Getting Started

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Camp skill chant.png
Camp skill chant.png

This article is a guide: the content herein is likely to contain subjective opinions. Consider discussing any substantial changes before editing the page.

You can look for more guides on various subjects in this category.

Make no mistake, we will face ever greater threats, our soldiers must be ready.
~ The Narrator after entering Guild for a first time

Note: This page is still under construction.

Darkest Dungeon tells the story of your late ancestor who opened a portal to another plane of existence that led terrible things into our world, and now it is your task to drive back the darkness. You will hire a group of heroes to help you in this task, but what price will they pay for righting the wrongs of your family?

The Darkest Dungeon asks what would it really be like to battle the horrors so commonly dispatched in the games of our childhood? What would facing down unholy abominations day in and day out do to someone? What good is a glowing Sword of Unholy Slaying +5 in the hands of a blubbering coward? When traveling with no light is actually worth breaking legs?

The Basics[edit | edit source]

Base Stats[edit | edit source]

Base stats are statistics that measure a character's ability and how well they preform certain tasks. There are seven main stats in the game;

  • MAX HP - Maximum Hit Points. This is the character's endurance and how much damage they can take before reaching Death's Door. Determined by Armor.
  • ACC MOD - Accuracy Modifier. Accuracy (ACC) determines how likely a character will hit a target. ACC is determined by skill, while the ACC MOD is how much a character adds to ACC.
  • DODGE - Dodge. This is the character's likeliness of evading an attack. DODGE subtracts from the opponents ACC to make it more likely to miss. Determined by Armor.
  • CRIT - Critical Chance. How likely it is a character will get a critical hit, thus dealing much higher damage than usual. Determined by Weapon.
  • PROT - Protection Points. This allows a character to reduce the damage they take.
  • DMG - Damage. This is the strength of your character and how quickly they can kill enemies. Determined by Weapon.
  • SPD - Speed. This shows when characters move in combat. The higher the speed, the higher the chance the character will go first. Determined by Weapon.

Death's Door[edit | edit source]

Rather than immediately dying when a hero has 0 HP, they instead reach Death's Door. In this state they are significantly weakened and any attack has a chance to kill them. If you can heal them they'll be safe again, however they will be weakened for the rest of the quest for being so close to death.

The Heroes[edit | edit source]

Heroes, or Adventurers, are characters used by the player when assembling parties and expeditions to explore dungeons. They are divided into several classes, specializations that define their appearance and abilities. Each character has different skills and can fill different roles in combat. To recruit new heroes, players must go to the Stage Coach within the Hamlet.

Character Classes[edit | edit source]

Fortunately every hero you will encounter is strong and very useful. The challenge here is to figure out how to use them effectively. This short overview will help you familiarize yourself with all the heroes in the game. It starts with the first 4 hero classes you will meet, and then lists the rest alphabetically.

The Crusader
Party Role Melee fighter, secondary healer
Ease of
Smite.png Smite Holy Lance.png Holy
Provision 1 Holy Water
  • Strong melee fighter with very high HP.
  • Extra damage vs Unholy enemies.
  • Moderate healing skills.
  • Good at managing stress.
  • Can get back into the front lines with Holy Lance
  • Severely limited in the back ranks.
  • Difficulty attacking the back row.
  • Very low speed.
A holy warrior that shines brightest in the ruins, but his
solid all around stats make him a good choice for any team.

The Highwayman
Party Role A flexible melee/ranged fighter
Ease of
Grapeshot Blast.png Grapeshot
Duelist's Advance.png Duelist's
Provision None
  • Can attack both the back and the front ranks easily.
  • Very mobile and can be positioned anywhere.
  • Grapeshot Blast hits 3 enemies at once.
  • Good at disarming traps.
  • Can make counter attacks.
  • Can De-stealth enemies.
  • Low HP.
  • No healing abilities.
  • In combat can only deal damage.
A class that can do massive damage from the front or
snipe down the enemy's backlines from afar. Just keep an eye
on his low HP.

The Plague Doctor
Plague Doctor1.png
Party Role Inflicting and curing status effects
Ease of
Plague Grenade.png Plague
Battlefield Medicine.png Battlefield
Provision 1 Antivenom
  • Can inflict Blight, Bleed and clear corpses.
  • Very good Stun.
  • Best Blight skills in the entire game.
  • Can cure blight and bleed for herself and allies.
  • Abilities that attack both enemies in the back ranks.
  • Powerful buff skill
  • Takes several turns to kill enemies with bleed/blight.
  • Has low HP and deals little damage.
  • More effective with Blight than Bleed.
This class focuses on inflicting and curing status effects. She's very helpful when facing armored enemies who reduce normal damage, since bleed and blight ignore protection.

The Vestal
Party Role Primary healer and support
Ease of
Divine Grace.png Divine
Divine Comfort.png Divine
Provision None
  • Consistent healing.
  • Can heal the entire party for a small amount.
  • Can weaken the enemy while dealing decent damage.
  • Skills that do extra damage to Unholy enemies.
  • Some skills can raise the Light Meter.
  • Low HP, Damage and DODGE.
  • Low mobility.
  • Only single target attacks.
The Vestal is the primary healer in Darkest Dungeon. She can heal others for a decent amount, heal herself while attacking, and is the only hero that can heal every party member at once, albeit for a weak amount.

