuffle
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Camping abilities
Cost
Name Icon Target Effect
czasu
1
Encourage 2 Reduce stress by 15
companion
Heal 15%
1
Wound Care 2 Removes target bleeding
companion
Removes target blight
1
Pep Talk 2 +15% Stress Resist (4 combats)
companion
Heal 15%
1
Leeches 2 Remove target blight
companion
Remove target disease
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Vestal
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.
Although her healing abilities are not as potent as that of Occultist, they are more reliable
- you can be pretty sure about receiving the healing value. Vestal has two healing abilities -
Divine Grace, which allows her to heal lots of Health Points to one target, and Divine Comfort,
which heals the entire party. The latter one, throughout the first two ranks is not worth too much,
but later into the game, with appropriate trinkets, each party member receives between 6 and 12
Health Points. Also, this is a perfect ability that saves the party from Death's Door, even if it
heals 1 Health Point only.
Vestal has a very good ranged ability, Judgement, which deals decent damage and,
additionally, heals Vestal if she manages to hit the target. Also, Dazzling Light, thanks to
which you can stun the enemy, as well as Illumination, which decreases dodge of the target, are
both attention worthy. Both of the skills also increase torch level. Finally, Hand of Light, which
decreases damage dealt by enemy and deals increased Unholy damage, deserves too be noted.
Vestal works well in the 3rd position, but thanks to some trinkets, she can do just as well
in thee 2nd one, where she can use more offensive abilities. She matches great with other
healing classes, such as Occultist or Arbalest. Her statistics are well balanced - she does not stand
out, nor does she lag behind.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 24 0 0 4 +0 2,5% 4-9
2 29 5 0 4 +0 3% 5-11
3 34 10 0 5 +0 3,5% 6-13
4 39 15 0 5 +0 4% 6-14
5 44 20 0 6 +0 4,5% 7-16
Resistances
Deadly
Stun Blight Disease Move Bleed Debuff Trap
Blow
Tips:
The third position works best. From there, Vestal can use most of her attacks and spells. With
appropriate trinkets, he can also stand in the 2nd row, where he can land more powerful attacks.
Vestal can use two strong healing skills. The first is Divine Grace, which heals for more HPs but it
can be used on a single target. The latter is Divine Comfort which heals for less, but it affects the
whole party. It is a great skill in the situation I which more than one of your teammates is impaired
with the Death's Door.
The Judgement is one of the best offensive skills which attacks an enemy and restores the Vestal's
HPs.
Vestal is equipped with the skills which will restore the torch light. The Dazzling Light and
Illumination, can do that whilst inflicting damage upon an enemy. Use it for the longer quests to
conserve your torches.
Merits Flaws
+ High durability and decent offensive skills.
- Low mobility.
+ One of the best healers in the game.
- No buffs for the party.
+ Good crowd control.
- Average speed
+ Can restore the torch light.
- Weak healing throughout the initial
+ Ability to weaken enemies - both their damage
ranks
and dodge
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
Mace Bash ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 0 / 0 / 1 / 2 / 2%
Type: ranged
ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 5 / 6 / 6 / 6 / 7%
Judgement
DMG mod: -20 / -20 / -20 / -20 / -20%
On self:
Heal: 3 / 3 / 4 / 4 / 5
Type: ranged
ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 0 / 0 / 1 / 2 / 2%
Dazzling Light DMG mod: -75 / -75 / -75 / -75 / -75%
Stun: (100 / 110 / 119 /129 /139%
base)
Increase torch level o 6
Type: healing
Divine Grace 1 ally
Heal: 3-5 / 4-6 / 5-7 / 6-7 / 7-8
Type: healing
Divine Comfort The party On the party:
Heal: 1-2 / 1-3 / 2-3 / 3-3 / 3-4
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Type: ranged
ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 0 / 0 / 1 / 2 / 2%
Illumination DMG mod: -50 / -50 / -50 / -50 / -50%
Decrease dodge: -20 / -23 / -25 / -27 / -30
(100 / 110 / 119 /129 /139% base)
Increase torch level o: 5 / 6 / 7 / 8 / 10
Type: ranged
ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 0 / 0 / 1 / 2 / 2%
DMG mod: -50 / -50 / -50 / -50 / -50%
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Camping skills
Time
Name Icon Target Effect
cost
+10 to accuracy
Bless 3 1 ally
+10 to dodge
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Abomination
Abomination is a unique class, if compared with the rest of the classes. This is so, because he ha
success to all his abilities already at the beginning of the game, as a result of which you do not need
to spend money to test them all.
Thanks to his unique ability - Transformation - he can turn into a monster and gain additional
statistics, while adding some stress for the party. Transformation is also connected with his abilities
- in his human form, he can use 3 abilities and, as the monster, another three, thanks to which he
can use all of his attacks during one battle. Also, it should be mentioned that the transformation is
free and it does not cost him a turn. Still, he can transform into a monster only once and, after you
return to the human form, you cannot transform again.
This class is perfect for fighting on the first or on the second position, where he takes on the role of
the tank, as support, due to his ability to poison the enemy party. He has very good statistics and
what stands out is the unusually high attack and speed values. There is one downside, though - he
cannot be in one party with religious characters (i.e. Leper, Vestal and Crusader), which limits his
usefulness.
If you want to use Abomination, it is a good idea to take Occultist, who will be capable of healing
both him and the rest of the party, as well as Hound Master, who will be able to heal effects of
transformation (stress), thanks to Cry Havoc.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
2 33 12,5 0 7 +0 3% 8-17
4 47 22,5 0 8 +0 4% 11-22
Resistances
Death
Stun Blight Disease Move Bleed Debuff Trap
Blow
Upsides Downsides
+ It is a flexible character, thanks to his
transformation
- Transformation adds stress to the
+ Access to all of the abilities from the very
remaining party members
start
- Abomination cannot be on the
+ Easy start, thanks to the lack of necessity
party with religious characters
to buy abilities
- He cannot attack the 4th row
+ Character's high Damage and self-
sufficiency
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: Transformation
In the human form:
On self: Switches to beast mode
Resistance to Blight: +20 / 22 / 25 /
27 / 30 %
Damage: +10 / +14 / +17 / +21 /
+25%
Transformation On self Stress for the rest of the party: +8 /
+8 / +8 / +8 / +8
In the beast form:
On self: Switches to human mode
Speed: -4 / -3 / -2 / -1 / 0
Heal: 5 / 6 / 7 / 8 / 10 health points
Stress for the rest of the party: -1 / -
1 / -2 / -2 / -3
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -60 / -60 / -60 / -60 / -60%
Manacles
Stun: (100 / 110 / 119 /129 /139%
base)
CRIT mod: 0 / 0 / 1 / 2 / 2%
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
DMG mod: -100 / -100 / -100 / -100 / -
100%
CRIT mod: 1 / 2 / 2 / 2 / 3%
Beast's Bile Blight: (100 / 110 / 119 / 129 / 139%
base)
Blight damage: 3 / 3 / 3 / 4 / 5 pts. /
round (3 rounds)
Decreased Blight resist: -20 / -23 / -
26 / -30 / 33% (100 / 110 / 119 / 129 /
139% base)
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Type: On self
Absolution On self Stress heal: +8 / +9 / +10 / +11 / +12
Heal: 4 / 5 / 6 / 8 / 10 / health points
Type: melee
ACC base: 90 / 95 / 100 / 105 / 110
DMG mod: -40 / -40 / -40 / -40 / -40%
Rake
CRIT mod: 3 / 4 / 4 / 4 / 4%
On self: +15 / +17 / +20 / +22 / +25% damage
from Rake
Type: melee
Rage ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7
Type: melee
Moves the character 1 position forward
ACC base: 80 / 85 / 90 / 95 / 100
DMG mod: -25 / -25 / -25 / -25 / -25%
CRIT mod: 2 / 3 / 4 / 4 / 4%
Slam Knockback: 2 positions back (100 / 110 / 119 /
129 / 139% base)
Against enemy:
DODGE: - 10 / 12 / 15 / 17 / 20 (100 / 110 /
119 / 129 / 139% base)
SPD: - 2 / 3 / 4 / 5 / 6 (100 / 110 / 119 / 129 /
139% base)
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Camping skills
Name Icon Time cost Target Effect
1
Encourage 2 Reduce stress by 15
companion
1
Pep Talk 2 +15% to stress resistance
companion
+25% to damage
Psych Up 4 On self
Increase stress by 20
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Man-at-Arms
Man-at-Arms is a class that is best fitted to the role of a tank, mixed a bit with support class. The
majority of his abilities allow him either to protect the party, increase statistics of party members,
debuff or smash enemy lines. The high levels of health and dodge points come at the price of speed
and resistances. Man-at-Arms has one of two (apart from Hound Master) ability called Defender.
After an ally is marked, the skill allows him to protect them, thanks to which damage from all of the
attacks on that character is absorbed by the man-at-arms. Additionally, for the duration of the
ability, he receives a high bonus to protection, thanks to which he takes much less damage. This
skill is perfect for protecting less resistant targets, also in combination with Retribution.
Retribution allows him to attack a target, deal negligible Damage, but Marks him at the same time
and activates the passive skill Riposte. Each enemy that attacks him will be countered - as a result,
when combined with the Defender mentioned above, he can attack several times per turn. However,
you need to watch out, and not attract too much attention to him, especially of the enemies that
impose stress.
Another skill that is attention-worthy is Rampart that stuns and pushes back the marked target, and
also moves the Man-at-Arms by one position - it is useful against dangerous enemies, as well as in
situations, in which your party is scrambled. Command and Bolster let him increase the Accuracy,
Speed and Dodge of the entire party, during battles with some opponents, especially if you combine
it with Bellow that decreases the Speed and Dodge of the entire enemy party.
Man-at-Arms works well on two first positions in the party, where he can activate all of his skills.
Also, using specific Trinkets, you can keep him on the last position, where he works well as support
that buffs his allies and debuffs his enemies. The Trinket in question is Guardian's Shield, which
increases his defense, dodges and healing that he receives, when in the 4th row.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 31 5 0 3 +0 3,7% 5-10
3 45 15 0 4 +0 4,7% 7-13
4 52 20 0 4 +0 5,2% 7-15
5 59 25 0 5 +0 5,7% 8-16
Resistances
Death
Stun Blight Disease Move Bleed Debuff Trap
Blow
Upsides Downsides
+ Perfect as the tank that absorbs damage
dealt to other characters
- Average Damage and
+ He can buff his party and/or debuff the
Resistances
enemy
- Not too self-sufficient - ha
+ He works well in any position
cannot heal wounds or stress
+ Retribution, when combined with
- Retribution can end bad
appropriate trinkets and buffs can obliterate
- He cannot attack the enemy
the enemy party within one turn
while in the 4th position
+ Powerful camping skills that affect the
entire party
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Combat abilities
Name Icon Position Targets Description (successive tiers)
Type: melee
Crush ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: melee
ACC base: 90 / 90 / 95 / 100 / 105
CRIT mod: 5 / 6 / 6 / 6 / 7%
Type: ranged
ACC base: 90 / 95 / 100 / 105 / 110
DMG mod: -90 / -90 / -90 / -90 / -90%
CRIT mod: 0 / 0 / 1 / 2 / 2%
Bellow
Against enemy:
DODGE: -5 / -6 / -7 / -8 / -10 (100 /
110 / 119 / 129 / 139% base)
SPDKOSC: -5 / -5 / -6 / -6 / -7 (100 /
110 / 119 / 129 / 139% base)
Type: buff
On self: increases PROTECTION by 25 /
Defender 30 / 35 / 40 / 45%
On an ally: protection of an ally
(absorbs his Damage)
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Type: melee
ACC base: 85 / 90 / 95 / 100 / 105
DMG mod: -75 / -75 / -75 / -75 / -75%
CRIT mod: 0 / 0 / 1 / 2 / 2%
On self:
Retribution
Marked
Activates Riposte
Additional damage from Riposte: +0 / +5 /
+10 / +15 / +20%
Additional accuracy in Riposte: +0 / +5 /
+10 / +15 / +20
Type: buff
On party:
Command
Increases Accuracy: +10 / +11 / +12 / +13 /
+15
Type: buff
On party:
Bolster
Increases Dodge: +5 / +6 / +7 / +8 / +9
Increases Speed: +2 / +3 / +3 / +4 / +5
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Camping skills
Name Icon Time cost Target Effect
On self:
+ 10 DODGE
+ 3% CRITICAL
Tactics 4 On self
On allies:
+ 10 DODGE
+ 3% CRIT
+4 DODGE
Instruction 3 1 companion
+3 to Speed
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Hound Master
Hound Master is one of the most unique classes in the game, especially due to the fact that this is
not a single figure and the character is always accompanied by his dog that performs the lion's share
of the job. Hound Master is a combination of damage dealer and support class - he is quite self-
sufficient because he can heal his wounds, as well as his own stress and the party's. He has quite a
few health points, decent speed and quite high chances of critical hit, however his Resistances and
"regular" Damage are average, at best.
