Darkest dungeon which locations have resources. A guide to Darkest Dungeon for those who don't want to die right away. The best artifacts are the best

Based on the general opinion, Darkest Dungeon e is considered challenging game, and therefore the information provided here can be useful both for beginners who have just started the game, and for experienced adventurers who have been playing for more than a hundred hours, but are still experiencing difficulties. For convenience, the headings are placed at the very beginning of the article - content that will allow you to choose the section you are interested in and not waste time on information that is unnecessary for you. Most of the points will be written from the point of view of playing the game on Stygian, which also applies to other difficulty levels.

Difficulty levels

After the video, you will have the opportunity to click on the envelope, thereby creating a game profile. You will be offered three difficulty levels, as shown in the illustration above.

Light

Suitable for getting to know the game. The dungeons are shorter, and the number of lives of enemies (and bosses!) is lower than in other difficulty levels, which is very important element games. Judge for yourself - the enemy has more health, therefore, you need to spend more resources on him. If on Sveta you kill the enemy with two heroes, then it is this difference in lives that will not allow you to do this on Stygian. You will need to hit third, which means others will survive and damage you. And so, fight after fight, the team will weaken. The light will allow you to get comfortable with the game, prioritize dungeons, but can make you relax because... The mode is really not very difficult.

Attention, important: Difficulty only affects opponents' lives, not resistances!

Darkness

Also suitable for getting to know the game. Yes, it’s more difficult than Light, but it doesn’t let you relax and teaches you by trial and error, because... There is no time limit for completion. Difficulty level for those who are not afraid of the challenge of the game and are preparing to play on Stygian.

Blood Moon/Pitch Darkness/Stygian

Long dungeons, maximum amount opponents' lives. The torch goes out faster. In addition, there is a time limit and number of deaths.

Pitch darkness is Darkest Dungeone without The Crimson Court add-on. The following restrictions apply:

Weekly - 86.

In terms of deaths - 12.

The blood moon, accordingly, includes addition The Crimson Court. Restrictions:

By week - 100.

In terms of deaths - 16.

When time runs out or there is no room left in the graveyard for corpses, you lose.

Attention, important: To complete the game on time, it is not necessary to defeat all the bosses. It's enough to go through the Darkest Dungeon. And this will be our strategy in passing Stygian. After defeating the last boss, all restrictions will be lifted and you can safely continue to have fun at this difficulty level, without fear of being late or burying more than you need. In general, I do not recommend it to beginners, at least because before going to the Darkest Dungeon, it is advisable to study it well. Stygian does not provide this option, and going blind is guaranteed to mean death.

City and development strategy

Yes, the Darkest Dungeon begins not with a dungeon, but with the City (not counting the Old Road). Proper construction not only makes it easier for you to complete the game, but also speeds up your progress towards the final (which is very important when playing on Stygian). The improvement is made through four currencies, which you can see in the image above - busts, portraits, bills of sale and coats of arms.

Initially available to you: Stagecoach, Gypsy Carriage, Cemetery and Family Memoirs.

Stagecoach

The most important building in this game. Without the Stagecoach, you simply won't have anyone to send to the dungeons. Skills and artifacts are meaningless without heroes. That is why, first of all, you will need to improve the Stagecoach. Every week two new heroes will be recruited to join you (they change every week. The number does not accumulate). But there is a subtlety here, because the number of places is limited (from the very beginning - 10). Fortunately, the reserve can be expanded.

Stagecoach Improvements:

Stagecoach network - each level increases the influx of new heroes into the Stagecoach by one.

Hero barracks - each level expands the number of places for your heroes.

Experienced recruits - with some chance heroes will come to Stagecoach high level.

From the very beginning, I recommend giving one level each to the stagecoach network and the hero barracks. For now, let's leave the Stagecoach alone, because to improve it you need bills of sale(And coats of arms, by itself). Bills of sale we will need it to improve the Blacksmith. Now you have three heroes coming to you every week (that's more than enough for now) and you have 13 slots for heroes. What does 13 seats mean? This is 3 completely different groups, ready to go into dungeons while other heroes are resting (treating stress, removing negative traits). When you have a list of 12-13 heroes, you can fork out for another level of hero barracks. Why don't we upgrade the stagecoach network? The list of heroes will not keep up with too much growth and it will be useless. The only advantage is more choice heroes. However, because I consider all the heroes useful and necessary, for me this plus is offset by the accumulation of bills of sale to improve the Blacksmith. But as soon as the improvement of experienced recruits becomes available, we improve (requires busts). This will allow us to get heroes with level 1, with all the skills (of the second level) and equipment of the second level. That is, we won’t have to spend money on them (at first).