The Abomination
Party Role Switches between a supporting and fighting role
Ease of
Manacles.png Manacles Rake.png Rake
Provision None
  • Can transform between Human and Beast froms.
  • Can cause status effects in human form.
  • Can heal his HP and stress in human form.
  • Powerful damage dealer in beast form.
  • Very high SPD.
  • Cannot be in a party with the Crusader, the Vestal, the Flaggelant, or the Leper.
  • Causes stress to the party when transforming and when staying transformed.
  • Severely limited if knocked into the back ranks in beast form.
  • If he reverts to human form, cannot change back until the next battle.
  • Awful Trap Disarm.
A unique class that has two different forms which change his role in combat. The human form can weaken enemies with status effects and heal himself, while the beast form is a powerful attacking class. Just be careful how you use the beast form. It's stressful to become a monster, let alone being around one.

The Antiquarian
Party Role Boosts profits, weak support
Ease of
Invigorating Vapours.png Invigorating Vapors Protect Me.png Protect Me
Provision 1 Skeleton Key
  • Can Buff the party's dodge.
  • Can Debuff an enemy's accuracy and inflict weak blight.
  • Can force allies to guard her, granting them a strong defense buff.
  • Increases gold stacks by 500.
  • Can find valuable antiques when interacting with curios.
  • Can De-stealth enemies.
  • Can produce trinkets while camping.
  • Low HP and damage.
  • Almost useless in combat at low levels.
  • Her attacks can only hit one enemy at a time.
  • Terrible resistances.
  • Low Trap Disarm.
While a pitiful addition to your combat roster, she is very useful for gathering gold. Each Antiquarian in a party will increase the amount of gold you can carry by 750 per stack, and she is the only party member able to find antiques which sell for a great deal of money.

The Arbalest
Party Role Defensive ranged fighter, secondary healer
Ease of
Sniper Shot.png Sniper
Battlefield Bandage.png Battlefield
Provision 1 Bandage
  • Powerful ranged attacks.
  • High CRIT, especially against marked enemies.
  • Sniper Shot does extra damage vs Marked enemies.
  • Good buffs and debuffs.
  • Can heal teammates in battle.
  • Can De-stealth enemies.
  • Is one of the best camping healers.
  • Severely handicapped in the front ranks.
  • Cannot heal allies in the 4th rank.
  • Slow at lower levels.
  • Cannot move forward.
The Arbelest's main contribution to your team is that she plays a defensive game. She can disrupt the enemy's formation, make it harder for them to harm you, patch up others mid-combat, and even weaken the defenses of your foes, making them prime targets for a precise shot.

The Bounty Hunter
Bounty Hunter1.png
Party Role Powerful single target fighter
Ease of
Collect Bounty.png Collect
Flashbang.png Flashbang
Provision None
  • Long reach and flexible positioning.
  • Good at disarming traps.
  • Deals extra damage to Human and stunned targets.
  • Can mark enemies and lower their defense.
  • Gains huge damage bonuses when attacking marked targets.
  • Flashbang can stun enemies in any rank.
  • Can pull, push and shuffle enemies.
  • Average damage without marks.
  • Below average HP and DODGE for a melee fighter.
  • No healing skills.
  • Can only hit one enemy at a time
The key to making the Bounty Hunter work is preparation. With him it's often best to take a turn to weaken and ensnare the enemy, opening it up for an easy kill.

The Grave Robber
Grave Robber1.png
Party Role Dodge focused damage dealer, inflicts status effects
Ease of
Lunge.png Lunge Shadow Fade.png Shadow
Provision 1 Shovel
  • High damage output to any rank.
  • Can inflict Blight, stun and lower enemies' resistances.
  • Great self buffs, including the best dodge buff in the game.
  • Very mobile and can attack from anywhere.
  • High SPD, CRIT and DODGE.
  • Can cure herself of Blight/Bleed.
  • Best trap disarmer.
  • Low HP.
  • Moves around a lot, which can disrupt formation.
  • No healing skills.
  • Very weak at low levels.
The Grave Robber is the most flexible class positioning wise. While most heroes can only work in certain ranks, she can deal damage or disrupt foes no matter where she is. Her low HP means you have to be more careful with her up front, but her high DODGE and skills that buff it even higher will keep enemies busy.

The Hellion
Party Role Powerful frontline fighter
Ease of
Iron Swan.png Iron
Breakthrough.png Breakthrough
Provision None
  • Very high base DMG and high DODGE.
  • Can hit any enemy if she's in position 1.
  • Breakthrough hits 3 enemies at once while moving her forward.
  • Can inflict strong Bleeds.
  • Barbaric YAWP can Stun both enemies in front.
  • Adrenaline Rush buffs her DMG/ACC, heals and cures herself from bleed/blight.
  • Some skills tire her out.
  • Severely limited in the back ranks.
  • Unable to move backwards.
  • Very good at fighting, but not much else.
The Hellion is a barbaric warrior who boasts high damage and evasive ability. She's best place right in the front, where she's capable of using all her skills and slaughter enemies in any rank. Be aware that using certain skills exhaust her, lowering her DMG and DODGE.