When it comes to offensive abilities, the greatest advantage of Hound Master is his ability
to impose Bleed. His Hound's Rush, apart from dealing massive damage to Marked opponents (up
to 100%!) and to beast-type opponents, also has a high chance of causing bleeding. Hound's Harry
is the only ability in the game that allows you to place a DoT effect over the entire enemy party, and
although the regular damage that it deals is negligible, the Bleeding effect can quickly stack to reach
sky-high values.
Hound Master's Guard Dog is similar to one of Man-At Arms's skills. After you select an ally,
the ability allows him to absorb damage dealt to the target. Additionally, for the duration of the
ability, the character receives a high bonus to dodge, which makes it more difficult to reach him.
This is an excellent ability to use for the less resistant targets. Remember, however, that if the
enemy reaches you even though, you receive full damage and not decreased - this may not end
well.
One of the best abilities of Hound Master is Cry Havoc - this is the only ability in the game that
lets you decrease stress levels of the entire party, at a time. This comes at a price of low success
rate (65%), but with a bit of luck and persistence, you will be able to keep your party's stress at a
non-existent level.
Also, his Blackjack is worth mentioning - this is a quite standard ability that deals negligible
damage, but it has one of the highest chances of Stunning in the game. Also, you should remember
about Whistle, which Marks the Target and decreases the target's defense by a percentage value
(which depends on the level) - it works perfectly against armored opponents and some bosses.
Hound Master is a class that you can deploy in virtually any position, depending on what
you want to achieve. In the 2nd position, he will be capable of using all of his offensive abilities,
but if you want to use the ability that heals stress (Cry Havoc), you will have to move him to the 3rd
or the 4th position, where you can use virtually any ability, with the exception of Blackjack.
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 21 10 0 6 +0 5% 4-7
2 28 15 0 6 +0 5,5% 5-8
3 35 20 0 7 +0 6% 6-10
4 42 25 0 7 +0 6,5% 6-11
5 49 30 0 8 +0 7% 7-13
Resistances
Death
Stun Blight Disease Move Bleed Debuff Trap
Blow
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Upsides Downsides
+ A highly versatile class - he can be used both
for dealing damage, support and as a tank, to
- Average regular Damage and
some extent. Effective in any position.
Resistances
+ He can cause bleeding in the entire enemy
- Guard Dog increases chance
party, in one take.
of dodge, but it does not
+ The stunning Blackjack, with high success
decrease damage, as a result
chance
of which using it may end bad
+ Cry Havoc allows him to heal stress in the
- Ineffective against enemies
entire party
resistant to bleeding
+ Self-sufficient - he can heal wounds and stress
- He cannot attack in the 4th
on his own
position
+ Whistle allows him to Mark targets, while
- Hound Snacks, although
decreasing their protection - thanks to this
highly effective, take up space
Hound's Rush can deal up to 100% damage to
in the inventory
the marked target
+ Guard Dog lets him protect the target
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Combat abilities
Name Icon Position Target Description (successive tiers)
Type: ranged
ACC base: 85 / 90 / 95 / 100 / 105
CRIT mod: 2 / 3 / 4 / 4 / 4%
Bleed: (100 / 110 / 119 / 129 / 139%
base)
Damage from Bleed: 1 / 1 / 2 / 2 / 3
Hound's Rush pkt. / round (3 rounds)
On self:
Additional Damage against beasts:
+15 / +20 / +25 / +30 / +35%
Additional Damage against Marked
targets: +60 / +70 / +80 / +90 /
+100%
Type: ranged
ACC base: 90 / 90 / 95 / 100 / 105
CRIT mod: 0 / 0 / 1 / 2 / 2%
Type: ranged
ACC base: 100 / 105 / 110 / 115 / 120
DMG mod: -100 / -100 / -100 / -100 / -
100%
Whistle
Against enemy:
Mark the enemy
Decrease protection: -20 / -22 / -25 /
-27 / -30%
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Type: healing
On the party:
Cry Havoc
Heal stress: +3 / +4 / +5 / +6 / +7 (65%
chance)
Type: buff
On self: increase DODGE by 15 / 18 / 20 / 22 /
Guard Dog 25
On an ally: protect the ally (absorb his
damage)
Type: healing
Lick
On self On self:
Wounds
Healing: 5 / 6 / 7 / 8 / 10 health points
Type: melee
ACC base: 95 / 100 / 105 / 110 / 115
Blackjack CRIT mod: 1 / 2 / 2 / 2 / 3%
DMG mod: -50 / -50 / -50 / -50 / -50%
Stun: (124 / 134 / 144 /154 /165% base)
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Camping skills
Name Icon Time cost Target Effect
Man's Best
3 On self Reduce stress by 20
Friend
Release the
4 On self +50% do chance of Scouting
Hound
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Arbalest
Arbalest is a class that combines properties of a damage dealer and of support class that offers a
plethora of practical abilities to the party that both strengthen the party and weaken the opponent.
This is a class that deals the highest damage in the game, although she needs some preparations for
that (Marking the target). She has a high chance of critical damage, unusually high amount of health
points (as for a character in her position and role), but her speed, dodge and resistances are quite
average.
Unarguably, her strongest point is the Sniper Shot. In itself, it deals high damage and has a
high chance of critical hit, but it is the most effective against a Marked opponent - thanks to this,
she is capable of dealing as much as 100%(!), or more damage, with additional 10%(!) of chances
for a critical hit. Arbalest is capable of killing the majority of targets in the game, in one take only.
To mark opponents, you can use her own Sniper's Mark (which also decreases the target's dodge) -
or you can mark the opponent with some other class (Bounty Hunter, Hound Master, or Occultist).
Arbalest has two abilities that have negative effect on the enemy party. Thanks to
Suppressing Fire, she can deal little damage and decrease both the chance to hit and the chance of
a critical hit of the targets you hit - against some types of opponents, this is invaluable.. Bola, on
the other hand, lets her push two first targets away and wreak quite a havoc - some of the enemies
cannot effectively attack from a row different from the one in which they initially appear (especially
opponents that impose stress, and in this case they move forward).
Invaluable ability of this class is the Battlefield Bandage. It allows you to replenish some
health points, a more important thing is that it increases the received healing by a percentage value.
It perfectly harmonizes with Vestal/Occultist in the party, because it increases their effectiveness.
Rallying Flare allows you to lift Marking from an ally and stun (especially useful against boss Swine),
it provides a small bonus to Resistances to Weakening and raises slightly the level of the torch. Also,
you should remember about Blindfire, which allows you to attack any target and, additionally, after
it connects, it increases Arbalest's speed - unfortunately, the target is random here.
Arbalest works best (and only, as a matter of fact) on the 3rd and the 4th positions in the
party, where she can use all of her abilities. She harmonizes perfectly with other healing
classes (and also with healing abilities of other classes), also with those that can mark the enemy
(or need her to mark the enemy).
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Statistics
Level Health Dodge Protection Speed Accuracy Critical Damage
1 27 0 0 3 +0 7,5% 4-9
2 34 5 0 3 +0 8% 5-11
3 41 10 0 4 +0 8,5% 6-13
4 48 15 0 4 +0 9% 6-14
5 55 20 0 5 +0 9,5% 7-16
Resistances
Death
Stun Blight Disease Move Bleed Debuff Trap
Blow
Upsides Downsides
+ class that deals extremely high Damage,
especially to Marked targets
+ High level of health points, especially as for a - Relatively low speed
ranged class - Average Resistances
+ High chance of critical hit - it is easy to get a - No damage from bleeding/
critical hit that decrease stress blight, no stunning abilities
+ Ability to heal and increase the accuracy of - Her strongest ability, Sniper
other party members Shot, cannot be used against
+ Ability to mark targets, while decreasing their the enemy's 1st row
dodge, at the same time - She cannot use Battlefield
+ She can wreak quite a havoc in the enemy Bandage, while in the 4th row,
lines, thanks to Bola and Suppressing Fire on self
+ Her Rallying Flare lifts stun effects and
Markings
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Combat abilities
Name Icon Position Target Description (successive tiers)
Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
CRIT mod: 5 / 6 / 6 / 6 / 7%
On self:
Sniper Shot
Additional damage against Marked
targets: +50 / +60 / +70 / +80 /
+100%
Additional chance of a Critical Hit
against Marked targets: +5 / +6 / +7
/ +8 / +10%
Type: ranged
ACC base: 90 / 90 / 95 / 100 / 105
CRIT mod: -5 / -4 / -4 / -4 / -3%
DMG mod: -80 / -80 / -80 / -80 / -80%
Suppressing
Fire Against enemy:
Decreases accuracy: -5 / -6 / -7 / -8 /
-10
Decreases chance of a Critical Hit: 5
/ -6 / -7 / -8 / -10
Type: ranged
ACC base: 100 / 105 / 110 / 115 / 120
DMG mod: -100 / -100 / -100 / -100 / -
100%
Sniper's Mark
Against enemy:
Marks the enemy
Dodge decrease: -20 / -22 / -25 / -27 /
-30%
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Type: ranged
ACC base: 95 / 100 / 105 / 110 / 115
CRIT mod: 5 / 6 / 6 / 6 / 7%
Bola DMG mod: -50 / -50 / -50 / -50 / -50%
Against enemy:
Knockback: 1 back (64 / 74 / 84 /94
/104% base)
Type: ranged
ACC base: 80 / 85 / 90 / 95 / 100
CRIT mod: 0 / 0 / 1 / 2 / 2%
Blindfire
DMG mod: -10 / -10 / -10 / -10 / -10%
On self: increases Speed +5 / +6 / +7 / +8
/ +9
Type: healing
Battlefield Healing: 5 / 6 / 7 / 8 / 10 health points
Bandage
Increases the effectiveness of healing:
+20 / +24 / +28 / +33 / +38%
Type: healing
Removes Stun
Removes Marking
Rallying Flare
Increases resistance to Debuff: +10 /
+12,5 / +15 / +17,5 / +20%
Increases torch level: +3 / +4 / +5 / +6 /
+7
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Camping skills
Time
Name Icon Target Effect
cost
Marching All
3 +2 Speed
Plan companions
All
Triange 3 Heal 35% health points
companions
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Trinkets
Recommended trinkets for classes
There are over a hundred various trinkets in the game, divided into classes that are able to wear
them (some of them are universal, for all classes) and by their rarity. Each character can wear two
trinkets at once, but you can't equip two identical ones at the same time. There are:
• 65 common trinkets
• 38 uncommon trinkets
• 29 rare trinkets
• 14 Ancestral trinkets
• 1 trinket associated with the last dungeon in the game, the Darkest Dungeon
• 8 trinkets-trophies, given to you by defeating each boss on the highest (3) difficulty level.
There are hundreds of combinations for trinkets on each class, but below you will find a table
representing the most common / useful ones.
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Quirks
Positive
Below you can find a table representing the full list of positive quirks in the game, as well as their
influence on the character.
Name Influence
Evasive +5 Dodge
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Hatred of Unholy +15% Damage inflicted and -15% Stress Damage taken vs Unholy
Meditator Improves stress recovery for Meditating at Abbey and while camping.
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Stress Faster -100% food consumed when stress level is above 50.
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Negative
Below you can find a table representing the full list of negative quirks in the game, as well as their
influence on the character.
Name Influence
Clumsy -5 dodge
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Fear of Beast -15% stress resist and -10 accuracy when fighting Beast-type enemies
Fear of Eldritch -15% stress resist and -10 accuracy when fighting Eldritch-type enemies
Fear of Mankind -15% stress resist and -10 accuracy when fighting Human-type enemies
Fear of Unholy -15% stress resist and -10 accuracy when fighting Human-type enemies
Guilty Bears the crushing guilt of deeds real and imagined. Prone to investigate
Conscience Worship Curios.