Gypsy Carriage, Cemetery and Family Memoirs

Something you won't need.

Gypsy wagon is responsible for the sale of artifacts. The prices there are terrible. You will need gold for many other purposes - treating stress in heroes, removing negative traits and strengthening positive ones, improving their equipment and skills, and banal purchasing supplies in the dungeon. Initially, two artifacts are available for purchase in the tent (they change every week).

Improvements to the Gypsy Carriage:

Caravan size - increases the number of artifacts available for purchase.

Trading network - reduces the cost of artifacts.

To improve it only requires coats of arms and I ask you not to even look into this nasty establishment until the end of the game.

Cemetery serves one purpose - to mock you. You can go there and mourn fallen heroes, to whom you gave a unique name and chose the color of their clothes and who died stupidly (for example, it happened to me that a completely healthy hero dies at the beginning of a dungeon from two crits in a row). As stated above, the Cemetery has a special role in Stygian. There is also one City Event that allows you to resurrect fallen hero. He will retain his determination level, but all his skills and equipment will be level one.

Family memoirs on the contrary, they demonstrate your achievements. There you can listen to the story of a particular defeated boss (divided into three parts - one for each difficulty of the dungeon), as well as read the obtained diaries.

Blacksmith, Guild, Forester's House

Blacksmith- one of the key areas in the game that allows you to win. Responsible for improving the equipment of heroes - weapons and armor.

Blacksmith upgrades:

Forging weapons - allows you to improve weapons.

Forging armor - improves armor.

Firebox - reduces the cost of upgrading weapons and armor.

Requires for improvement bills of sale(and of course, coats of arms). You will need a lot of bills of sale, which is why I do not recommend spending everything on the Stagecoach. Before going against any boss, it is important to improve all the heroes’ equipment to the maximum possible (that is, against “green bosses” to the second level, “orange” to the fourth level, “red” to maximum level- fifth). First of all, it is better to improve the forging of weapons and armor, if not to the maximum, then to the third level, ignoring the furnace. Yes, you will have to spend a lot of money on equipment, but with this scheme you will quickly move from the “green” levels to the “orange” ones, which helps to increase both cash flow and the relics you receive (busts, portraits, bills of sale and coats of arms).

Guild- another key area. Responsible for improving the heroes' skills.

Guild Improvements:

Instructor skill - allows you to improve your skills.

Preparation mode - reduces the cost of improving skills.

Requires for improvement portraits(And coats of arms), which we will spend only on the Guild until we completely improve it. The recommendations are similar: we try to go after bosses with the most improved skills; First of all, we invest in the skill of the instructor (up to level three), then in the preparation mode.

Forester's house- a less useful building that allows you to buy camp skills.

Improvements to the Forester's House:

Bonfire - reduces the cost of acquiring camp skills.

For improvement he only requires coats of arms. I began to often go to the Forester's House while playing on Stygian, because... Skills that protect against night attacks are VERY important. It is also important to keep track of skill combinations - heroic ones are more useful than general ones. There are four available skills, the hero can initially have only three of them - sometimes it is necessary to purchase additional ones. Overall, there are details here that can greatly influence the outcome of your dungeon crawl. At other difficulty levels, you can enter this building at about the same time as the Gypsy Wagon.

Inn, Monastery, Hospital

Tavern- a building dedicated to stress relief. The negative traits of the heroes can determine a specific place where he wants to go or, on the contrary, he will not go anywhere.

The inn has three upgradeable establishments: a bar, games, and a brothel.

Two improvements are aimed at speeding up recovery from stress, two at making treatment cheaper, and two at expanding space for heroes. Requires for improvement portraits(And coats of arms). In general, I do not recommend investing in this establishment until the end of the game (until you improve the Guild and build all the buildings in the Suburb that require portraits)

Monastery- a building similar to the Tavern.

Three upgradeable places: cloister, transept and hall of repentance.