The Houndmaster
Party Role Ranged fighter, team support
Ease of
Hound's Rush.png Hound's
Whistle.png Target
Provision 2 Dog Treats
  • Highly versatile, able to fill many roles.
  • Can occupy any position.
  • Hound's Harry attacks all enemies and causes bleed.
  • Dog Treats powers up his hound briefly.
  • Can heal himself and heal the party's stress.
  • Can guard allies and grant himself a dodge bonus.
  • Deals extra damage to Beast and Marked enemies.
  • Target Whistle marks enemies and lowers their defense.
  • Below average damage without the dog treat.
  • Weak bleed damage.
  • Can only guard allies for 1 round, whereas other guards last for 2.
Without a doubt the Houndmaster is the most versatile class in the game. While he doesn't have the raw power to take on enemies by himself, his varied and unique set of skills give him plenty of options no matter the situation.

The Jester
Party Role Team support, inflicts bleed
Ease of
Battle Ballad.png Battle
Finale.png Finale
Provision 1 Medicinal Herbs
  • Can increase the entire party's SPD, ACC and CRIT.
  • Can debuff whole enemies' party as well.
  • Powerful stress healer in battle and camp.
  • Most mobile character in the game.
  • Can hit multiple enemies, as well as bleed them.
  • Finale is a very powerful attack.
  • Second to Grave Robber at trap disarming.
  • Finale severely tires him out.
  • Highly restricted where he can use abilities.
  • Severely disrupts battle formation if used as a damage dealer.
  • No healing skills.
The Jester is tricky to get a handle on, with many of his skills moving him around and the party out of formation. However his music skills, Battle Ballad and Inspiring Tune, are the best team-buff and stress heal in the entire game.

The Leper
Party Role Powerful defensive fighter
Ease of
Hew.png Hew Withstand.png Withstand
Provision 1 Medicinal Herbs
  • Highest HP and Damage output.
  • Can heal his own HP and Stress.
  • Can increase his defensive prowess.
  • Can hit multiple targets with Hew.
  • Revenge can vastly increase his power.
  • Can De-stealth enemies.
  • Can only hit the front ranks.
  • Useless in the back ranks.
  • Very low mobility.
  • Low accuracy and critical chance.
  • Revenge also makes him vulnerable.
No other hero can deal as much damage as the Leper can in a single strike. While his low accuracy makes it difficult for him to hit enemies, with the right skills/trinkets this is easily made irrelevant, giving you a warrior that will kill most every foe with every attack.

The Man-at-Arms
Party Role Defensive fighter, team support
Ease of
Retribution.png Retribution Bolster.png Bolster
Provision None
  • Can Buff the party's DODGE, Stress Resist, ACC and CRIT.
  • Can Debuff the entire enemy party's DODGE and SPD.
  • Standard attack can hit up to the third rank.
  • Can stun and push back enemies.
  • Can protect allies by taking attacks for them, which Buffs his own defenses.
  • Can make counter attacks.
  • Average to below average damage.
  • No healing skills.
  • Riposte attack is weaker than Highwayman's
The Man-At-Arms is a highly defensive front-line fighter. All of his skills revolving around controlling the flow of the battle to keep allies safe.

The Occultist
Party Role Debuff specialist, powerful healer
Ease of
Weakening Curse.png Weakening
Wyrd Reconstruction.png Wyrd
Provision None
  • Very versatile attacks.
  • Most powerful healing skill in the game.
  • Can deal extra damage to Eldritch enemies.
  • Can debuff, pull, stun, clear corpses and mark enemies.
  • Highest CRIT of all classes.
  • Can be put in any position.
  • Can De-stealth enemies.
  • Low HP and low to average damage.
  • His healing skill can cause bleed.
  • Some skills reduce torch.
  • Camping skills cause stress.
A versatile class that can be used offensively or for support. He specializes in weakening enemies, however his Wyrd Reconstruction can heal your heroes for a massive amount, but it could also heal nothing and either way has a chance of harming the hero being healed.

DLC heroes[edit | edit source]

The Flagellant
Party Role Front line fighter, secondary healer
Ease of
Skills Punish Flagellant.ability.five.png Redeem
Provision None.
  • Good HP pool.
  • Exceptional early game bleed dots.
  • Buffs on Death's Door rather than suffer.
  • No mortality debuffs.
  • High starting speed.
  • Becomes rapturous at 100 stress, buffing damage and crit chance.
  • Most effective moves only activate below 1/2 HP.
  • Extremely high risk/high reward.
  • Impossible to get positive virtue check.
  • Certain moves help allies but injure him.
  • More effective heals debuff him.
This character seeks out injury and bloodshed, making him extremely high risk/high reward. His moves pack a punch early game and get better over time and as he loses health, the caveat being that he has to be practically dead to be at his best. He also buffs and heals party members upon his own death.

The Flaggelant is part of The Crimson Court DLC.

