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Mark is a unique status effect. While a mark does nothing on its own, there are many hero and enemy skills that deal extra damage to a marked target. No character or monster can resist the mark status condition, although the marking skill itself may still miss.

List of hero skills with mark effects[ | ]

Skills that apply mark
Sniper's Mark Marked for Death Come Hither Target Whistle Call the Shot Vulnerability Hex
Sniper's Mark
Mark for Death
Come Hither
Whistle
Sniper's Mark
Occultist.ability.five
Arbalest Bounty Hunter Bounty Hunter Houndmaster Musketeer Occultist
Mark Target (3 rds)

-(20~30) DODGE

Mark Target (3 rds)

-(10~20)% PROT

Mark Target (2 rds)

Pull 2 (100~140)% base

Mark Target (3 rds)

-(20~30)% PROT

Mark Target (3 rds)

-(20~30) DODGE

Mark Target (3 rds)

-(15~20) DODGE

Skills with bonuses against marked targets
Sniper Shot Collect Bounty Thrown Dagger Pistol Shot Hound's Rush Bellow Aimed Shot Captivate
Sniper Shot
Collect Bounty
Thrown Dagger
Pistol Shot
Hound's Rush
Bellow
Aimed Shot
Shieldbreaker.ability.six
Arbalest Bounty Hunter Grave Robber Highwayman Houndmaster Man-at-Arms Musketeer Shieldbreaker
+(50~100)% DMG

+(9~13)% CRIT

+90% DMG +(25~40)% DMG +(25~50)% DMG +(60~100)% DMG +5% CRIT received

while marked (100~140% base)

+(50~100)% DMG

+(9~13)% CRIT

+(40~60)% DMG
Skills that mark self or ally
Protect Me Bulwark of Faith Solo Withstand Intimidate Retribution Suffer
Protect Me
Bulwark of Faith
Solo
Withstand
Intimidate
Retribution
Flagellant.ability.seven
Antiquarian Crusader Jester Leper Leper Man-at-Arms Flagellant
+(4~8) DODGE

+(10-20)% PROT

Mark Target (3 rds)

Force Guard by Ally (2 rds)

Limit: 3 Uses per battle

+(20~30)% PROT (1 Battle)

Mark Self (1 Battle)

Forward 3

Mark Self (3 rds)

+(20~30) DODGE (4 rds)

+(3~7) SPD

Finale: +75% DMG (8 rds)

Finale: +8% CRIT (8 rds)

Limit: 2 Uses per battle

Mark Self / +(20~30)% PROT

+30% Blight, Bleed, Debuff, Move Resist

(1 Battle)

Limit: 1 Use per battle

Self: Mark Self (4 rds)

+2

SPD

Self: Mark Self (2 rds)

Activates Riposte* (3 rds) Riposte: -(40~20)% DMG +(0~4)% CRIT

Effect: Clear Marked Target

Transfer Blight/Bleed

Self: Mark Self (2 rds)

Receive Blight/Bleed

-(20~40)% Stress (4 rds)

+(6~10)% Death Blow Resist (4 rds)

Mark-removing skills
Rallying Flare Suffer Skeet Shot Sandstorm
Rallying Flare
Flagellant.ability.seven
Skeet Shot
Camp skill way of sway
Arbalest Flagellant Musketeer Shieldbreaker
Bypass/Remove Stealth

Torch +3~7

Other Heroes:

Clear Stun

Clear Marked Target

Stress -(1~3) (60~67% chance)

Effect: Clear Marked Target

Transfer Blight/Bleed

Self: Mark Self (2 rds)

Receive Blight/Bleed

-(20~40)% Stress (4 rds)

+(6~10)% Death Blow Resist (4 rds)

Bypass/Remove Stealth

Torch +3~7

Other Heroes:

Clear Stun

Clear Marked Target

Stress -(1~3) (60~67% chance)

Can't Be Marked (4 Battles)

List of enemies with mark abilities[ | ]

List of enemies that deal bonus damage to marked heroes[ | ]

Strategy[ | ]

Offensive[ | ]

Mark skills by themselves do very little and require a both a marker and second attacker to deal damage to make the mark worthwhile. Marks perform well against certain types of enemies:

The Arbalest, Bounty Hunter, and Houndmaster all have skills that, at the highest level, roughly double their damage against a marked enemy. This means that a mark effectively pays for itself in terms of damage, and becomes only more efficient with subsequent attacks. Of particular note is the Arbalest's Sniper Shot; its ridiculously high buff to CRIT, on top of the hero's base CRIT (the highest in the game), transforms the Arbalest's otherwise middling attack into a formidable source of backline damage.