Requires for improvement busts(Yes, coats of arms Same). I don’t recommend upgrading until the end of the game (until you improve the Hospital and build all the buildings in the Suburb that require busts). I send heroes to the Monastery more often, because... there they cannot lose/drink gold or artifacts, although both have their own nuances. For example, heroes may generally disappear for a week or two (while occupying a slot in the building). Anywhere, heroes can receive negative traits (related to the fact that they will not want to visit a given place, or, conversely, will only visit it).

Hospital- ranks among the most useful buildings. Allows you to remove negative traits and consolidate positive ones. A trait is the straw that can win you a fight or lose it. That facet, that nuance that can remain behind the scenes, but constantly influence. Overall, this is an important aspect of the game. Also cures diseases.

Hospital improvements:

Treatment library - reduces the cost of removing/fixing traits.

Medical devices - reduces the cost of treating diseases and increases the chance of curing more than one disease.

Patient wards - increases the number of places for heroes.

For improvement requires busts (+ coats of arms). First of all, I recommend improving the treatment library to the maximum - this is important here, and then the patient rooms. Lastly, medical devices (although you can improve it a couple of levels at the beginning). It’s better not to get diseases at all, and if you do, some heroes can cure them right during the hike! Therefore, often there is simply no need to spend money on treatment and improvement of this branch.

Suburb

Prices for buildings in the Suburbs are prohibitive until the mid-to-late game. In addition to the price in relics and gold, construction requires blueprints, which can be obtained by defeating bosses (or during an event). Overall, during my timed playthrough of the game, I was only able to build one building before the final boss battle, so I can’t give any specific recommendations here. For other difficulties, you can impressively rebuild everything.

First of all, rebuild the City, and then proceed to the Suburbs.

Bank - adds 5% of the amount in your treasury. Allows you to forget about saving if you handle money correctly and even shell out for artifacts in the Gypsy Wagon.

Cartographer's tent - torchlight is more useful.

Granary - Gives some free food before the dungeon, allows you to heal a little more health from food (by 15%). Not so important, because in a group of heroes a healer is required.

Puppet theater - the stress of unoccupied heroes is reduced by 10. Allows you to save money on treating stress.

Blood bottling shop - 2 bottles of blood/week. A very useful building that allows you to ignore the blood collection location in the Courtyard.

And 6 buildings aimed at improving each hero. Build based on your own preferences and strategy.

So, let's summarize. First of all, we spend bills of sale on improving the Stagecoach (one level per network and barracks, and then, as needed, we expand the barracks); We spend portraits on improving the Guild to the maximum; bills of sale - for upgrading the Blacksmith to the maximum and busts - for upgrading the Hospital to the maximum. After this, you can build Suburb buildings, and lastly, spend money on the remaining buildings - first on the Monastery and Bar, then on the Gypsy Wagon. Improve the forester's house as needed, but, in general, also last.

In this guide you will get acquainted with this kind of information, which will allow you to complete Darkest Dungeon without large losses of health and unnecessary nerves. Of course, such a passage will take more time, but it will be more beautiful and cleaner. Below we will look at the features of Darkest Dungeon that you should never forget about.

Skills

Total in There are seven characteristics, each of which is responsible for certain characteristics of the hero. They are indicated in three colors: gray, that is, static, without any good or bad effects, yellow, which indicates a skill improved by a perk or artifact, and red, which, on the contrary, was worsened by an artifact or perk.

Specifically, we have a basic RPG set:

- Life force- the usual indicator of your character's survival. This stat is fairly easy to raise, as it is boosted by various pieces of armor.

- Evasion is an indicator on the percentage of which your chance of evading an attack depends. The ability is of questionable suitability, as it does not work consistently.

- Stability is a rare characteristic, which is quite difficult to increase. It is increased by artifacts worn only by a certain class - the Crusader, as well as by a perk that is not easy to get to. A very good indicator that blocks a lot of damage.

- Initiative is a trait that defines the leadership of your heroes. For example, if you have 7 initiative units and the enemy has 5, then the baton of moves will be passed to you first. Everything here is clear and useful.

- Accuracy is one of the key characteristics that is responsible for the chance of hitting. Agree that it is quite unpleasant to miss an enemy when your health is at the bottom. Many skills have a small accuracy modifier, so be sure to upgrade them.