Love Interest In town, will only visit the Brothel for stress relief.
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Weak Grip on
-10% death blow resist
Life
After seeing troubling behavior, will not take part in Prayer activity in
Witness
town.
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Remember, that the Sanitarium allows you to lock up to 3 positive quirks, so that they won't be
replaced - otherwise, when you already have 5 of them, every new positive quirk gained by the
character will replace a random, existing one. Depending on the role of a given class you should lock
those quirks:
• A hero focusing on damage from ranged attacks - Eagle Eye + Deadly + Evasive;
quirks are focused to maximize the damage, giving a little bonus to dodge.
• A hero focusing on damage from melee attacks - Hard Skinned + Precision Striker +
Slugger; a large boost to damage and 10% additional protection, which is always a plus.
• A hero focusing on the highest speed attribute (especially important in the 1st
round) - Quickdraw + Quick Reflexes + On Guard; thanks to that, the hero will gain 10
points of speed for the duration of the first round.
• A hero focusing on healing: Tough + Quick Reflexes + Hard Skinned; high amount of
protection and a slight increase to speed.
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• The ones decreasing the speed of your characters, such as: Nocturnal, Off Guard,
Slowdraw, Slow Reflexes
• The one decreasing the damage of your characters, such as: Light Sensitive,
Scattering, Calm, Tuckered Out
• The ones that forces your characters to activate Curios, such as: Ablutomania,
Bloodthirsty, Compulsive, Curious, Dacnomania, Dark Temptation, Demonomania,
Dipsomania, Egomania, Guilty Conscience, Hagiomania, Hylomania, Kleptomaniac,
Necromania, Paranormania, Plutomania, Sitiomania
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Bosses
Necromancer
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
Attack influences the whole party. It deals low physical damage, but it is of hefty
Six Feet Under
mental (stress) damage.
The Clawing
Deals fair damage to the last two heroes. It may inflict some negative effects.
Dead
The Flesh is
Deals fair damage to the first two heroes. It has a high CRIT chance.
Willing
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.
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Swine
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 Powerful attack that comes with high damage to the whole party. It comes with a
Destruction great chance of Stun. Available after the Wilbur's death.
Obliterate Deals hefty amount of damage to two targets with the Mark. A big chance of
Masses dealing critical damage (CRIT). Can be used only on the Marked targets.
Deals hefty amount of damage to one target with the Mark. A big chance of
Obliterate Body
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.
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.
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Hag
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
Deals a bit of damage and puts a hero into the kettle where from now on he will be
Into the Pot 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
Deals low damage to the whole party and increases their stress levels.
Stew
Season to Deals fair amount of damage to one target with a chance of Debuffing him/her (-25%
Perfection 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.
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Brigand Pounder
Brigand Pounder is the first boss that you are going to face in Weald. The opponent always stands
behind the summon at the head of the formation (unless you kill the summon, in which case the
boss moves to the front) and just like any other major boss in the game, he will be sending his
soldiers against you.
In himself, the boss is specific in that he cannot even hurt you - he is going to need help to land
either of his two attacks. This is what the third attack is for - Reinforcements, thanks to which he is
able to summon, as many as three soldiers into the battlefield, including your main target that you
always have to fight in the first place - Matchman.
He deals practically no damage, and thanks to him, the opponent can launch his main attack -
"BOOOOOOOM!". The attack deals tremendous damage to your entire party (it is capable of draining
2/3 of each of your characters' health!) and it additionally adds 15 points of stress to each character
that gets hit. Pounder can use this attack only with the help of Matchman (who activates him) and
the activation itself always takes place at the end of the round, because Matchman has a very low
level of speed and always is the last one to move. There also is a third attack "MISFIRE!", which
sometimes supplants the regular "boom" - the shot is never accurate and it does not regenerate the
stress of your party, but it is not a good idea to rely on that.
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Boss's attacks
Name Aiming spot Targets Accuracy Effect
Your
82,5% / 90% / 9-27 / 12-35 / 17-51 damage,
BOOOOOOM! any entire
102,5% +15 stress
party
Your
MISFIRE! any entire 0% -10 stress
party
The above table presents all of the boss's attacks - values separated with the "/" symbol provide
effects depending on levels (1, 3 and 5), at which you are going to fight this opponent.
Health 50 75 105
Speed 0 1 2
The above table presents the boss's statistics in all three difficulty variants.
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As you can figure it out, there is no point to take with you characters that impose various DoT
effects, because the resistances of the boss are high and chances to cause bleeding or blight in him
are minimal. He does have a high level of protection, but this is specific for the fight - it will take
some time to complete it because your attack are going to deal 2-3 damage.
The suggested party should include characters that can easily target the 3rd and the 4th row of the
enemy party, because this is where the threat, i.e. Matchman, usually is. You need to kill the
opponent at any cost, before the round is out. Of course, there are other enemies that appear there
with him, and it is also a good idea to deal with them - one, or two attacks on each will do and the
boss is incapable of summoning 3 minions at a time. Therefore, the tactic is that each round you
beat up Matchman and his companions, and aim the rest of the available attacks at the boss. After a
dozen-or-so turns the fight will be over.
The team that will do well against this boss consists of:
Crusader - he deals high damage against rows 1 and 2, where usually the boss and one of the
summons are
Hellion - while on the first position, she can easily damage the entire enemy party, including the
4th row, while dealing high damage.
Bounty Hunter - he is virtually capable of attacking any row and his Mark for Death decreases the
boss's protection by 10% (this effect can be stacked), if only it is successful.
Arbalest - at the very end of the formation, she is capable of attacking any opponent, and deal one
of the highest damage in the game. An accurate shot should make Matchman bite the dust.
Actually, any character will do here, as long as they deal physical damage, instead of damage from
poison or from bleeding. Just remember that your party should be capable of attacking every row of
the enemy lines, thanks to which you get Matchman quickly.
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Prophet
Prophet is the boss that you encounter in the ruins at the very beginning of the game. The enemy
always takes the fourth position (unless you can destroy the wooden barricades that he builds
before the battle) and the first three positions are taken up by Fractured Pews, which do not attack,
but they guard your access to the boss. Destroying it, apart from allowing you to deal damage to the
Prophet more easily, also rewards you with a cash injection, towards the end of the battle (1250
gold pieces per each one that you smash).
During the battle, the boss can (and will) perform several actions per turn. To a major extent, these
are harmless attacks that deal scanty damage, they boost stress level a little and they can impose
the Blight effect. What is most dangerous is the combination of two attacks - Calamitous
Prognostication and Rubble of Ruin. The former marks a position within your party and the latter
(which the boss performs in the following turn), crumbles tons of rubble onto the marked character.
This combination is repeated every turn and there is nothing that you an do about it - this is not
regular Mark, that can be lifted, so you need to get ready to take the blow (see below to learn
more).
The
82,5% / 90% / 11-23 / 15-29 / 22-43 damage
Rubble of Ruin any marked
102,5% and removes the mark
targets
The above table presents all of the boss's attacks - values separated with the "/" symbol provide
effects depending on levels (1, 3 and 5), at which you are going to fight this opponent.
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Protection 0% 0% 0%
Speed 0 1 2
The above table presents the boss's statistics in all three difficulty variants.
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Flesh
What makes this battle unique is that the boss takes up all four positions
Flesh is the boss that you encounter in the Warrens and, as a matter of fact, he is four opponents in
one, because he has been divided into four fragments - Head, Bone, Heart and Butt. Each of these
parts has different abilities and different statistics and each of the four enemies changes his form
each turn. Of course, the forms can duplicate themselves and you may have, e.g. to fight against
four Hearts at once.
The problem with this boss is that three out of his parts (i.e. Head, Bone and Butt) gave high
Protection level, which makes regular attacks barely effective, because they deal only several points
of damage, but fortunately their attacks do not deal that much damage (although they attack there
times per round, in total, as a result of which they can wreak some havoc). The heart, on the other
hand, is highly vulnerable to attacks, but it has the annoying ability of healing the rest of the parts,
which may be quite a problem, in the case in which this particular part keeps appearing at the back,
and you have no way of targeting them.
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Bone Zephyr
Your entire 82,5% / 90% 100% / 120% / 140% Chances
(used by the 1, 2 or 3
party / 102,5% of stun
Bone)
Undulating 92,5% /
3rd or 4th 100% / 120% / 140% chances
Invasion (used 3 or 4 100% /
row of causing Blight
by the Butt) 112,5%
The above table presents all of the boss's attacks - values separated with the "/" symbol provide
effects depending on levels (1, 3 and 5), at which you are going to fight this opponent.
Protection 0% 0% 0%
Speed 10 11 12
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Speed 1 2 3
Speed 1 2 3
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Speed 8 9 10
The above tables present the boss's statistics in each of the forms, in all three difficulty variants.
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Stacking damage over time, on the enemies (Bleed, Blight) is the best tactic
Due to the extremely high Protection statistics of the majority of the parts, the best tactic is to use
characters that can deal damage over time. These are:
Houndmaster - his Hound's Harry targets the enemies and provides a high chance of causing
Bleed. Of course, this effect can be stacked several times, as a result of which the enemies will be
taking massive damage, after a time. Also, remember to use the delicacy, which increases, damage
dealt by the character.
Abomination - He is capable of imposing the Poison effect on two targets at the same time (on
positions 2 an 3). Additionally, he is quick and tough, capable of healing himself, which makes him
self-sufficient.
Plague Doctor - Plague Grenades impose a powerful (4 points per turn, on tier 1) Poison effect on
the last two targets in the enemy lines. Even without being upgraded, you can deal 12 damage per
turn (!) in one attack.
Apart from that, it is a good idea to take someone with the capability to heal the party. Due to the
Abomination's presence, you have no need for the Vestal or the Crusader, but you can still use:
Occultist - his Wyrd Reconstruction is not the most reliable healing effect in the game (and it can
additionally cause bleeding), but in a critical situation it can save your skin
Arbalest - she is mainly a damage dealer, but her Battlefield Bandage is a powerful healing ability
that additionally increases the potency of any instance of healing not cast by the Arbalest.
Your task is to drain the boss's health bar to zero (which is obvious), but with the exception of
Heart, you will not be able to hurt the enemy too much with the "regular" attacks" which is why you
should be using DoT attacks. As soon as Heart (or Hearts) appears on the battlefield concentrate on
it all of your attacks - thanks to the 0% protection each of your attacks deals massive damage.
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Siren
Siren is the first boss of the Cove. The opponent starts the battle alone and takes up the first
position. The Siren's most dangerous weapon is the ability to pull a character over to her side (with
the Song of Desire). The effectiveness of this ability is predefined and in most cases, it ends in a
success.
After the Siren performs this action, a player's character is pulled over to the other side for several
turns, as a result of which they get out of your control and the character deals damage to your
party. Fortunately, the character then uses the simplest attacks, thanks to which you do not need to
fear Poison or Bleed effects imposed on the entire group. For the duration of the character's stay at
the other side, they will be receiving damage from stress - although it is not too high, prolonging the
battle with the boss may have dire effects, because stress may reach critical level quickly. After
several turns, your character returns to you side and takes the last position in the row.
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The above table presents all of the attacks available for the boss.
Protection 0% 0% 0%
Speed 5 6 7
The above table presents the boss's statistics in all three difficulty variants.
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It is not the end of the world if the character is pulled over to the other side - they return to your side after several
turns
Although it may look differently, the battle with the Siren is one of the easiest in the game. The
boss does not have any lethal attacks that would impose any negative effects, or huge amounts of
stress onto your character. The main ability of the enemy - Song of Desire- in spite of its high
chances of success, is possible to be dodged (or resisted rather). This is influenced by the
Weakening of the character - the higher the value, the higher the chance of success. You can
increase it with trinkets, or by drinking Holy Water before the battle - if you consume it, in any form,
it increases all Resistances for each character, by 33%, and that including the one that you currently
need.
If the enemy manages to pull one of your party members over to her side, this is not a disaster. The
character will be unable to use the strongest of their attacks and you can also stun the character,
which decreases their effectiveness. Also, you can use an ability that pushes the character to the
back, behind the Siren- in the case of, e.g. Leper, this disables his attacks completely.