Since the mark must be applied first, understanding speed is crucial when building a mark party. It is recommended to pair fast mark-appliers with heroes who can take advantage of marks. One popular and reasonably effective party is the "mark party" comprising the three damage dealers above (Arbalest, Bounty Master, and Houndmaster) along with the Occultist, in some order—each hero can apply a mark, and most can deal bonus damage to marked enemies.

That said, not all marks are created equal. Consider, for example, the Arbalest's Sniper's Mark versus the Occultist's Vulnerability Hex. Both skills appear similar, applying a mark and a debuff to the targeted enemy's DODGE. However, the Occultist is a much faster hero—with, all else being equal, an ~80% chance to act before the Arbalest—and thus a better marking hero. On the other hand, the Arbalest would much rather spend her turn using Sniper Shot. Additionally, since the Occultist is not a strong general damage dealer, Vulnerability Hex serves as a way for him to indirectly damage enemies, especially in the back rank.

A similar comparison can be made between the two PROT-debuffing marks, the Bounty Hunter's Mark for Death and the Houndmaster's Target Whistle—both are superficially similar but serve different roles. Target Whistle has an absurdly high debuff chance (170% at the highest level) lasting four turns instead of the usual three, not to mention a higher amount of PROT reduction. Even ignoring the mark, it is one of the most efficient ways to neutralize PROT in the entire game. Mark for Death, unfortunately is lackluster as a PROT debuff—it has an average debuff chance, requiring a trinket (which Bounty Hunter lacks) to be reliable. Its main benefit is that it can reach rank 4, allowing the Bounty Hunter to indirectly damage the back rank via a teammate.

Aside from the big three, the other mark-boosted skills, while not boasting as high a synergy, nonetheless are useful in their own right. Grave Robbers and Highwaymen tend to equip Thrown Dagger and Pistol Shot, respectively, in order to hit rank 4, while the Shieldbreaker's Captivate is comparable in damage to her bread-and-butter ability, Pierce. In these cases a marking hero can view a mark as simply an additional source of damage, especially if they themselves cannot reach rank 4.

One final caveat about the Arbalest is her slow speed. This video proposes an Occultist, Jester, and Arbalest combination: aside from the obvious synergy between Occultist and Arbalest, the Jester's Battle Ballad solves the party's speed issues, while also boosting the Arbalest's aforementioned CRIT.

As with most things in Darkest Dungeon, the effectiveness of marks is ultimately situational. A mark should always be weighed against another skill—outside of simply attacking the enemy, both the Bounty Hunter and Occultist, for example, have powerful backline stuns that can deny the enemy a chance to act. Also note that since marks have a duration of three rounds (or two in the case of Come Hither), it is relatively more difficult to make use of marks against bosses with multiple actions per round.

Defensive[ | ]

Self-marking can be used as a defensive strategy—certain monsters, like the Fungal Scratcher, deal bonus damage to marked characters and many will prioritize attacking them, although the exact mechanics of AI targeting are somewhat opaque and highly dependent on region. Since most self-marks, like the Leper's Withstand, come with an additional defensive benefit, they can be used to draw the attention of enemies while mitigating, to some extent, the extra damage. Typical Riposte strategies also tend to involve self-marking, though this is mostly a secondary effect as opposed to self-marking expressly in order to draw enemy aggro.

Overall, because Darkest Dungeon is a game that favours quickly killing priority targets in order to deny enemy actions, as opposed to tanking and healing, defensive self-marking has few highly effective use cases and should be seen mostly as an added, situational effect instead of a primary strategy in and of itself.

Dealing with being marked[ | ]

Many enemy combinations—Wilbur and the Swine Prince, as a notorious example—use marks highly effectively and when facing them a marked hero is often only an unlucky crit or two away from Death's Door. The threat of increased, often doubled, damage is compounded by the enemy's tendency to focus all their attacks on a single marked party member. Aside from stunning and killing mark-appliers so that they don't get to act to begin with, there are number of other ways of dealing with a marked hero:

  • Guarding is likely the most general and reliable solution.
  • The Arbalest's Rallying Flare clears all marks from her teammates. In particular, this trivializes a large part of the Swine Prince fight. (Note, however, that Rallying Flare does not clear a mark from herself.)
  • Transferring the mark with the Flagellant's Suffer.
  • Granting mark immunity with the Shieldbreaker's camping skill, Sandstorm.

Should none of the above be available, then regular tactics and game knowledge must suffice. Stunning or outright killing mark users can reduce the incoming damage, as can buffing the marked hero's resistances. A number of mark users are also highly position dependent—Spitters and Bone Arbalists, for example, do much less damage in the front ranks, while Fungal Scratchers and Cultist Brawlers can't use their mark-damage abilities from the rear. Forcing these enemies out of position, or failing that, moving a hero out of their reach, can be an effective strategy.

See Also[ | ]

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