- Critical hit - a parameter that determines the chance of your critical hit. If it’s not clear, here’s a simple explanation: your heroes have normal and critical attacks, where the first deals standard damage, which is a combination of weapon strength and characteristics, and the second deals an attack several times higher than it.

- Attack power is one of the key parameters on which the amount of damage dealt depends. Also quite useful.

With resistance

In total, Darkest Dungeon has eight so-called resistances, each of which can be upgraded to 100% or higher. Of course, this does not guarantee you maximum immunity, since some opponents have indicators like “Chance to stun = 200%,” which neutralizes your advantages.

List of resistances:

- Stun - the game features a huge number of enemies that love to stun your heroes. Be sure to download.

- Poisoning is a rare “debuff” that applies a tick of periodic damage to the hero.

- Bleeding is a common consequence of an attack, leaving the character with a lacerated wound. A periodic damage tick is applied, which is twice as weak as Poison.

- Disease - like stun resistance, disease resistance must be increased to a high level. In Darkest Dungeon, many enemies and traps apply this particular "debuff".

- Fatal blow - the stability of this type of attack allows the hero to survive such a blow, which in theory should have killed him. Doesn't always work, but generally useful. By the way, if a character manages to avoid death, the “At Death’s Door” “debuff” is applied to him, which makes all subsequent enemy attacks fatal, regardless of the amount of damage.

- Knock down - gives the hero a chance to stand on his feet after a corresponding attack. Opponents can rarely drop your hero (mostly occultists do this), since they simply do not have this type of damage.

- Traps - the chance of whether you will fall into a trap by stepping on it.

- Negative effect - all other types of damage not included in the list.

The best of the best

There are currently fifteen heroes in Darkest Dungeon, but, as is usually the case in RPGs, not all of them are equal. Some heroes are significantly superior to others - let's figure out who exactly.

Jester

Casts a valuable “buff” on the team, increasing initiative, critical strike and accuracy indicators. He also reduces the stress of heroes by using a secondary skill. Causes heavy bleeding. (Always place him in fourth position in the group)

Nun

In such a gamer-unfriendly game you definitely need a healer, which is what the nun is. In addition, she can heal herself, restore her torch supply, and stun enemies. (Useful for position number three)

Treasure hunter

Has good control and a 200% chance to stun the target. By equipping it with items and artifacts that increase the chance of stunning, you will be able to incapacitate even bosses.

Also in his skills you can pump up “buffs” to improve reconnaissance and surprise, which increases the chance of avoiding surprise for your group and reduces the same chance for enemies.

Place it in second position. You can put any hero in the first slot, but, again, the Crusader or Barbarian will be the most valuable.

Crusader

Heals well and hits all sorts of dead creatures painfully. He can also restore the torch using a banner or aegis.

Barbarian

Like the hunter, it has a 200% increased chance of stunning. His attacks of enormous power can deal damage to two targets in the first two slots at once.

If you wish, you can use all other heroes. Of course, you will not find a replacement for the Jester, who reduces stress and increases characteristics, the Nun, who is unrivaled in restoring health, and the Treasure Hunter, whose control is simply unprecedented.

About equipping the estate

Improvement order:

- First, increase the level of the building for recruiting new heroes (at least to the first).

- Then raise your guild rank to the second skill level.

- Now it’s the forge’s turn. In it, first improve your weapons, and only then your armor.

Tactics of battle

Darkest Dungeon is a classic roguelike game with RPG elements that will require you to constantly think through your strategy. This applies to the modernization of the estate, the choice of skills for the heroes, and, naturally, the battles themselves.

The most important thing in Darkest Dungeon is to monitor the speed of the enemy and choose the right order of skills and combine them between heroes. First, stun the enemy that can attack your last slots (where healers are usually placed), or all the heroes at once.

The jester has highest rank speed, which allows him to go first. Thus, you can immediately apply a speed, critical strike, and accuracy buff to the rest of the team on all heroes in the group.

Then comes the Nun or Hunter, with which you need to stun the worst unit in the enemy team. The healer only has a 100% chance of stunning, so use it on the weakest enemy.

Having a Jester on your team gives you a 99% chance of going first. In this case, it makes sense to take the Barbarian into the group, who has a 200% chance of stunning the first two slots of the enemy.