The Shieldbreaker
Party Role A dancer who exposes the weaknesses of her foes
Ease of
Shieldbreaker.ability.two.png Puncture Serpent
Provision None
  • Basic attack ignores PROT.
  • 6 of her skills move her, allowing for flexible positioning and strategies
  • Can break and prevent guarding.
  • Can inflict Blight
  • Can De-stealth enemies.
  • High CRIT
  • Can negate all damage to herself 4 times in one battle
  • Low HP.
  • No healing abilities.
  • Because she moves with every skill, party positioning is vital
  • Her past still haunts her...
A dancer who exposes the weaknesses of her foes. Her attacks remove the defenses of the enemy to make them easy prey, and with every attack moving her position she is not easily caught by their snares. And while her HP may be low, twice per battle she can use Serpent Sway to her the Block status which negates the damage from 2 attacks! But be warned that additional effects such as Bleed and Blight can still get through.

The Shieldbreak is part of her own DLC pack named after herself.

For more details on heroes, check here.

Quirks and Diseases[edit | edit source]

One of the most notable features of Darkest Dungeon is the Quirk/Disease system. Quirks are passive effects that heroes will acquire as they travel through the dungeons. Most Quirks are passive effects that increase or decrease a hero's stats, however there are others that will cause heroes to fear certain enemies and have them make impulsive decisions.

Quirks are randomly acquired when a hero completes a quest, or interacts with a curio. Diseases are randomly acquired upon contact with some creatures or curios, and are almost universally bad.

A hero can have up to 5 positive quirks, 5 negative quirks, and 3 diseases. When a hero acquires a quirk or a disease after they have reached the limit, the new quirk/disease will replace an old one.

Negative Quirks and diseases can be cured at the Sanitarium for a hefty price. Additionally, if you let a negative quirk stay too long it will become terminal, and cost even more gold to cure. On the other hand you can also lock in positive quirks to make them permanent on a hero. Another way to remove quirks is through curios, however the ones that do this are rare or require cleansing, so it's not wise to rely solely on this.

When you're starting out it's best to not remove quirks unless they force interaction with curios or loot stealing (see curios section for more details.) Also you should familiarize yourself with curios and what they do to minimize that amount of negative quirks your heroes are receiving.

Stress and Afflictions[edit | edit source]

Due to enduring the hardships of battle and the sights of abominable things, heroes gain stress. Stress is represented by a bar on the bottom, that, when full, will induce an Affliction which can be the most dire thing a party can encounter, apart from a hero dying.

When an affliction takes effect, the hero may slip out of the player's control sometimes, and do many terrible things. These include randomly increasing the stress of allies, moving themselves in the formation, refusing the aid of their allies, passing their turn, or even attacking others or even themselves.

Stress can only be reduced by committing heroes to the abbey or tavern, using stress-relieving skills, landing a critical hit, or disarming traps. As stress-relieving skills take up precious time and reduces comparatively little stress, it is usually better to mitigate stress in the first place by killing everything as fast as you can, and removing your heroes' stress at the end of their mission via the abbey or tavern.

However, sometimes when a hero reaches his stress limit instead of getting an affliction, he will receive a Virtue instead, immediately recovering half of their stress and randomly producing positive effects on themselves and the party, such as buffing, healing health and stress of themselves and allies. Base chance to get a virtue is 33%, but it can be increased or decreased with certain quirks and trinkets. Additionally, heroes with positive afflictions cannot have a heart attack since they don't get stress after they reach 100.

If a hero with a negative affliction takes enough stress damage to fill his stress bar again with a brighter white, he will suffer a Heart Attack.

Equipping Heroes[edit | edit source]

Unlike other games, the heroes of Darkest Dungeon do not equip different weapons and armor. Instead the Blacksmith, one of the buildings in The Hamlet, will upgrade a hero's individual weapons and armor linearly. The hero's weapon will affect their damage, critical hit ratio and speed, while their armor will increase their dodge chance and HP. Accuracy is determined by individual skills rather than equipment. Skills will be discussed in more detail below.

However, heroes can equip 2 different Trinkets that will bestow upon them many different effects, including increasing stats, resistances and/or the chance that a status effect will affect an enemy. Many of these trinkets also have negative effects on other attributes, so you must be careful when choosing what trinkets to use.

A hero may equip up to 2 trinkets, but they cannot be the same kind and some limit what classes can use them.

The Hamlet[edit | edit source]

The hamlet as it initially looks.

The Hamlet is the main hub of the game, accessed when not in a dungeon. The hamlet contains various buildings that allow the player to form, manage, and improve a roster of adventurers to send into the various expeditions needed to reach and purge the Darkest Dungeon of the evil that has encroached upon it.

The Hamlet contains a variety of facilities with disparate purposes, most of which revolve around the management of heroes.

Most buildings can be upgraded through the use of heirlooms in order to unlock further benefits, make the facilities more efficient, and reduce the prices of their services. Each building consistently requires the same kinds of heirlooms, though the amount needed for each upgrade increases exponentially.

The most important building to start upgrading is the Stage Coach as it will let you recruit heroes, which is free. However, upgrading it will allow you to have more room to keep heroes and have more heroes available for recruiting each week.

Here is a list of the upgradable buildings in town, along with what they do and which heirlooms are needed to upgrade them. Also note that every building needs Crests.