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Siren has quite a high chance of Dodging (especially at the higher difficulty levels, thanks to which it
is better to take along characters with high Accuracy, or attacks of high Accuracy. Of course, you
can decrease the Siren's Dodge value (e.g. with Arbalest's Mark of Sniper). Additionally, the
opponent is vulnerable to stunning - you can, therefore easily stun Siren every 2 turns (and for one
turn she loses her +40% to her Resistance to Stun), and which decreases her efficiency by a half.
If you want to impose effects with AoT on her, it is a good idea to take interest in Poisoning,
because the Siren has quite high a resistance to Bleed (although Hellion can easily impose this effect
on her).
A good party to fight with Siren can consist of:
Crusader - he deals very high damage to 1st and 2nd row, which is where the boss usually is.
Additionally, he has an ability (Stunning Blow) that has high chance of turning the opponent.
Hellion - she deals quite a damage and she is capable of imposing Bleed effect on the opponent.
Also, she can increase her accuracy and damage dealt, thanks to which it is easier for her you
actually hit the Siren.
Occultist - He can weaken the Siren with Vulnerability Hex and Weakening Curse, and some of its
attacks deal damage to Eldritch monsters that the Siren belongs to.
Arbalest - high Accuracy, Damage and chance of critical hit ensure that Arbalest is capable of
dealing considerable damage to Siren. Lack of any Protections in Siren only enhances the effect.
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Drowned Crew
Drowned Crew
Drowned Crew is the second boss (after Siren) that you need to defeat in the Cove. This is yet
another battle that is quite unique, in that it requires a specific approach, if you want to win it. As
soon as it starts, the enemy uses attack "All Hands on Deck", which summons Anchorman and pulls
a random player character (if it is impossible to resist) to the front of the row. In the next turn, the
opponent with the anchor attacks the character that is standing at the head of the row and pin him
to the ground.
From now on, that character will be taking stress every turn, for as long as he is pinned down.
Additionally, the boss receives a boost to Protection, while the Anchorman is attacking. Therefore,
you need to deal with him as quickly as possible - fortunately he does not have too many health
points, thanks to which it is going to be easy to deal with him, which deprives the boss of additional
protection. Remember, though, that the pinned-down character can also attack.
Your task is to defeat the boss and, in the meantime, to deal with Anchorman, who will be
summoned back, more or less, for a round, before you kill him. It is worth remembering that he is
easy to be stunned, which postpones his attack by a turn. There is no point in attacking him with
regular attacks, unless he grabs one of your party members, because he will then have high
Protection that absorbs all of the damage dealt by you.
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Player
100% / 120% / 140% chances
character 102,5% /
All Hands on of pulling the character to the
any at 2nd, 110% /
Deck front of the party and
3rd or 4th 122,5%
summoning the Anchorman
position
Player
character 102,5% /1 / 2 / 3
Boarding Clutch any on 1st, 110% /
2nd or 3rd 122,5% Causes Bleed
position
The above table presents all of the attacks available for the boss.
Protection 0% 0% 0%
Speed 3 4 5
The above table presents the boss's statistics in all three difficulty variants.
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Anchorman nails one of your characters to the ground - kill him to free that character.
Drowned Crew must be the easiest boss battle in the game, especially at lower difficulty levels.
The enemy does not have any attacks that could threaten you in any serious way, if your party is
well-prepared, and unlike other bosses, it does not impose that much stress on your party.
During the fight, you have two goals - attacking the boss to bring down his health points and killing
Anchorman. The other one is important since the boss is healing himself each turn that your
character spends immobilized, which if combined with resistance from Anchorman, can make the
battle unnecessarily long. As soon as Anchorman immobilizes your character, kill him and turn to the
boss.
IN himself, the boss has low resistance to stun and poison, but it is better not to try to exploit the
former, - the boss moves three times each turn, due to which stun will wear off so fast, it will have
no effect at all. Poison (or bleed, if your character can impose them on the boss) on the other hand,
can deal tremendous damage, due to the fact that he moves 3 times a turn. This means poisoning
for 4 points and bleeding for 2 equals 18 damage received by the boss, during a single turn!
A good party for fighting the Drowned Crew can consist of:
Crusader - he deals high damage to rows 1 and 2, which is where the boss, or Anchorman, is
usually staying. Additionally, his Stunning Blow has a high chance of stunning the enemy, which
may be useful against Anchorman.
Bounty Hunter - he can stun the enemy and his attacks, especially against Marked targets, deal
high damage.
Highwayman - high Accuracy, damage dealt and the chance to land a critical attack enable him to
deal high damage to the enemy. One pistol attack can make Anchorman bite the dust.
Occultist - he can weaken the boss with Vulnerability Hex and Weakening Curse. Additionally, he
can mark the boss using his abilities, which makes attacks of the Bounty Hunter more effective.
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Shambler
Shambler is the second miniboss in the game (just like Collector) and, at the same time, one of the
most difficult battles in the game, especially if you do not prepares yourself properly beforehand.
You do not need to defeat him, in order to push the story forward, nor to match up against other
bosses. Also, you cannot fight him in the regular way, by selecting the appropriate mission.
There are two ways in which you can find the boss and fight him:
There is very little possibility that you encounter him randomly (as a random encounter), while
exploring the dungeon with the lowest brightness level (set to 0).
You can summon the monster on your own, by putting the torch on his altar (Shambler's Altar), or
on Curio, which you can sometimes run into while exploring the dungeons.
Definitely, you will be surprised about brightness level during the battle. The brightness level
needs to go down to 0 and it is impossible to increase it - you need to fight Shambler in total
darkness and there is nothing you can do about it.
The battle is unique in that there is nowhere to escape from him - if you decide to retreat
during the battle, your next encounter will be with Shambler. The only way out is to defeat the
enemy, or escaping the mission altogether - unfortunately, penalty for this is high and the party
receives a high stress level. Apart from the fight with the boss, you also need to fight with his
tentacles which, paradoxically, are probably more dangerous than he himself.
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Boss's attacks
Name Aiming spot Targets Accuracy Effect
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Boss's statistics
Grotesque
Type Shambler Abhorrent Shambler
Shambler
Speed 0 1 2
The above table presents the boss's statistics in all three difficulty variants.
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Effective fighting and defeating Shambler depends both on preparations and on the tactic
that you adopt. In the case of the rest of the bosses, you can focus on gradual draining of the
opponent's health bar and keeping the party alive. This is not the case here, because apart from
dealing considerable damage, the boss's attacks also impose high levels of stress on your party
consistent attacks on one of your characters throughout several rounds is enough to make his stress
levels exceed 100 points.
This happens because attacks of the enemy's tentacles impose high levels of stress, and their
Clapperclaw ability has a quite chance of critical hit, which amplifies the effect (fighting in total
darkness also does not help here, as it also imposes stress). Therefore, you need to keep fighting
the tentacles on a regular basis - see below to learn more.
Your job here consists in:
Imposing DoT effects on Shambler.
Quick elimination of his tentacles.
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Shambler has very low Resistances to Bleed and Blight, which makes him vulnerable to those
effects. Thanks to this, he ill be taking 15-20 damage per turn, depending on your level - since he
does not have the ability to heal, several turns of such damage and regular attacks from your party
should get the job done.
Another issue here is the elimination of tentacles. As a matter of fact, he keeps summoning them
again, but the key issue here is to prevent the same set of tentacles from staying in the battlefield,
throughout several successive turns. The reason is simple - their attack, Clapperclaw, apart
from the high level of dealt damage (and stress) imposes buffs on the tentacle, which
enhances their chance of critical strike, their damage dealt, speed and protection. With each
successive turn, its attacks will be stronger (with increased chances of critical damage and additional
stress), and they will be more resistant to attacks. After two turns of receiving buffs, such tentacle
can deal as much as 20 damage (and there are two of them).
A good party to fight Shambler consists of:
Plague Doctor - she is capable of imposing powerful effects on the enemy (4-5 points per turn),
which is useful during the battle with Shambler, and for elimination of his tentacles.
Houndmaster - two of his abilities impose Bleed which, just like in the above case, will be useful
during the battle. Additionally, his Whistle decreases the target's protection (which increases
damage that you deal to Shambler) and Marks him, which increases the potency of some of abilities.
Hellion - she deals considerable damage (and her Iron Swan can weaken the boss by as much as a
quarter of his health!) and is capable of imposing a strong Bleed effect on the boss. Additionally, the
Barbaric YAWP stuns two targets in the front rows, which may be helpful if damage dealt by the
tentacles will get out of hand.
You can allow yourself freedom, as for the last character, but it is best to pick someone that
can deal high damage to enemies in the front two positions (where tentacles usually are). Therefore,
the Leper is a good choice, then the Hellion and the Grave Robber(who can also impose Bleed
effect).
A party like this should easily be able to deal with the enemy, but since you can encounter him while
exploring the dungeon in a totally different make-up, you need to remember about several issues:
Give up reducing the character's stress level - the enemies will be able to exceed the previous
level (even 20 points on the majority of the party, per turn), and each turn, during which you do not
deal damage to Shambler, brings you one step closer to defeat.
The fight always starts with rearranging your party. Therefore, try to have on your party
characters that can move quickly around the battlefield - some abilities, such as Hellion's
Breakthrough, Grave Robber's Lunge, or Abomination's Slam.
Use the numerous Camping Abilities that decrease stress levels that you receive - this way,
you can extend the duration of the fight a little.
Do not allow a situation, in which the same set of tentacles stays in the battlefield for
longer than 2 turns - the longer they are there, the higher the bonus to Clapperclaw that they
receive and your party cannot fight them.
If not necessary, do not enter a fight with Shambler at the beginning of your exploration
of the dungeon - the chances are high that, after the fight, the majority of the party members will
be exhausted (especially when it comes to stress levels), due to which you will have to retreat from
the dungeon. If you turn into Shambler's Altar, remember its location, complete the quest and
return there to enter the fight with the miniboss.
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Collector
Collector is one of the minibosses in the game, which means that it is optional to fight him and he is
not required to push the story forward, nor to unlock your access to the rest of the bosses. There is
no one specific spot where you can find him. Still, throughout the tens of hours that you spend on
preparing your party for quests in the Darkest Dungeon, you will meet him multiple times.
To make him appear, your inventory needs to be filled in, at least, 65% - which means that
with 11 items in your inventory (regardless of how ma y of them you actually have - what is
required is 11 stacks) each corridor that you follow has a 5% chance that the boss appears
there. Of course, you can use it for your own needs (both to make him appear and to avoid him at
all costs). If you want to lure him out, have the required number of stacks in your inventory and
dash between corridors (even if you have already been there - sooner or later the boss appears).
The boss's initial attack is always the same - his first attack is Collect Call. After it is a
activated, 3 heads of the defeated heroes appear in the battlefield. The game randomly selects from
among the Vestal, Man-At-Arms, or Grave Robber. Apart from the boss, you also need to deal with
the minions (which has been described below).
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Boss's attacks
Name Aiming spot Targets Accuracy Effect
Boss's statistics
Type The Collector The Collector The Collector
Protection 0% 0% 0%
Speed 5 6 7
The above table presents the boss's statistics in all three difficulty variants.
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After you kill the enemy, it is a good idea to take some time off and regenerate your health/stress level.
This boss battle is quite unique in that you also need to take care of his summoned heads. All three
use, in fact, one (two in the case of the Vestal) attack, and this is what it looks like:
Man-At-Arms will be trying to defend the boss, as a result of which he uses Defender. From now
on, he will be taking damage decreased by a percentage value, which would normally be dealt to the
boss. To smash this ability, you need simply to stun this character, which deactivates this effect -
but in the following turn he will be trying to activate it again. In himself, he poses no threat to you
Vestal - to a major extent, she uses quite average (especially if compared to damage dealt by you)
healing abilities which restores the enemy some of his health points. You do not need to worry about
this too much, because damage you deal should surpass the healed points several-fold. From time
to time, she also casts a buff. Just like Man-At-Arms, she poses no threat, in herself.
Grave Robber - this is the most dangerous opponent. His attacks can deal quite massive damage
(especially in the case of critical attacks - which happens often). If the enemy summons two such
heads, they will be capable of killing a single party member during one turn.