This way you can stun up to three enemies only on the first turn, and even kill one. If the stun passes by, after which the adversary hits your friends, causing them damage or increasing stress, then the Jester and the Nun will be able to neutralize all the consequences.

Legendary artifacts

Let's consider what artifacts are needed by which heroes.

- Jester - this character will benefit from the “Hawk Pendant”, which increases the chance of evasion and initiative. Since he will be in fourth position, he will unwittingly take on most of the attacks from long-range opponents. In general, the Jester has low health, so the extra evasion will come in handy.

- Priest - any artifacts that increase initiative, as well as the accuracy of attacks at a distance, since all her abilities are long-range. The best options are Book of Fury and Sniper's Ring. The first will increase accuracy and at the same time remove the main defect of the Book of Fury. The book itself will increase initiative and attack power by two units.

- Treasure Hunter - based on his characteristics, a good solution would be to choose two amulets to increase the percentage of stun and the chance of evasion. This way you can even send bosses to sleep.

- Crusader - two rings will suit him to increase stability, reducing incoming damage and giving additional health units. Although they reduce the chance of dodging, the positive aspects of the ring make it the best option for the Crusader. Add a defense stance to this, and the hero will become practically unkillable.

- Barbarian - take him the same things as you give the Treasure Hunter.

More about artifacts

In Darkest Dungeon, artifacts have the same problem as heroes. There are many of them, but God forbid half of them are truly useful. Some items take more than they give, which makes them useless.

True, those artifacts that, instead of “buffs,” reduce some stability characteristic. The fact is that all resistances increase with level, and most opponents in the game do not have attacks whose effectiveness exceeds 100%.

In short, you can exceed this indicator by level alone, so the negative effects from artifacts will not particularly affect you. But this only applies to the list of “Resistances”.

Also in Darkest Dungeon there are such artifacts that they do not give any minuses at all. The Barbarian, for example, has items that increase attack power and the chance to inflict bleed without causing any “debuffs.”

Artifacts of another kind hit very hard on some characteristic, while giving an increase to a unique one. Bonuses from the “Ring of Fortitude” can only be obtained with the “Hard-Skinned” perk, which must first be achieved.

In general, choose artifacts either without negative effects at all, or those that lower one trait from the list of “Resistances”.

Additional video on Darkest Dungeon: city and preparation


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Introduction

Having played Darkest Dungeon for a large amount of time, I remembered a lot of things that helped me complete dungeons without a single loss of health and stress. Yes, such a passage will take more time, but it will also save the lives of your characters.
In this guide or guide, I will try to give you what you need to remember first and never forget.

Characteristics

The game has seven types of characteristics that will help make your character a machine for gutting the undead.
Characteristics are marked in three colors; gray - static, without negative and positive effects, yellow - a characteristic that has been improved by a skill, perk or artifact, red - a characteristic degraded by an artifact, skill or perk.

There are only seven types of characteristics in the game, namely:

  • Health is a very important indicator of survival ability. It is very easy to increase, because improving armor increases the health indicator.
  • Evasion is a very dubious indicator, because you never know whether you will dodge or get hit directly in the forehead. The big advantage of this characteristic is that, just like health, it improves along with armor.
  • Durability is the most difficult characteristic to increase. Can only be obtained from a number of artifacts, which basically can only be equipped by the Crusader class and with a perk that is quite difficult to catch. An extremely useful characteristic, although I didn’t fully understand how it works, I noticed that with an indicator of 10, it greatly reduces incoming damage.
  • Speed ​​is your initiative, that is, the more it is, the better, because it is much more pleasant when your characters start moving first and are able to use controlling skills on opponents.
  • Accuracy is a characteristic that should never be forgotten; it is better to have it in abundance, because some skills have a small accuracy modifier with the level.
  • Chance of a critical hit - there’s no need to say much here, everything is clear.
  • Damage is the same as with the chance of a critical hit.

Resistance

There are eight types of resistances in the game, each of which can be overclocked to 100%+. But make no mistake, this will not guarantee that you will not be subjected to them. Some opponents have the following indicators: “Chance to stun 200%” and others.