Building Name Function Heirlooms Needed Week Unlocked
top leftAbbey Stress relief. Currency.crest.icon.pngCrests Currency.bust.icon.png Busts Week 2
top leftBlacksmith Upgrade weapons and armor. Currency.crest.icon.pngCrests Currency.deed.icon.png Deeds Week 3
top leftGuild Upgrade heroes' skills. Currency.crest.icon.pngCrests Currency.portrait.icon.png Portraits Week 3
top leftNomad Wagon A shop to buy Trinkets from. Currency.crest.icon.pngCrests Week 4
top leftSanitarium Remove negative quirks and diseases.
Make positive quirks permanent.
Currency.crest.icon.pngCrests Currency.bust.icon.png Busts Week 4
top leftStage Coach Recruit heroes.
Increase the number of heroes you can recruit.
Currency.crest.icon.pngCrests Currency.deed.icon.png Deeds Week 1
top leftSurvivalist Unlock camping skills. Currency.crest.icon.pngCrests Week 4
top leftTavern Stress relief. Currency.crest.icon.pngCrests Currency.portrait.icon.png Portraits Week 2
Tutorial popup.stress relief.png

The Abbey, The Tavern and what to be aware of[edit | edit source]

The Abbey and the Tavern are the main way to reduce stress of a hero. When in town you can put heroes inside the rooms, pay a fee, and after you complete your next quest they will have recovered most of their stress, if not all of it. The rooms at the top relieve less stress but also cost less, and the rooms on the bottom are more costly and relieve much more stress.

While the Tavern and the Abbey seem to be the same on the surface, sometimes when you return from a quest you will learn of events that transpire while you were away. What if while praying your hero sees... unsightly things, hidden among the pews and pedestals? Are you willing to bet your own money and items on a game of chance you have no sway in?

To make matters worse some quirks will not only have your characters refuse using certain rooms, but other quirks will cause your hero to only accept certain rooms! What happens when your Man-at-Arms has a lover and will only go to the brothel and refuse everything else? These quirks can also exist together, meaning that your Highwayman who will only gamble can't relieve stress after he was caught cheating.

For the most part it is not recommended to go to the tavern's bar or gambling hall, since they will most likely cause you to lose gold and Trinkets.

One more obstacle in healing the stress of your heroes is the caretaker. He has long served your ancestor, and as a result his mind is under constant strain from what he has witnessed. Every week he will occupy a random room, preventing you from using it, which can be a nuisance with the aforementioned quirks that make characters only use certain rooms. There is no way to remove the caretaker. The only way around him is to increase the number of rooms you have. When you've upgraded enough of the Abbey or Tavern to have 6 extra rooms (for a total of 12), the Crier also will come to occupy rooms.

Before Entering a Dungeon[edit | edit source]

Choosing an Expedition[edit | edit source]

An expedition is a mission that heroes can undertake by visiting one of the various locations near the Hamlet. Each of the locations outside the Hamlet will have a number of different types of missions to accomplish, with various dungeon sizes, objectives and difficulty levels. Greater mission length and difficulty make expeditions harder, but also increase the rewards for completion. Each mission's objective, difficulty and size are generated randomly, with size and especially difficulty being weighted depending on the heroes of the current roster. Regardless of the composition of the roster, there will always be at least one apprentice level mission possible, in case the player wants to recruit new heroes from the Stage Coach.

Supplies for the journey

Provisions[edit | edit source]

Before entering a dungeon you are given the option to buy provisions for the dungeon. These supplies are used for purposes such as to remove obstacles, open chests, and heal Status Effects. After finishing an expedition your remaining provisions will be sold back at a tenth of their bought price. It is essential to learn what provisions to take to each region and how many so that they will last but not waste your resources.

The most important provisions to take are food. Sometimes while exploring the dungeon your party will get hunger and you can feed them or let them starve. If you choose to feed them they'll use up 1 food for each party member and heal a small amount of health, but if you choose to starve them (or you don't have enough food) the entire party will take damage and increase their stress. Additionally, some classes will bring provisions with them into a dungeon.

For a full list of provisions, you can check the provisions page.

The Dungeons[edit | edit source]

Tutorial nav.png

Exploring[edit | edit source]

When in a room, you must click on an abject room connected by a hallway to move there.

These icons appear in hallways.

Indicator.png Your current position.
Hall dark.png
An unexplored hallway
Hall dim.png
Nothing here and unexplored.
Hall clear.png
Nothing here and already explored.
Marker curio.png
A curio that has not been activated.
Marker battle.png
Hallway battle.
Marker obstacle.png
An obstacle. You will need a shovel to get through unharmed.
Marker trap.png
A trap. If you see it you can try to disarm it.
Marker secret.png
A secret room. This can only be found if you get a scout. Bring a key.

These icons appear in rooms.

Room entrance.png
Entrance of the dungeon. This shows where you started.
Room unknown.png
A room that has unknown contents. The only way to see what's inside is if you get a scout or enter it.
Room treasure.png
This tile means that this room has treasures. It will always be guarded by enemies.
Room curio.png
A room with a curio and a battle in it. If this tile has a quest curio in it, there may be no battle — hover the icon to clarify.
Room battle.png
This room will have a battle in it, but no curio.
Room boss.png
The room where the boss is hiding. Be prepared for a powerful enemy before entering it.
Room empty.png
This tile shows that the room is empty. After clearing out enemies and activating the curio inside (if there is one) room tiles change to this.