As proved by the above list, during the fight (apart from attacking the boss) you should
completely ignore both Vestal and Man-at-Arms (just remember to smash his defenses
imposed on the boss) and kill Grave Robber (or Grave Robbers, if you have bad luck). Each time,
after two heads disappear from the battlefield, and the boss takes the 1st or the 2nd position, he
uses Collect Call again.
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This way, you can cause a situation, in which only heads of Vestals Men-at-Arms' heads appear in
the battlefield, as a result of which damage dealt by the enemies drop to nearly zero. As a
matter of fact, this is also the best tactic here, because you then do not need to worry about the
powerful attacks of Grave Robbers.
The rest of the boss's attacks are not too dangerous - his Life Steal heals only a tiny fraction of the
damage that you deal and Show Collection imposes on you very little stress. Try to eliminate heads
of Grave Robbers, smash protections of Men-At-Arms' on a regular basis and deal consistent
damage to the boss. What is effective against the Collector are attacks that impose Bleed or Poison
effects - the boss has low Resistances to these, which makes it easy to impose them and eliminates
any healing abilities of the enemies. Also, it is a good idea to use, quite often, stunning abilities, to
which the enemy is also vulnerable - this is especially effective in the first turn, which delays his
summoning of the heads and lets you deal considerable damage.
It is difficult to recommend a good make-up here, because the encounter with him is rather random,
but it pays off to remember about several issues:
Make sure that you have, at least, one character with stun ability, who can target the 1st,
2nd or the 3rd row - this will be helpful at stunning the boss in the first turn, or at stunning the Man-
At-Arms.
Do not enter fight with the boss with a party in made-up to deal Damage over Time - the
key here is to eliminate Grave Robbers as quickly as possible, and this requires high damage dealt.
A perfect choice is your own Grave Robber, Hellion or Bounty Hunter.
Do not ignore Grave Robbers! One turn of distraction may cost you a valuable character - their
damage cad exceed 30 points at one take.
Do not waste time on regenerating stress when the Collector is still alive. In the first place,
deal with the boss and Grave Robbers, because the amount of stress that you receive during the
battle is negligible.
After you kill the boss, it is also a good idea to deal with Vestals/Men-At-Arms - they are incapable
of wounding you in any way and you can use this time to regenerate your health, or to bring down
stress levels. Just remember that there needs to be more than one enemy in the battlefield -
otherwise you receive damage from stress for the entire party, every several turns.
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Town
Introduction
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.
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Abbey
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.
Cloister
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
4x Bust 4x 8x Bust 8x 11x Bust 11x 15x Bust 19x Bust 19x 23x Bust 23x
Cost
Crest Crest Crest 15x Crest Crest Crest
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Transept
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
4x Bust 4x 8x Bust 8x 11x Bust 11x 15x Bust 19x Bust 19x 23x Bust 23x
Cost
Crest Crest Crest 15x Crest Crest Crest
Penance Hall
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
4x Bust 4x 8x Bust 8x 11x Bust 11x 15x Bust 19x Bust 19x 23x Bust 23x
Cost
Crest Crest Crest 15x Crest Crest Crest
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Blacksmith
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.
Weaponsmithing
Increases the heroes' weapon's speed, damage and Chance for critical damage.
Cost 10x Deed 6x Crest 26x Deed 17x Crest 42x Deed 28x Crest 58x Deed 39x Crest
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Armorsmithing
Increases the heroes' dodge Chance as well as their armor HPs.
Furnace
Reduces the cost of upgrading weapons and armor.
5x Deed 3x 12x Deed 8x 18x Deed 12x 24x Deed 16x 31x Deed 21x
Cost
Crest Crest Crest Crest Crest
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Guild
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).
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Instructor Mastery
Allows upgrades to higher ranks.
6x Painting 11x 15x Painting 30x 24x Painting 48x 33x Painting 67x
Cost
Crest Crest Crest Crest
Training Regimen
Upgrading reduces cost of skill upgrades.
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Nomad Wagon
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.
Wagon Size
Increases the number of trinkets sold at the Nomad Wagon.
Merchant Network
Reduces the cost of trinket purchases.
Reduces trinket Reduces trinket Reduces trinket Reduces trinket Reduces trinket cost
Description
cost by 10% cost by 10% cost by 10% cost by 10% by 10%
Cost 14x Crest 31x Crest 48x Crest 65x Crest 82x Crest
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Sanitarium
The Sanitarium allows you to remove the selected negative quirks off your heroes. The whole
process resembles the one used to decrease the stress of your heroes. The hero is placed in one of
the free slots, where you can select the quirk you want to get rid of, and then the hero undergoes
the treatment, which in turn makes him inaccessible for the next week.
Besides that, you can also "lock" a positive quirk in almost the same way as you use to get rid of a
negative one - after selecting a hero and highlighting the positive quirk, a yellow padlock will appear
near the quirk, which symbolizes the whole process. Remember that you can remove a negative
quirk and lock in a positive one simultaneously, allowing you to save a lot of time.
Additionally, the Sanitarium allows you to get rid of those pesky diseases, which your heroes are
guaranteed to attract during their journeys - it's immensely worth to do so, as the effects of
diseases are often way more severe than those of negative quirks. The whole process is very similar
- you put a hero in the Infirmary, and he/she will come back a week later, free from the selected
disease.
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Treatment Library
Decreases the costs of removing negative and locking in positive quirks.
Infirmary
Decreases the costs of removing diseases.
Patience Cells
Increases the number of slots in the Treatment Library and the Infirmary.
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Stage Coach
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.
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3x Deed 3x 8x Deed 8x 12x Deed 12x 16x Deed 16x 21x Deed 21x
Cost
Crest Crest Crest Crest Crest
Hero Barracks
Increases the size of your current hero roster, the amount of characters you can have at any one
time.
3x Deed 3x 8x Deed 8x 12x Deed 12x 16x Deed 16x 21x Deed 21x
Cost
Crest Crest Crest Crest Crest
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Survivalist
Bonfire
Lowers the costs of camping upgrades.
Lowers the costs Lowers the costs Lowers the costs Lowers the costs Lowers the costs by
Description
by 10% by 10% by 10% by 10% 10%
Cost 27x Crest 62x Crest 96x Crest 130x Crest 165x Crest
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Tavern
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.
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Bar
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Gambling
Upgrading increases stress recovery and number of slots as also reduces treatment costs.
Brothel
Upgrading increases stress recovery and number of slots and reduces treatment costs.
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Dungeons
Missions
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:
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Exploration
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.
Secret Rooms
While traversing through a dungeon, you will have a small chance to get into secret rooms - those
are marked with a special, golden star on the map and the entrance to such a room is always
located inside the corridor (and not in the room). The only way to reveal a secret room is to locate it
through Scouting. You will always find a container inside, which should be opened with the Skeleton
Key, in order to get the goods inside.
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Fight
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.
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Camping
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:
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.
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Curio
General information
Shambler's Altar is one of the things that you shouldn't touch if you aren't ready.
Curio are special, random generated objects in the dungeons with which you can interact. They
differ from regular chests, barrels and boxes (which can, but don't have to contain an item and don't
punish the player in any way) as they can contain basically all items, curses, sicknesses and
negative effects that can affect the characters.
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You can use an item on each Curio - depending on what item you use you can obtain various
outcomes. Most Curios have one item that can be used (few of them have two and there are ones
that aren't affected by an item), they can be also opened without an item, but in that case you will
have to face the consequences. Activating these objects might end in:
• A giant stress increase (around 100 points!) which can immediately cause panic of the
character (or a heart attack if the stress reaches 200 points)
• Receiving negative Quirk or infecting the character with a serious illness that will reduce
character's effectiveness
Curio is an interesting mechanic, but you should think twice before opening each of them - very
frequently the potential valuable reward can change into a serious penalty for the team (for example
increasing the stress of a character by 100 points, causing it to panic and fighting the rest of the
team, which will force you to escape from the mission). There are Curio that can be opened with no
worry and there are ones you should keep yourself away from.
Remember that no Curio can give you two effects at once - each effect is counted once. Also
remember that you can activate some Curio without an item (for example the ones that can infect
the character with a sickness) if the character that does it have high resistances. In that case, even
if you get a "bad luck", the effect will not be placed. Sadly, there are no resistances to Quirk in the
game, so keep away from objects that add only negative Quirks.
In the further chapters you can find a list of Curio available on a specific territory, items to interact
and rewards they offer.
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Ruins
Curio Effect with an item Effect without an item
Alchemy Table
Altar of Light
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Confession Booth
Holy Fountain
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Skeleton Key: 100% chance for 2-3 50% chance for Bleed
pieces of gold/gems status
Shovel: 100% chance for two pieces 50% chance for Blight
of gold/gems status
Skeleton Key: 100% chance for 1-2 50% chance for Bleed
pieces of gold/heirlooms/trinkets status
Shovel: 100% chance for 50% chance for Blight
gold/heirloom/trinket status
Locked Sarcophagus
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Suit of Armor
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Notes
As one can see, the range of effects received after activating a Curio is quite wide. You should watch
yourself and not open everything you can. You should especially avoid:
• Stack of Books, opening which can have grave consequences after using torch (100 stress
will immediately cause panic or a heart attack if the stress will reach 200)
• Sarcophagus - 60% chance for reward is too little when there is 20% chance for getting a
very troublesome negative Quirk
• Iron Maiden - you should never use it without the required item (Medicinal Herbs) - there is
a great chance for getting illness and reducing character's effectiveness
• Decorative Urn - as above, activating without an item can give you small reward or infect
you with an illness
The other Curio that can be found here are worth the risk - especially the Altar of Light and Suit of
Armor which can increase character's statistics and the effect will last till the end of the mission or
till rest.
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Warrens
Curio Effect with an item Effect without an item
Bone Altar
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Rack of Blades
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Notes
While traveling through Warrens you must especially avoid contact with:
• Stack of Books, opening which can have grave consequences after using torch (100 stress
will immediately cause panic or a heart attack if the stress will reach 200)
• Occult Scrawings and Piles of Bones - activate them only using the required items,
"empty" activation is too risky
• Dinner Cart and Makeshift Dining Table - similarly as above, you should activate them
only using the required item as otherwise there is a high chance for becoming ill
Curio that you should be especially interested in is the Pile of Scrolls. Always activate it using the
torch and with a character that has large number of negative Quirks (or one very serious) - by
removing Quirks in that way you will be able to save large number of gold (later in the game even
more than 10 thousand pieces!)
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The Cove
Curio Effect with an item Effect with an item
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Fish Idol
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Ship's Figurehead
Notes
While traveling through the Cove you must watch out for far more Curio, especially if you're lacking
items needed for activating them. Most of all you must avoid contact with:
• Brackish Tide Pool and Fish Carcass - high chance for infecting the character with a
serious disease (Red Plague greatly reduces character's effectiveness)
• Fish Idol - avoid this Curio if you don't have the required item (Holy Water). Activation
always ends with a negative effect and in half of the situations it will greatly reduce your
character's effectiveness.
Excluding Bas Relief which you shouldn't touch at all (activation using the torch increases stress by
100 points!), all other Curio can be activated when you have proper items.
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Weald
Curio Effect with an item Effect without an item
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Holy Water: 100% chance for 100% chance for reducing stress by
reducing stress by 30 20
Pristine Fountain
Shallow Grave
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Notes
While traveling through the Weald you must especially avoid contact with:
• Troubling Effigy and Eerie Spiderweb - both Curio, if activated without the required item,
can give the character a negative Quirk that will be expensive to remove
• Shallow Grave and Beast Carcass - similarly as above, don't activate them without the
required items as in both cases there is a high chance for your character to get sick.
Curio that you should be interested in is Pristine Fountain which (no matter whether you use item
or activate it "empty") will reduce the stress level of a single character. You should also take interest
in Troubling Effigy, but this one must be activated using the required item - by doing so you can
obtain a powerful positive Quirk.
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Common ones
In this chapter you will find Curio that can be found in every dungeon type and activating them
usually doesn't have any negative consequences.
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Sconce
Torch: 100% chance for summoning 100% chance that nothing will
Shambler, the miniboss happen
Shambler's Altar
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Notes
As one can see, most Curio that can be found in every location are harmless and they usually offer
useful items. However, it is worth remembering about 3 of them:
• Eldrich Altar - Always activate it using the Holy water, this will allow you to get rid of a
negative Quirk or illness. It is a good idea to always keep at least one Holy Water in case of
finding this object.