Let's consider all types of resistance:

  • Stun. There are a lot of enemies that have an ability that can stun you.
  • Poisoning. A very rare type of DoT, but much stronger than its counterpart “Bleeding”.
  • Bleeding. A common type of DoT, but unlike poisoning, it is twice as weak. All types of DoTs stack like bleeding, like poisoning.
  • Disease. A very critical resist, because almost every enemy and object in the dungeon can inflict a sore.
  • Death blow. A pretty funny resist, it helps the character not to die when the character receives damage that reduces his health to zero. Each repeated blow to a character with the “At Death's Door” effect can kill immediately or absorb all damage, regardless of the amount of damage.
  • Movement. Helps the character “stay on his feet.” Rarely do opponents have such abilities. But occultists are common, regardless of the dungeon, and occult priests have such abilities.
  • Traps. Everything is simple here, it affects the chance of falling into a trap when one is activated.
  • Negative effect. All other effects that do not fall into the previous paragraphs fall into this category.

Top four & one

Not all characters have been implemented in the game yet, but let's look at the best ones. Which will help you get through everything without much loss.

Indispensable companions:

  • (Fourth slot) Jester: Gives a very useful group buff to speed, critical strike, accuracy and chaotically reduces stress on your heroes with a support skill. Also apply heavy bleeding. (Always need to be kept in the fourth position).
  • (Third slot) Nun: There's nothing to say here. The only character with stable healing and also has a stun with torch replenishment and self-healing with a four-hex strike range.
  • (Second slot) Treasure Hunter: An ace in every hole, has strong control with a 200% chance to stun. If you equip a couple of artifacts with a chance of stunning, it will stun any boss, guaranteeing a stunlock. (In addition, he has two skills in the “Company Skills” branch, which increase the chance of “surprising” opponents and the chance that the hunter’s group itself will not fall into a “surprise” state ".And can apply a "reconnaissance" buff).

And so the list of “must-haves” ends. You can put any character in the fourth slot, but I always take the Crusader or the Barbarian.

Pros of these two characters:

  • Crusader: Has healing, strong hits against undead, and a fourth slot hit that moves the character one slot forward. In addition, it can replenish the torch resource using the banner and aegis.
  • Barbarian: has strong attacks and a very effective stun of 200%, which hits two targets at once in the first two slots.

I don’t take other characters into account due to the fact that, due to practice, there are no worthy characters in the slots that can be put in place of treatment, buffs and AoE stress reduction. Treasure Hunter is the best control character, allowing you to walk around with an extinguished torch. Using the company’s skill, he can reduce the chance of a “surprise”. Then the choice is yours who should be in your first slot.

Estate improvement

The most important thing is what you need to know and in what order.

The first step is to improve the recruitment of new characters one at a time, preferably up to the first level. Then improve the guild to the first and second skill levels. Then the forge according to the level of the characters, first of all you need to improve the weapons, then the armor.

Battle tactics

The main thing is to use the right combination of skills and always monitor the enemy's speed. First of all, stun those who can attack everyone at once or take out distant slots that are least protected.

The Jester has the highest speed stat, giving him the ability to apply his speed, accuracy and crit buff to everyone. Either the Hiller or the Hunter is on the trail; it is better for the priest to start the turn with an attempt to stun. But the healer only has a 100% chance of stunning, which means choose the most vulnerable or hit the furthest enemies with a discharge that you can’t reach with your first two slots.

Because of the Jester, you will almost always be the first in the turn, which means take the Barbarian, she guarantees you a 200% chance of stun on the first two cells at once, jamming either a two-hex enemy or two at once, which makes her very useful.

As a result, we have three stunned and one almost dead or already dead. If the stun fails or the enemy manages to criticize you or deal health/stress damage, then Hiller and Jester will relieve stress and heal you.

The best artifacts are the best.

In this section I will tell you what and why artifacts our heroes need.

  • Jester: Hawk Pendant with Evasion and Speed ​​Chance (Two pieces). The Jester is located on the fourth slot and will most often be attacked by enemy long-range units. And the jester himself is a very skinny owner of a reserve of health.
  • Priest: It is best to take artifacts for speed and accuracy of ranged attacks. All of the Priest's attack skills are ranged, the Book of Fury and the Sniper Ring are best suited. The ring will give the necessary accuracy and cover the most critical disadvantage of the Book of Fury; the book itself will give two points of speed and damage, which will help in battle with thin opponents.
  • Treasure Hunter: it’s very simple, two amulets for stun chance and minus evasion. With this setup, he can guarantee stun to any enemy, even bosses with high resistance to stun.
  • Crusader: two Rings of Fortitude, they will allow you to withstand the blows of any opponents with minimal damage and additional items health. Although they will cut down on evasion, I can say from experience that this is the best choice. Even with a crit, some mobs hit for 1 damage, but bosses didn’t hit above 8 damage. And if you enter a defensive stance, you will become immortal.
  • If you took the Barbarian: the same instructions as for the Hunter, everything is for the chance of stunning.