Light Meter[edit | edit source]

When traveling through the labyrinths surrounding the hamlet, even light is a precious resource. At the top of your screen is a meter that shows how much light you have. Every expedition you will have 100 light and the higher the light is the less dangerous the monsters are. The lower the light is, the more dangerous the fiends become. However you will also find more treasures when the torch is dim.

Stress Scout Monster
Hunger Check
Spawn Chance
Radiant Light
- ++
- - - - - 7.5%
Dim Light
75 to 51
- - - +
50 to 26
- +
25 to 1
- +
Pitch Black
- - +++
  Quest darkest.pngWARNING Traveling with zero light is highly inadvisable. There is a chance that you will run into a very powerful enemy that can only be found in pitch-black darkness, and it can break your heroes' bodies and minds easily...

Curios Marker curio.png[edit | edit source]

One of the curios you will encounter

During expeditions there is a chance of encountering various objects that can be activated for various effects, both positive and negative. These interactive objects are called Curios.

Once the party enters the room or segment that contains the curio, it can be clicked to activate a prompt. Through the prompt, the curio can be activated directly or with the use of a provision item: curios will react differently to certain items. Normally, the use of the correct provision item will trigger a positive effect, removing the chance of negative effects occurring, but there are exceptions.

When activated, Curios have many effects such as stress infliction or heal, damage, the application of buffs and debuffs, or the gain or removal of a Quirk that affects individual heroes. The affected hero is always the one currently selected at the moment of activation. It is advisable, upon activating risky curios, to select a hero with good resistances or one that could potentially be affected by the negative effects without endangering the expedition.
One important thing to keep in mind is that sometimes Heroes will automatically interact with a certain Curio due to a Quirk they have. For example, a Hero with the Dipsomania Quirk will relentlesly investigate anything that is likely to contain alcoholic beverages, like a Moonshine Barrel. These automatic interactions cannot be interrupted, meaning that

  1. You can not choose another Hero for the interaction and
  2. You cannot use a supply item to modify the outcome.

These Quirk-forced interactions will not occur on Curios found in rooms or Quest-related Curios

Ruins obstacle.png

Obstacles Marker obstacle.png[edit | edit source]

Sometimes during your expeditions you will your path blocked by rubble, wreckage, or even nature herself. To get past it you will either have to use a shovel or have your heroes dig through it without tools. If you choose to remove the wall by hand your heroes will take damage, increase stress and because it takes so long the light will decrease as well.

Combat[edit | edit source]

Combat is turn-based. In battle you click on a character's skill and then click on a highlighted target to use that skill. Some skills attack enemies and some help allies. When a specific skill is selected, only the possible individuals, ally or enemy, will display a highlighted target (in various colors, depending on the action) under them; you will always know who can or cannot be targeted by a skill.

One of the most important things to be aware of when using skills is each hero's position during combat. You start out with 4 heroes on a team, and enemies can have up to 4 monsters on their team, as well. The combatants in the middle are at the front of combat facing each other, and the combatants on the left (your side) and on the right (enemy's side) are in the back.


Combat Skills[edit | edit source]

Tutorial combat skills.png

The way characters act in battle is with Combat Skills. Each character class has seven abilities, but only 4 can be equipped at one time. The only exception to this is the Abomination who can have all his equipped at once, but the skills he can use are dependent on what form he's in.

Every turn a hero can use any one skill; skills do not take any energy to use. However skills are dependent on the position the hero using it is in. For example if a character is in position one or two, he will be able to use melee attacks just fine, but probably won't be able to use any ranged attacks. We'll look at a few skills now for examples.

Grey dot.pngGrey dot.pngYellow dot.pngYellow dot.png
Red dot.pngRed dot.pngGrey dot.pngGrey dot.png
ACC base: 80

Self: +15% DMG vs Unholy

This is the Crusader's skill SMITE. The yellow dots show where he needs to be in order to use the skill, and the red dots show whom he can hit. The grey dots show where he cannot attack from and whom he cannot attack with this skill. From this we can see that the Crusader needs to be in position 1 or 2 to use this skill, and he can only attack an enemy in position 1 or 2. Smite is classified as a melee attack, and some trinkets and quirks will uniquely affect certain types of skills.

The ACC MOD shows you what the skill's accuracy is, which is how likely it is to hit. This skill has an ACC MOD of 80, so it normally has an 80% chance to hit. It also has an ability modifier that allows the Crusader to deal extra damage to Unholy enemies.

Zealous Accusation
Zealous Accusation.png
Grey dot.pngGrey dot.pngYellow dot.pngYellow dot.png
Double red dot.pngGrey dot.pngGrey dot.png
ACC base: 80

DMG mod: -40%

Zealous Accusation is another of the Crusader's skills. Notice that the two red dots are connected, which means when using this attack it will hit every enemy within those positions. There are other skills that can hit 3 enemies at once, and even all four at once. However, they do less damage because of this, and this one is no exception.