• Heirloom Chest - you can activate it using the required item and receive random items or
risk (high, 75% chance) obtaining heirlooms.
• Shambler's Altar - activating it using a torch summons probably the strongest (mini)boss
available in the game that can increase the stress of your whole party in a short time. Don't
activate it unless you are 100% sure that you can handle him.
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Locations
Ruins
Ruins is the first location that the player gains access to. It's also the easiest of all of the places in
the game - the enemies, aside from one inflicting stress, are relatively harmless, as they are
primarily focused on dealing physical damage. Additionally, there are two bosses that await you
here: the Necromancer, and the Prophet.
Team selection
When venturing to the ruins, you should choose:
• Crusader, or a pair of Crusaders - they deal increased damage to Unholy enemies, and all
the foes you will stumble upon here are of that type.
• Hellion - her attacks, especially when she is standing in the front, allow her to reach every
rank. Additionally, Hellion focuses on dealing brutal damage, and she is perfectly suited for
this place as enemies here lack any protection.
• Vestal - Similarly to the Crusader, one of her abilities deal increased damage to Unholy
enemies.
• Plague Doctor - enemies here have an insignificant (or outright non-existent) resistance to
blight, making the Plague Doctor extremely effective against them. Additionally, thanks to
her Battlefield Medicine, the only damage over time effect that they are able to inflict
(bleeding) will be ineffective.
• Grave Digger - huge amount of speed allow this hero to take out the most dangerous
threat, the Bone Courtier (who does a lot of stress damage), before the enemy can even
move.
• Abomination - after the transformation he will be able to reach the 3rd rank of the enemy
team, where the most dangerous enemies (such as the Bone Courtier) often stand.
• Occultist / Bounty Hunter - the ability to pull the enemy from the back rank right into the
front will prevent them from using their stress abilities, making the encounter a lot easier.
• Hound Master - his damage revolves around bleeding, which the enemies in the Ruins are
immune to.
• Jester - most of the encounters here end after 2, maybe 3 rounds, which makes the effects
of his songs quite not worth the effort (and the amount of stress can be easily maintained,
thanks to a lot of Curios reducing it). Additionally two of his attacks inflict bleeding, which the
enemies are immune to.
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Provisions
Type Short mission Medium mission Long mission
Holy Water 2 3 4
Bandages 1 2 2-3
Antivenom 0 0 0
The most important provision in the Ruins is the Holy Water, as it can be used on a large
amount of Curios. You should also take a couple of bandages in case the enemies inflict a lot of
bleeding DoT on your characters - there's no point to take antivenom here, as none of the enemies
have blight attacks, and there are no curios here that require it.
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• Bone Courtier - this bone, weird-looking fella equipped with a dagger and a chalice is the
biggest threat of the ruins. He has a huge amount of speed, making him almost always the
first one to act and his attack increases the stress of the hero by 15 points. You should either
get rid of him quickly, or pull him to the 1st or 2nd rank, where he won't be able to use his
chalice for attack and be forced to depend on a miserable dagger stab.
• Bone Arbalist - the biggest threat from this enemy comes with his attack, Quarrel, which
has a big chance for a critical hit, allowing it to take more than 1/3 of your character's health.
If there are no Bone Courtiers on the battlefield, he should be your top priority.
• Gargoyle - Gargoyles aren't the heaviest hitters in the game, but they use some of the most
annoying abilities in the game, which can either stun, or push two of your heroes to the
backline. They have very little health points, but are extremely fast and have one of the
highest protect values in the game. As they are basically immune to bleeding, the best way
to deal with them is to use a Plague Doctor's blight attacks.
Enemies that you can stumble upon in any location, and who should be eliminated, or simply taken
care of as soon as possible:
• Cultist Acolyte - an enemy which is very similar to the Bone Courtier from the Ruins. He
deals relatively small amount of damage, but is able to inflict a lot of stress to a hero, and is
extremely fast. He should be taken care of, either by eliminating him or pulling him to the
first rank as soon as possible.
• Brigand Fusilier - an enemy characterized by a lot of speed and the ability to attack your
whole team if he is standing on the 2nd, 3rd or 4th position. If there are no enemies dealing
stress damage on the battlefield, you should take him out as quickly as possible.
• Madman - without a doubt the number one enemy you should watch out for. He has a
minimal amount of health points, but he makes up for it with his dodge value, speed and the
two attacks that he can perform from any position. Both of those increase the stress of your
heroes, and the Doomsay allows him to attack your whole team at the same time. Madman
should be taken care of as quickly as possible.
• Ghoul - similar to the previously described enemy, he is capable of dealing stress damage to
the whole team, stunning or disease a character. He has a lot of protection, which makes
stunning and inflicting bleeding and/or blight the best method to take him out. Additionally,
you can use the mark of the Hound Master to decrease his protection, which makes him more
vulnerable to your attacks.
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Weald
Weald is the second location unlocked for the player. In contrast to the other locations in the game,
there are no single-type enemies here (like Unholy for Ruins, or Eldritch for Cove), meaning that
character classes won't have any advantage here. Bleeding is extremely effective here, thanks to
low resistances for that effect, whereas blight is practically ineffective. As far as the bosses go, you
will be fighting two of them here: the Hag and the Brigand Pounder.
The most important resistance here is the Disease resistance, as a lot of enemies here have a
chance to cause it.
Team selection
When venturing to the Weald, you should choose:
• Hellion - her powerful attacks directed to the backline of the enemy team, the ability to
cause bleeding, and the possibility to stun the first two ranks of the enemy are the main
virtues of this hero.
• Plague Doctor - although the enemies are highly immune to blight, you might get lucky and
still be able to inflict that effect on your foes. However, the biggest merit of having a Blight
Doctor in the Weald is the Battlefield Medicine, capable of removing a lot of negative effects
caused by the attacks of enemies here.
• Hound Master - finally a place in which the Hound Master shines the brightest. Enemies
have a small resistance to bleeding, and this hero is capable of causing it to the whole enemy
team at once. Additionally, he has access to a powerful marking enemy (Whistle), which
decreases the protection of the target as well. Hound Master is extremely effective with an
Arbalest in the team.
• Occultist - useful thanks to the healing and the ability to weaken (decrease damage) of the
biggest threat in the Weald, which is the Unclean Giant, who is able to deal immense
amounts of damage. Use his Weakening Curse to decrease the damage of the giant by 1/3
with each cast.
• Arbalest - together with the marking ability of the Hound Master, the Arbalest will be able to
massacre enemies with a single strike. Additionally, she is extremely effective against
enemies standing at rank 3 and 4, which are dealing the highest amount of damage, while
their defenses are relatively weak. Remember about her Rallying Flare ability - you can
remove enemy marks with it.
• Jester - his songs will allow you to increase the effectiveness of your team, as well as
decrease the stress of your heroes, and his bleeding attacks on 2nd and 3rd rank are
extremely useful here.
• Crusader / Leper - they are extremely effective when dealing with the Ectoplasm, as they
are able to take out two enemies with a single strike.
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Provisions
Type Short mission Medium mission Long mission
Skeleton Keys 1 2 2
Bandages 2 2-3 4
The most important provision here is the shovel, thanks to a lot of obstacles that you will stumble
upon here, as well as antivenoms and bandages, to neutralize the effects of blight / bleeding.
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• Crone - the witch is mainly here to mark your heroes for her companion, the Unclean Giant,
but she can be a pain on her own as well. Her attacks, aside from marking her targets,
decrease the accuracy and dodge rate of your heroes, and the rest of her abilities deal stress
damage. You must quickly take her out, but do not, under no circumstances, pull her to
either 1st or 2nd rank - there she will be able to use a powerful attack, dealing relatively
small damage but a lot of stress damage, as well as having a high chance to cause blight.
• Fungal Artillery - an enemy that deals almost non-existent amount of damage, but he will
mark your heroes, which the Fungal Scratcher surely will take advantage of.
• Fungal Scratcher - he is able to deal immense amounts of damage to the marked targets.
To prevent that from happening, you should take out the mark (with the Arbalest' Rallying
Flare), or you should simply stun the enemy when your characters are marked and get rid of
him.
• Ectoplasm - there are two reasons why you should take this enemy as quickly as possible.
The first one being the Cytokinesis ability, which causes another Ectoplasm to appear on the
battlefield. Another one is the Ecoplasmic Profusion, which merges two Ectoplasms into a
single, bigger one, which has a lot more health, dodge and protection and is generally hard to
kill. A Crusader and / or Leper is extremely effective against this monster.
• Unclean Giant - first things first, you should eliminate the Crone, so she won't be able to
mark the targets for the giant. If that fails, you can resort to stunning the giant, or protecting
the marked target (with, for instance, Protect ability of the Man-at-Arms). All three enemy
attacks are dangerous - one of them causes blight for your whole party, the other one shifts
their position, and the last one deals immense damage (often taking more than 30 points) to
a single target.
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Enemies that you can stumble upon in any location, and who should be eliminated, or simply taken
care of as soon as possible:
• Cultist Acolyte - an enemy which is very similar to the Bone Courtier from the Ruins. He
deals relatively small amount of damage, but is able to inflict a lot of stress to a hero, and is
extremely fast. He should be taken care of, either by eliminating him or pulling him to the
first rank as soon as possible.
• Brigand Fusilier - an enemy characterized by a lot of speed and the ability to attack your
whole team if he is standing on the 2nd, 3rd or 4th position. If there are no enemies dealing
stress damage on the battlefield, you should take him out as quickly as possible.
• Madman - without a doubt the number one enemy you should watch out for. He has a
minimal amount of health points, but he makes up for it with his dodge value, speed and the
two attacks that he can perform from any position. Both of those increase the stress of your
heroes, and the Doomsay allows him to attack your whole team at the same time. Madman
should be taken care of as quickly as possible.
• Ghoul - similar to the previously described enemy, he is capable of dealing stress damage to
the whole team, stunning or disease a character. He has a lot of protection, which makes
stunning and inflicting bleeding and/or blight the best method to take him out. Additionally,
you can use the mark of the Hound Master to decrease his protection, which makes him more
vulnerable to your attacks.
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Warrens
Warrens is the third location that is unlocked for the player, filled with Beast-type enemies. The
characteristics of this place are the high resistances to blight, very low resistances to bleeding, and a
lot of enemies dealing stress damage to the team. Enemies causing diseases and with a lot of
protection are quite common here as well. There are two bosses here: the Swine and the Flesh.
Team selection
When venturing to the Warrens, you should choose:
• Hound Master - probably the best hero class for this location. His abilities cause bleeding,
which enemies here are vulnerable to, his Whistle ability will mark and decrease the
protection of an enemy, and his Cry Havoc has a chance to decrease the stress of your whole
team.
• Hellion - another class which is extremely effective here. The ability to cause bleeding, and
the Iron Swan, which will massacre the most dangerous threats on the 4th rank are the key
virtues of her. Another useful ability is the YAWP!, which will stun the enemies standing in
the front.
• Arbalest - together with the marking ability of the Hound Master, the Arbalest will be able to
massacre enemies with a single strike. Additionally, she is extremely effective against
enemies standing at rank 3 and 4, which are dealing the highest amount of damage, while
their defenses are relatively weak. Remember about her Rallying Flare ability - you can
remove enemy marks with it.
• Bounty Hunter - together with the Arbalest and / or the Hound Master, he will be able to
deal immense damage to the marked targets. Additionally, he has an ability that allows him
to pull the enemy from the back to the frontline, as well as one that stuns and shuffles the
enemy.
• Jester - his songs will allow you to increase the effectiveness of your team, as well as
decrease the stress of your heroes, and his bleeding attacks on 2nd and 3rd rank are
extremely useful here.
• Grave Digger - immense speed will allow her to quickly deal with the enemies standing on
the 3rd and 4th rank. Additionally, she has an increased chance for scouting (which can be
further enhanced by using proper camping abilities) - the structure of the dungeons in the
Warrens is very often complicated, and various traps punish the player with debuffs and
blights. It's always worth to have someone who can scout those ahead.
• Crusader - a perfect class for the frontline, because he can increase his own protection, deal
significant damage and is quite self-sufficient, as he can heal wounds and reduce stress.