How and with what do you eat it?

Although there are many artifacts in the game, not all of them are useful or applicable at all.
Most give more minuses than pluses. But the least critical ones are those that reduce resistance. Let me explain why:
Resistances increase with level, not all, but most of them. And most mobs have attacks with negative effects that do not exceed 100%, so you can use a high level to gain 100% ~ resistance and slightly reduce them with artifacts to a certain level.

But there are artifacts in the game that do not have disadvantages, such as the Barbarian, they give her a percentage of damage and a chance to impose a bleeding effect. There are also artifacts that greatly reduce evasion, but also provide a characteristic that cannot be obtained in any other way (except by obtaining the Hard-Skinned perk). A clear example is the Ring of Fortitude, which is best suited for the Crusader or Leper.

But still, most of the artifacts cannot be used due to the fact that they reduce the main combat characteristics.

I advise you to choose artifacts with minus resistances, which you will get with a level up to a decent level, and not with minus speed, accuracy and other things.

Bottom line

As a result, we have a constable that is able to get away with it and go through new circles of hell again, without losses in its ranks.

Thank you for reading this Darkest Dungeon guide.

Dungeon information.

Welcome to the latest Dungeon game.

This dungeon has monstrously powerful opponents, tons of stress and many features such as:
1) You don’t see the entire dungeon, it is closed by the “fog of war”, in order to open it you need to move through the dungeon, reconnaissance will not work. There are no obstacles in the Dungeon, there is no point in buying shovels.
2) in the Dungeon there are both long corridors of 10 cells and short corridors of 3.
3) In the Darkest Dungeon, you cannot get Suprise on your party and on your opponents.
4) It will not be possible to escape from the Dungeon without losses; one of the random survivors will have to sacrifice themselves in order to give the others the opportunity to escape.
But those who escaped the dungeon receive a double boost to experience.
5) After successfully completing the dungeon, the surviving heroes will have a small torch icon near their portrait (the “Never Again” effect) and they will never go to the Darkest Dungeon again (they will go to other regions), keep this in mind when making up your team. It’s worth starting to collect 4 teams for 4 passes from the moment the list of heroes begins to grow, and also train a replacement for them if someone dies during pumping.

6) Heroes with the “Never Again” status (Torch near the portrait) give a boost to the experience of those who do not have this status; the bonuses do not add up.
7) There will be a total of 4 entries into the Darkest Dungeon, each time there will be a new task, the size of the dungeon will increase, there will be stronger opponents and their diversity will increase (the 3rd entry will have a super long dungeon size - 4 packs of firewood for the fire), but the last 4th entry will be only boss fight.
8) In the dungeon there will be no items between the rooms that can be picked up - buy in full for the trip.
9) After successful completion of the dungeon, all the heroes will lose stress, both the party that went to the dungeon and the heroes in the city.
10)There are achievements associated with this dungeon:
“Like lambs to the slaughter” - send a party from the 0th levels to this dungeon. (You get the achievement when one of the characters dies)
"Redemption was found on the old road." - The 2 very first characters Dismas and Reynold must survive the entire game and go through the 4th entry into the dungeon.
"Brave Sacrifice" - losing the entire group in the Darkest Dungeon, can be completed together with "Like Lambs to the Slaughter".
"In such a hurry" - Complete the game in 99 weeks.
"Victory as it is" - complete the game.
"End of the World" - Complete the game on NG+ (higher difficulty)
11) It is possible that the entire group will die. You may receive this effect.

Opponents. Part 1.


Priest - Priest Cultist.
Brawler - Ethereal cultist.
Witch - Ethereal witch.

Shuffling Horror - Creeping horror.
Chest - Chest.