Pistol Shot
Pistol Shot.png
Yellow dot.pngYellow dot.pngYellow dot.pngGrey dot.png
Grey dot.pngRed dot.pngRed dot.pngRed dot.png
ACC base: 80

DMG mod: -25%
CRIT mod: 10%
+25% damage to marked target

This is the Highwayman's skill PISTOL SHOT, and as you might expect, it is a ranged attack. Unlike the Crusader's Smite, this skill cannot be used in the first position, however it can be used in every other position. Likewise, PISTOL SHOT can hit any enemy except for the one in the very front. It has three ability modifiers. The first decreases the amount of damage it does to enemies. The second increases the chance to land a critical hit. The final one increases the damage it does against an enemy with a mark on it. Heroes that are able to put a mark on enemies are the Arbalest, the Bounty Hunter, Houndmaster and the Occultist.

As heroes take damage in fights, it is necessary to heal them. There are a few characters that have healing skills, but the two best healers are the Vestal and the Occultist. Here's a quick summary on both:

Divine Grace
Divine Grace.png
Yellow dot.pngYellow dot.pngGrey dot.pngGrey dot.png
Yellow dot.pngYellow dot.pngYellow dot.pngYellow dot.png

Heal 3-5

The Vestal is a good consistent healer. At first she can heal 3-5 HP and is the only character that has a skill that heals the entire party, albeit only healing 1 HP at first

Wyrd Reconstruction
Wyrd Reconstruction.png
Yellow dot.pngYellow dot.pngGrey dot.pngGrey dot.png
Yellow dot.pngYellow dot.pngYellow dot.pngYellow dot.png

Heal 0-12
Target: Bleed 1 pt/rd for 3 rds, Base: 60%

The Occultist is a powerful inconsistent healer. His Wyrd Reconstruction is the most powerful healing skill in the game, at first healing anywhere between 0-12 HP at once. However in addition to having a chance to heal nothing, it can also cause bleed and further damage your party. This is a very powerful skill, but you should be aware of the risks before using it.

  Ancestorface.pngAncestor's Advice: As mentioned before combat skills do not use up energy. However, they can only be used within combat. This includes healing skills. By topping off your heroes' hit points and learning how to utilize healing effectively, you can minimize your heroes' chances of dying.

Unlike other games, using an item will not take a turn. So if your hero is bleeding you can use a bandage to cure his wound and still attack an enemy.

Choosing a Target[edit | edit source]

Generally monsters in the front deal damage to your frontlines, and the ones in the back will attack your entire party, debuff or DPT your heroes or cause stress. It is very important to take out the back row as quickly as possible. There are also small, quick monsters that aren't very durable but they cause many status effects. These are also priority targets, but are hard to hit.

Like heroes, enemies also have skill and many of them can only be used in certain positions. If you know how their skills work, you can move them out of position to waste their turns. For example if you see a monster firing from the back ranks, he may not be able to use that skill in close combat. Alternatively if a monster's melee attacks are causing you trouble you can try and push it back to lower the damage you take.

Status Effects[edit | edit source]

Various monsters and allies have attacks that will affect a character outside of physically harming them. These usually last three rounds, however, there are some exceptions.

Negative Status Effects
Poptext bleed.png Bleed* Deals damage at start of turn. Lasts for 3 rounds, 5 if was dealt by a critical hit. Cured with Bandages.
Poptext poison.png Blight* Deals damage at start of turn. Lasts for 3 rounds, 5 if was dealt by a critical hit. Cured with Antivenom.
Poptext stun.png Stun** Forces combatant to recover from this trait during their turn making them won't do anything else. Lasts for 1 round.Can stack,but still counts only as one turn.
Poptext debuff.png Debuff* Decreases combatant's stats. Lasts for 3 rounds, until next camp or until the end of quest.
Poptext tagged.png Mark Attracts enemies, and increases damage taken by certain skills. Some enemies can use special attacks on marked heroes. Lasts for 3 rounds.Can be removed with specific skills or ending battle.Cannot be resisted when target gets hit with a skill that causes it.
Poptext move.png Move Forces combatant to move from their current position.
Poptext horror.png Horror* Deals stress damage at start of turn. Lasts for 3 or 4 rounds, depending on the enemy. Cured with Laudanum.
Deathsdoor.png Death's Door -10 ACC, -25% DMG, -5 SPD, +33% stress dmg. Lasts until healed.Any physical damage action on hero (even when deals 0 damage) may kill.
Deathavoided.png Death's Door Recovery -2 ACC, -5% DMG, -1 SPD, +10% stress dmg. Lasts until the quest is over,or cured by camping skills.Can be disabled in menu.
Positive Status Effects
Poptext health damage block.png Aegis*** Aegis is unique for that it doesn't lower over time, but with every direct physical damage taken. Aegis completely blocks any direct physical damage taken above 0, but does not neglect any other side effects, such as: bleed, debuff, stun or stress.
Poptext buff.png Buff Increases the combatant's stats. Lasts for 3 rounds, 4 combats, until next camp or until the end of quest.
Poptext guard.png Guard**** The guardian (shown on hovering over the buff's icon) will take attacks instead of the guarded ally. Fails if both targets are hit at once.
Lasts for 2 rounds,but can be removed earlier by killing the guarding person,having guarding person stunned or ending the battle.
Tray dot hp heal.png Restoration Restores health at the start of the turn, instead of losing it. Gets applied, before bleed and blight, so deathblow to heroes cannot be striked by DPS damage when this state is on, but stress and heart attack may. Lasts 3 rounds.
Poptext riposte.png Riposte***** When attacked, will immediately counter attack. Occurs every time attacked with Riposte active.Can be ignored by non physical damage skills.
Lasts for 2 rounds,but can be cut short by ending battle.
Tray stealth.png Stealth Prevents combatant from being targeted. Skills, that target multiple combatants at once ignore stealth if hidden combatant is not the only targetable object at the moment. Some skills completely ignore and remove stealth at the same time. Lasts 2 rounds.