• Vestal - the enemies here will deal a lot of damage, which is why you should always bring a
powerful healer when venturing into the Warrens. The Occultist can replace a Vestal, but his
healing has a chance to cause bleeding, which will happen often enough without his "help".
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• Plague Doctor - enemies are resistant to blight, which makes her quite ineffective here.
Provisions
Type Short mission Medium mission Long mission
Shovels 2 2-3 4
Antivenom 0 0-1 1
The most important provision here are the Medicinal Herbs, which will help you get rid of numerous
debuffs. Additionally, you should take a couple of extra torches with you, as the dungeons in the
Warrens tend to be quite complicated, forcing you to backtrack a lot, wasting precious torches in the
process.
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• Swine Wretch - the enemy deals almost no damage, but his every attack deals about 10
points of stress damage, and has a 33% chance to cause a random disease. You should take
him out as quickly as possible, because a disease can significantly weaken your hero.
• Swine Drummer - the equivalent of the Madman, which can cause stress for your entire
team. Additionally, it can mark your characters, reducing their dodge as well. One of the
priorities while venturing the Warrens.
• Swinetaur - probably the most powerful "normal" enemy in the game. The Swinetaur is
especially dangerous when standing on the backline (ranks 2, 3 and 4), where it can use its
most powerful ability, the Bull Rush, which deals significant damage, knocks the target 3
ranks back, stuns him and has a high chance for a critical strike. The enemy is resistant to
damage thanks to high protection and has a lot of health - you should try to pull the
Swinetaur to the frontline, to decrease its effectiveness.
Enemies that you can stumble upon in any location, and who should be eliminated, or simply taken
care of as soon as possible:
• Cultist Acolyte - an enemy which is very similar to the Bone Courtier from the Ruins. He
deals relatively small amount of damage, but is able to inflict a lot of stress to a hero, and is
extremely fast. He should be taken care of, either by eliminating him or pulling him to the
first rank as soon as possible.
• Brigand Fusilier - an enemy characterized by a lot of speed and the ability to attack your
whole team if he is standing on the 2nd, 3rd or 4th position. If there are no enemies dealing
stress damage on the battlefield, you should take him out as quickly as possible.
• Madman - without a doubt the number one enemy you should watch out for. He has a
minimal amount of health points, but he makes up for it with his dodge value, speed and the
two attacks that he can perform from any position. Both of those increase the stress of your
heroes, and the Doomsay allows him to attack your whole team at the same time. Madman
should be taken care of as quickly as possible.
• Ghoul - similar to the previously described enemy, he is capable of dealing stress damage to
the whole team, stunning or disease a character. He has a lot of protection, which makes
stunning and inflicting bleeding and/or blight the best method to take him out. Additionally,
you can use the mark of the Hound Master to decrease his protection, which makes him more
vulnerable to your attacks.
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Cove
The Cove is probably the most dangerous and the hardest location in the game. Most of the enemies
here deal a lot of damage, cause damage over time, decrease the effectiveness of your heroes, and
some of them have incredibly high protection. Similar to the Ruins, enemies here are resistant to
bleeding (but this time not entirely immune to it), while being extremely susceptible to blight. You
will face two bosses here: the Siren and the Drowned Crew.
You should equip your party (or at least the first 3 ranks) with trinkets increasing their resistances.
The best choice is the Cleansing Crystal.
Team Selection
When venturing to the Cove, you should choose:
• Occultist - his attacks deal increased damage to the Eldritch enemies, which the cove
consists entirely of (apart from a single boss). Additionally, he can be used to heal your
party.
• Plague Doctor - enemies here are vulnerable to blight, which makes the Plague Doctor
extremely effective while fighting them. Additionally, some of the foes here can cause
powerful bleeding on your characters, which the Plague Doctor can easily get rid of thanks to
her Battlefield Medicine.
• Abomination - after transforming he can easily attack the third rank of the enemy group,
where the most dangerous enemies tend to stand. Additionally, while in the human form, he
can cause blight to the enemies standing on the 2nd and 3rd position.
• Hound Master - despite his bleeding being quite limited here, he has a powerful ability to
mark enemies (Whistle), which decreases their protection as well, which will come in handy
against multiple foes here. He is extremely effective when there's an Arbalest in the team.
• Arbalest - together with the marking ability of the Hound Master, the Arbalest will be able to
massacre enemies with a single strike. Additionally, she is extremely effective against
enemies standing at rank 3 and 4, which are dealing the highest amount of damage, while
their defenses are relatively weak.
• Jester - enemies have a lot of speed here, which makes his Battle Ballad extremely effective,
especially given the fact that encounters here tend to take longer than everywhere else.
• Crusader / Man-at-Arms - one of them will be useful to soak up the damage from
enemies, as well as take care of one of the foes (Thrall), which often appears on the enemy
frontline.
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• Bounty Hunter - he deals mostly physical damage, and a lot of enemies here have a lot of
protection, making him quite ineffective against them.
• Highwayman - similar to the above described, the Highwayman can only be effective
against enemy Shamans, but that's it.
Provisions
Type Short mission Medium mission Long mission
Shovels 1 1-2 2
Antivenom 0 0 0
Without a doubt the most useful provision here is the bandage, given the fact that one of the
enemies is able to cause a powerful bleeding (8 points a round) on your heroes.
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• Pelagic Shaman - the Shaman is able to buff his allies, increasing their effectiveness, or
simply heal them. When he is not busy supporting his team, he will surely harass your team,
causing a lot of stress damage. You should take him out as quickly as possible.
• Pelagic Grouper - if there are no Shamans in the enemy team, he is the most dangerous
foe. He won't be able to cause any status effect, or deal stress damage, but his attacks can
hurt a lot - over 10 points of damage from a single strike is nothing uncommon here.
• Ulca Crusher - you won't be able to eliminate the enemy quickly, thanks to his immense
protection (and the heals from the shamans), but you must be very careful when he uses his
Arterial Pinch. After hitting the target he will cause the most powerful bleeding effect in the
game, dealing 8 points (!) of damage each round, and decreasing the amount of heals
received by a character by 33%. Instead of killing it off quickly, you should focus on
countering his attack, by increasing the resistances of your first 3 ranks.
• Drowned Thrall - the enemy deals insignificant amount of damage and is extremely slow,
but if you leave it alone for two rounds he will use his Revenge ability, which causes him to
detonate, dealing huge amount of damage and stress damage to your entire team. Kill him
before he can move during the second round.
Enemies that you can stumble upon in any location, and who should be eliminated, or simply taken
care of as soon as possible:
• Cultist Acolyte - an enemy which is very similar to the Bone Courtier from the Ruins. He
deals relatively small amount of damage, but is able to inflict a lot of stress to a hero, and is
extremely fast. He should be taken care of, either by eliminating him or pulling him to the
first rank as soon as possible.
• Brigand Fusilier - an enemy characterized by a lot of speed and the ability to attack your
whole team if he is standing on the 2nd, 3rd or 4th position. If there are no enemies dealing
stress damage on the battlefield, you should take him out as quickly as possible.
• Madman - without a doubt the number one enemy you should watch out for. He has a
minimal amount of health points, but he makes up for it with his dodge value, speed and the
two attacks that he can perform from any position. Both of those increase the stress of your
heroes, and the Doomsay allows him to attack your whole team at the same time. Madman
should be taken care of as quickly as possible.
• Ghoul - similar to the previously described enemy, he is capable of dealing stress damage to
the whole team, stunning or disease a character. He has a lot of protection, which makes
stunning and inflicting bleeding and/or blight the best method to take him out. Additionally,
you can use the mark of the Hound Master to decrease his protection, which makes him more
vulnerable to your attacks.
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Before you start a quest, you get to know about consequences of its completion.
Darkest Dungeon location is available, for all intents and purposes, from the very beginning of the
game, but starting the first quest at this point of the game would be nothing short of suicide - your
party would be obliterated in the very first battle. To be able to complete those several quests that
make up this "mini-campaign" your characters need to be developed to their maximum and have
appropriate trinkets on them.
Difficulty level goes up abruptly here. The majority of enemies here deal high damage, often
accompanied by additional stress, poisoning and/or bleeding. (the last two can drain you for as
many as 6 health points per round). Simply put, an unprepared character can be brought down to
his knees with a single attack - enemies often land blows with critical hits that can deal, nearly, 30
damage.
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Apart from that, there are some other ways in which this location is different. These are:
1. It is not that easy, anymore, for your party to leave the mission, should anything go
wrong - with the exception of the last mission, where you cannot escape at all, each escape in the
Darkest Dungeon comes at a cost of the death of one of the party members, who "stays behind to
make it possible for the rest to escape".
2. Individual heroes can take part in a quest, in Darkest Dungeon only once - after they are
back from the mission, they decide that they have had it and you will not be able to send them to
that location again. Heroes that cannot be sent in again are marked with the torch icon next to their
icon.
3. Heroes that you cannot send into the mission again do not take up space. This means
that you will be able to recruit new adventurers after they are back from the mission. This does not
mean that veterans of Darkest Dungeon are lost forever - you can select them for any other
mission.
4. The map of all four quests is the same - unlike regular quests, map here is not randomly-
generated. In successive chapters that provide walkthroughs, you can also find maps to help you
navigate.
5. There are no obstacles here that are typical for other locations, such as traps or nighttime
traps appearing during your sleep. You can easily sleep and use up rest points for more pressing
matters.
6. There is no point in taking along shovels and keys for quests - in Darkest Dungeon, there
is no Curio and therefore, you will not be able to use them on anything. It is a good idea to fill the
space you save this way, by taking other supplies.
7. During the four quests in Darkest Dungeon, you will not be obtaining items for killing
enemies (and also Curio that are not present here). Use up free space to the maximum, buy all of
the available torches, food, bandages, holy water and healing herbs. The last three will come in
handy for boosting your resistance and for removing negative effects of DoT damage, imposed by
lots of enemies here.
8. During the rest, it is a good idea to use abilities that decrease amount of stress that you
receive. The majority of opponents in Darkest Dungeon are capable of dealing this type of damage,
which is why each percent to decrease that amount is highly valuable. Remember not to use abilities
that prevent nighttime traps because these are absent from here.
9. The same goes for trinkets. Do not take along the ones that offer high bonuses at the
cost of high level of stress (all of the "Ancestral" rank items). While wearing two items of this
type, you will be taking stress from enemies, at the level as high as 30, in one attack, which quickly
ends in a panic in your ranks
10. At any cost, keep your stress level under 100. Each panic attack may end bad, due to the
fact that you cannot escape without suffering the consequences - in the bet case scenario, you lose
one maxed-out character.
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New enemies are quite vulnerable to stunning - you can use this to your advantage.
The first mission of the mini-campaign is relatively easy, because it gradually introduces new
opponents with more powerful attacks. Since the rooms here are not randomly-generated, you need
to go from the left corner of the map to the right one - in which you will be aided by the map
attached to this chapter. Under no circumstances, should you move back or explore corridors - in
fact, there is nothing here (apart from one chest, but at this stage it is of no use to you) that would
make it worthy, for you, to risk the success. Your task is to get to the mini-boss, Shuffling Horror,
and defeat him.
In here, you encounter two opponents that you already are familiar with (Ascended Brawler and
Ascended Witch), but this time their attacks are stronger and their blows either weaken you or
cause bleeding. In general, they are more difficult to defeat. However, the tactic here remains the
same - first, you need to kill all of the opponents that set on high stress (Ascended Witch).
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The new ones are Rapturous Cultists. These are completely harmless, because they do not attack
your party - their only job is to heal others or protect them with their bodies. It is a good idea to
deal with them in the first place, because they needlessly extend the battle. The enemy that you
need to be wary of is Cultist Priest. His attacks deal decent damage, weaken the target and can hit
two of your characters simultaneously. They are quite vulnerable to Stun, which is why Helion or
Bounty Hunter are perfect against them.
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Just like in the case of Shambler, making this battle too long may have grave effects...
While exploring the corridors of Darkest Dungeon, you soon reach your destination - boss named
Shuffling Horror. In the way he looks and behaves, he resembles Shambler - just like in the
case of that opponent, he summons other monsters (mainly Cultist Priests), while focusing on
attacking your party with abilities that set on you high levels of stress.
Just like in the battle with Shambler, stress is your greatest enemy here. The difference is
that there is no quick way to defeat the boss to prevent him from damaging your party too much.
What prevents that from happening are his summons and high protection level of the target. This is
why the best tactic is to deal DoT damage (bleeding, blight) to the boss himself (he moves twice per
turn, which is why he takes twice as much damage) and to use regular attacks against his
summons.
Stress management is key here. Without Hound Master or Jester, who have powerful stress-
healing abilities, you will not be able to do well here. A much better choice, of the two, is Jester,
who can also provide the party with a strong boost, between events of healing stress
(ones that increase accuracy, speed and chance of critical hit).
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Quest 2, where your task is to find and activate 3 altars. Before you set out into the dungeon,
take interest in the Talisman of The Flame, which you have received for completing the previous
quest. Its statistics may seem unintelligible for now, but it is imperative that you have them on you.
The problem is, however, that there are 3 torches and 4 characters. Therefore, you can
either risk not having the item on one of your characters, or take Man-At-Arms along, equip him
with the item and use Defender on the unprotected target. The second way is much better. Also, it is
a good idea to take along lots of bandages, healing herbs and holy water, before the quest - enemy
deal quite high DoT.
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What do you need all of these for anyway? While exploring corridors, or more exactly, in the rooms
where you need to activate altars, there are two new enemies that can easily be dubbed mini-
bosses. These are Templar Impaler and Templar Warlord. These hellspawns deal high damage, are
resistant, quick, move twice per turn and have the Revelation ability. It deals massive damage
and imposes sky-high levels of stress on the target - to prevent this, you need to equip
your characters with trinkets that you received earlier.
Remember to throw the quest item into the altar to activate it!
There are 3 altars that you are to activate, and they are located to the left, to the right
and upwards, relative to the starting point. Along your path, you will encounter some regular
opponents, but in comparison with the abovementioned two, they are completely harmless. After
the battle with the first and with the second mini-boss, it is a good idea to use camping
(preferably right before the next battle), to heal the accumulated levels of stress, regenerate
health or buff your characters. Remember not to backtrack to the altar in the center of the map -
there is no point in exploring the entire map, because there is nothing here and also, this will expose
you to unnecessary damage.
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It is a good idea to take along a decent supply of food - it will definitely be of use here.
The last-but-one quest in the Darkest Dungeon campaign is unarguably the largest location that you
visit (the fact itself that it has 4 campfires tells you something) and at the same time, the most
annoying of all the stages in the game. Your goal is to get to the chamber with Locus Beacon which
you simply need to activate. It is a good idea to get lots of food, at least 16 torches and as many
bandages, healing herbs and holy water, as you can
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Do not attack the big monster with the smaller one in the battlefield - otherwise you will have to walk again.
Along your path to the destination point, you will be harassed by two types of monsters - Mammoth
Cyst and White Cell Stalk. The former plays the role of an obstacle that is difficult to force down (lots
oh health points and healing abilities), and which can deal lots of damage. The latter is much more
dangerous - his teleport allows him to knock your party away from the battlefield and teleport it into
any random part of the dungeon. It is easy to figure out how dangerous (and annoying) this is. The
Teleportation itself is activated when the monster's ally (Mammoth Cyst) receives high amount of
damage from you.
Fortunately, after you return to the location, from which you were thrown away, condition of the
enemies will be the same - therefore, you simply need to repeat the tactic several times to force
down the obstacle. Also, it is a good idea to eliminate the monster that uses Teleportation (White
Cell Stalk), thanks to which you will not be teleported away from the battle. The problem, however,
is that the other creature keeps summoning it - fortunately, Hellion is capable of dealing with the
monster in one attack, by casting Iron Swan. You need to keep eliminating the smaller monster and
keep depriving the larger one of his health points on a regular basis.
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Another lethal threat that you encounter here is the small critters - Flesh Hounds. Their
attacks are, mainly, pesky (because they deal little damage and they "only" stun, poison or knock
you back and mark you), but the target that they mark can be eliminated in one attack (I had once
a situation like that, when one of my characters died after a critical hit followed by
poisoning - author). It is a good idea to eliminate them quickly, especially when one of your
characters is marked - in such case, you can stun the creature to increase the character's chance of
survival.
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Each time your character takes lots of damage, or lots of stress, it is a good idea to use camping
skills - you can do this as many as 4 times in this quest. For this reason, it is a good idea to take all
of the food money can buy.
For this quest, it is recommended that you take:
Hellion - her Iron Swan is perfect against White Cell Stalk, before they manage to teleport your
party.
Jester - his song allows you to increase your chance of critical hit, which in turn translates into
increased chance of killing the monster with one attack
Arbalest - enemies here do not have too much protection, thanks to which one attack is one kill, for
her. She is excellent against Flesh Hounds, where she can, using her flares, remove their marks,
which decreases damage dealt by them. Of course, you can use her for eliminating White Cell Stalk,
before it uses teleportation.
Vestal - enemies here deal lots of regular damage (with a sound measure of stress), which is why
you need a good healer. It is recommended that you equip her with trinkets that boost healing
abilities - they will come in handy.
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The last quest in this campaign, and at the same time, location where you fight against the final
boss is Heart of Darkness. This level is linear and there is only one path that you can follow - right.
For the several first minutes, you will only be talking to Ancestor, who you will soon be fighting.
After you reach the end of the corridor, get ready. In the next chamber, you start the last battle of
the game. It has been divided into several stages.
A good party for this battle is one that consists of:
Vestal - thanks to her, you can heal damage that you take from the boss. During the final fight, it is
best to sacrifice her in the first place.
Jester - his songs buff the entire party, heal its stress and buff combat abilities (accuracy, speed,
chance for critical hit). Ester should be sacrificed as the second one.
Highwayman - class that deals some of the highest damage in the game. Additionally, you will
need him during the fight with Ancestor, in the form in which he hides behind covers, outside of
reach of majority of party members.
Helion - the situation is similar to the above, she is valuable due to her high damage dealt. Her Iron
Swan is useful during all the phases, because you can use it virtually for the whole time (all of the
forms of the enemy, apart from the first one, take up all 4 rows).
Remember to take along all the bandages, holy water flasks, healing herbs and antidotes that you
can buy - you will find use for all of them. You can ignore torches because they are virtually useless
here.
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Boss - Ancestor
This fight is quite specific, in that you cannot deal damage directly to the boss - Ancestor. As
soon as the enemy's turn comes, he will use one of his abilities to summon copies of himself. There
are two types of these - Perfect Reflection and Imperfect Reflection. Killing the former does nothing
(apart from eliminating the enemy for a moment), and killing each imperfect one (covered in
some sort of sludge) takes away 1 point of his health.
As you can figure out, you need to repeat the tactic five times. The problem is that the perfect
copies appear in the battlefield much more often and killing them does nothing. However, the more
perfect reflections you kill, the higher the chance the an imperfect one appears. To decrease damage
that you receive from them, use stunning abilities (e.g. Hellion's, which can deal damage to two
targets simultaneously). As soon as Ancestor's health drops to 0, another phase starts.
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At this point, your enemy receives the normal health bar and you can deal damage to him.
The battle itself is somewhat similar to the one with Prophet, because apart from the main enemy,
there are strange beings appearing in the battlefield (Absolute Nothingness), which neither attack
you nor take damage from you. This is why it is a good idea to have, at least, several characters
that can deal damage to back rows.
Every several turns, the enemy uses one of his abilities to attack the party - after this kind of attack,
he teleports into random row (even into the front one), which makes it easier to eliminate him. This
phase is not too difficult and the only thing you need to watch out for is strong bleeding that the
enemy imposes - you can remedy that with appropriate trinkets, or by drinking Holy Water. When a
character starts to bleed, use bandages as quickly as possible - each stacked bleeding damages you
for 5 health points per turn.
As soon as Ancestor's health points drop to 0, he changes his form again.
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The enemy has attack that poisons the entire party, but it has low chances of success
Now you can catch some breath and you can now replenish your health, which will be useful for the
next phase. The enemy will be launching one attack - a poisoning that takes effect over an area-
which still has low chances of success. Your attacks, on the other hand, will restore health.
Regardless of how strong your attacks are, they will restore, at least, 12 health points.
There is a low point in this - each attack has a chance of poisoning the character. When your
characters are poisoned, it is recommended that you remove this effect quickly, using antivenom.
After you kill this opponent, you progress to the last phase.
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The final phase, as a matter of fact, is a race against time. Enemy's attacks deal high damage and
they have a high chance of setting bleeding or blight on you, and also you often take critical hits.
Therefore, it is a good idea to prepare properly, heal all wounds during fight with the
previous heart, and also use Holy Water during the first move of each character, which
increases resistance.
The greatest danger and the enemy's most unique ability, at the same time, is Come Unto
Your Maker. The enemy launches this one automatically, after his health drops below a predefined
value (the first time is below 170 and the second around 80 points). This ability results in
immediate death of one of your characters - however, you get to decide which character
this is supposed to be.
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You should sacrifice supporting classes, or ones that have a high level of stress, little
health, or simply ones that do not deal too much damage. These are Occultist , Vestal , Jester,
or Man-at-Arms. Ones that are worth keeping are characters that are oriented towards dealing
damage - Hellion, or Highwayman.
During the fight, ignore completely damage dealt by the boss (remove only bleeding and
poisoning) and deal as much damage as possible. Enemy attacks are not too strong and his
Come Unto Your Maker can claim only two of your characters. As soon as the enemy drops dead,
you get to watch a long cutscene, after which the game ends and you return to the main menu.
For defeating the opponent, you will be rewarded with Newgame+ mode - a more difficult, more
demanding mode that punishes you for every mistake.
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Achievements
There's a total of 58 "normal", visible from the very beginning, and 6 hidden achievements, which
appear on the list only when you actually get them. Summing it up, there are 64 achievements to
get in the Darkest Dungeon game, and most of them require quite a lot of work to get done.
Welcome home...
Description: Reach the Estate
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A veritable crowd...
Description: Have one of each class on your roster.
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Encouragement
Description: Lock a positive quirk in the Sanitarium.
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Darkest Sentinels
Description: Raise 4 heroes to Resolve Level 6
Hint: get the maximum level (6) with at least 4 heroes.
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In such haste...
Description: Complete the game within 99 weeks.
Hint: you must complete the game until you reach week 100.
No retreat, no quarter...
Description: First party wipe.
Hint: your entire team must be killed during a single mission.
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Strict Mode
Description: Complete the game with default difficulty options
Hint: complete the game without changing anything regarding the difficulty
level of the game.
Caretaker
Description: Complete all Caretaker Goals.
Hint: the goals can be checked by entering the journal, or by checking the
screen after you come back from a mission.
Lone survivor
Description: Kill any boss with only one hero remaining.
Hint: kill a boss with the single hero remaining in your party.
Dysfunction
Description: Kill any boss with a party of four afflicted heroes
Hint: defeat any boss with 4 afflicted heroes - heroes become afflicted when
they reach 100 points of stress.
World End
Description: Complete the game on NG+.
Hint: you must complete the game in the NG+ mode (unlocked after beating
the game once).
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Valiant sacrifice...
Description: Lose all four heroes on a Darkest Dungeon quest.
Hint: you have to lose your whole party during the mission in the Darkest
Dungeon location.
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Game modes
Singleplayer: Yes
Offline co-op (split screen/hot seat): No
Co-op over the Internet: No
Multiplayer: No
Our system
The guide was prepared on a PC with the following configuration:
OS: Windows 7, 64 bit
CPU: Intel(R) Core(TM) i3-3470 CPU @ 3.20 GHz
RAM: 16.00 GB
GPU: NVIDIA GeForce GTX 750Ti, with 2GB of memory
The above configuration was more than enough for the game to run smoothly, in 1080p resolution.
During the whole playthrough there wasn't a single problem with the performance, and the game
ran with the stable, 60 frames per second.
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PC - general information
OS: Windows XP/Vista/7/8/10
Internet connection during the game: Not required
Necessity to activate over the Internet: Yes (via Steam)
Control inputs: Keyboard + mouse, or a gamepad
Copyright © GRYOnline.pl for Gamepressure.com. All Rights Reserved. All trademarks, brands, logos and images are copyrighted by their respective owners.
This document or any of its part may not be reproduced, modified or merged with other documents. WWW preview is available here.
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