* Be careful when dealing with enemies that inflict Bleed, Blight, Debuff and Horror. It can be inflicted multiple times to increase the damage done or weakens.

** After recovering from stun, a character will become resistant to it for one round by 50% stun buff.

*** Lowers by direct damage taken instead of time's passing.

**** Can be removed by killing or stunning the guardian.

***** Stunned characters with active riposte cannot counter attack.

Corpses[edit | edit source]

Corpses in front of an enemy

When most monsters die, they will leave a corpse that act as wall that prevents the enemies from moving up a rank. Corpses last for 4 turns.

There are a few ways to get rid of corpses. First you can attack corpses to destroy them, but often a better approach is to use ranged skills, push/pull skills, and even corpse-clearing special skills that some heroes possess. If an enemy dies from a critical hit, bleed, or blight, they will not leave a corpse.

Also some smaller monsters (usually animals, such as Webbers and Sea Maggots) and quest bosses do not leave corpses.

Retreating[edit | edit source]

If you feel the need to run from battle, there is a flag in the top left corner of the screen that will give you a chance to flee from combat. However, running from combat will hurt your hero's confidence and they will gain stress because of it. Furthermore sometimes you can fail a retreat or an afflicted hero will stop you from retreating. In order to gain 100% chance to retreat player has to turn off in gameplay pause menu page a setting responsible for a retreat fail feature, but this will result in an achievement "Strict Mode" being lost.

Heroes camping within the Ruins

Camping[edit | edit source]

Camping is an activity done within dungeons meant to give your characters rest on longer missions to restore health, stress and prepare for the upcoming struggles. You can only camp in rooms and cannot camp on dungeons with a short length.

Camping is started by activating firewood in your inventory. Your heroes are then shown around a fire to show camping has begun. There are two phases to camping:

The first phase is the Meal Phase. This is where you decide how much provisions you will give your heroes to eat. Your options are;

  • 0 Provisions: You starve your heroes and they take 20% damage and gain 15 stress.
  • 2 Provisions: You give your heroes half a meal. They will receive no benefit or penalty.
  • 4 Provisions: You give your heroes a full meal. They heal for 10% of their MAX HP.
  • 8 Provisions: You give your heroes a feast! They heal for 25% of their MAX HP and heal 10 stress.

While it may be tempting to give your heroes a feast every time, you should be mindful of what your heroes actually need and how much food you will need for the rest of the quest.

The second phase is the Skill Phase. You are given 12 Respite points every skill phase, and these points are used to tell your heroes what to do during camp. Depending on the hero they may be able to prepare their weaponry, pray, plan, joke, sing or any other activity that will help them face the horrors ahead.

These skills will cause additional healing on HP and Stress, remove mortality debuffs, or cause buffs that will benefit the party for a few combats. We'll look at a few camping skills now to give you an idea of how they work.

Time Cost 2
Target One Companion

Reduce stress by 15

This is the camping skill Encourage. It costs 2 respite and reduces a party member's Stress by 15. Any hero can learn this camping skill, however the target is "One Companion." So the hero with this skill can heal any party member's stress but their own.

Also be aware that each character can only use their camping skills once. So if you have two heroes with Encourage you can use it once with each hero.

Unshakeable Leader
Unshakeable Leader.png
Time Cost 3
Target All Companions

+25% Stress Resist (4 combats)

This is the camping skill Unshakeable Leader. It is only learned by the Crusader. It costs 3 respite to use and it gives all of his companions a buff to resist Stress for 4 combats.

  Quest darkest.pngWARNING While camping is an essential tool for survival in longer quests, there are 2 dangers to camping you must be aware of. The first is that heroes with afflictions may refuse to eat or do what you tell them to. The second is the nighttime ambush! After you choose to rest enemies may try to attack you, and when this happens your party will always be surprised, it will be in 0 light and you will not be able to run away. Fortunately there are camping skills to prevent this, but if you don't have them be prepared for whatever creatures lurk in the dark.

Ending a Quest[edit | edit source]

The victory screen after successfully completing an expedition

After successfully completing your objective, you will be greeted with a screen prompting you to return to the Hamlet or continue adventuring. Continue adventuring will allow you to still wander the dungeon if you wish to scavenge for any leftover Curios you may have missed. Returning to the Hamlet will allow you to bring back the spoils of adventuring, receive your quest rewards, and award your Heroes with Resolve experience. Their resolve level may increase and be randomly assigned a new positive or negative Quirk or Disease. It is usually wise to immediately return to the Hamlet to properly recuperate and address stress in your party members, but the chance of more treasures can be a risk that the player is willing to take. Always remember: overconfidence is a a slow and insidious killer.