There is a lot of bleeding in this run, stock up on bandages and 16+ torches.
There is also a lot of stress, you can take the Jester to reduce stress, but personally I went through without the Jester, the choice is yours.
I don’t recommend taking Leper or anyone who is too tied to a position, because the final boss always mixes up the team.
The Man at Arms with his Guard and Riposte will be very useful, since the boss moves 2 times.
If you take the Occultist, take him for the extra. damage by mysticism (eldritch).

Second run - “Sanctify the path”

Rapture - Exalted cultist.
Priest - Priest Cultist.
D.growth - Protective growth.
M.growth - Malignant growth.
Polyp - Polyp.
Hound - Flesh Hound.
Templar Warlord - Templar Voivode.
Templar Impaler - Templar Impaler

!!!MUST GUARD THE CHARACTER WITHOUT THE TORCH TRINKET!!!
It is advisable not to put a trinket torch on someone who really needs protection, subtle characters such as the Vestal or the Crossbowwoman

Heroes:
They'll be great : Warrior (Man at arms) with Guard and Riposte, because there are a lot of minibosses and everyone goes 2 times.
The trainer thanks to his Guard, mark and increased damage to animals.
They'll come in okay: Mercenary (Stun\Mark), Crossbowwoman (Damage on mark with crits + camp buff to self for damage and crits)
They'll come in terribly:Leper, due to his very weak resistance to poisoning, will die on the first mini-boss.
Subtle characters: Jester, Thief, Robber

Make sure you take the trinkets with you as a reward from the first run.
Bosses inflict poison.
Regular enemies bleed.
In this run tons damage
As you can see on the map, there are double mini bosses in the lower right corner, be prepared, it’s better to go for them first.
There are 2 Exalted Priests on the map, they are absolutely harmless, you can use them to completely heal yourself and reduce stress. (When you fight with 1 enemy, stress drips and reinforcements may come, but when there are 2 of them everything will be fine.)
Buy all the food, all the anti-poison, bandages, herbs to knock down the debuff and the torch.

Third entry - "In the Belly of the Beast"

!!!The blue cell on the map is the destination of the task!!!

Antibody - Antibody.
Polyp - Polyp.
Hound - Flesh Hound.
Mammonth - Large cyst.
White Cell - White cell.
Templar Gladiator - Templar gladiator.
Templar Sniper - Templar sniper.

In this run:
A lot of poisoning
Push-offs from positions
The enemy has a lot of dodge (Dodge). I recommend taking heroes with high initial accuracy (Crossbowwoman, Rogue, Grave Thief) or other characters, but with pumped up accuracy using trinkets or traits.

Tips: If possible, keep mini bosses in your camp.
double Polyps, an excellent replacement for double Exalted sectarians to heal and relieve stress.
Follow the map attached above, so you can pave the way to the goal with minimal losses.

You will need: All anti-venom, all food, all torches, holy water and herbs, no bandages needed.

Heroes:
They'll be great : Plague Doctor (Stun\Poison opponents), Grave Thief (high initial accuracy + her buffs to accuracy), Trainer (All opponents of the Mystic\Animals, high damage + stress treatment)
They'll come in okay: Savage (hit 4 positions from 1), Mercenary (in a combo with the Plague Doctor)
It's going to be terrible only Leper (Lots of pushes back, but he has no skills from 4th and 3rd positions)

Fourth entry - "Hell is in the heart"

The final battle, no map needed, just the boss.

Balanced damage from everything: Bleeding, poisoning, stress, stun.
The ability to hit in all positions will be very useful.

Heroes:
Will go great: Savage, Trainer, Grave Thief
The rest will be good too.
(Actually, use anyone who is left, all will do)

There is no point in taking food or torches, buy all the bandages, anti-poison, herbs, holy water.

The battle is divided into 4 parts.

Part 1.
Kill one reflection every round, ignore the Ancestor, killing an Imperfect Reflection deals 1 damage to the Ancestor, easy isn't it?

Part 2.
Ignore Absolute Nothing, hit the Ancestor, he will change position every round.

Part 3.
Hitting the heart heals the character, but inflicts poisoning, no matter what damage you do, it does not carry over to Part 4 (But the debuffs remain, marks, poisoning, bleeding.). Lowering the heart's health to 0, triggers the true form.
Waiting too long also triggers the final form, so you can just stand, heal, buff and not beat your heart.

Part 4.
A real boss fight, but not that difficult.

The boss has one ability and trait.
Firstly, when the heart's HP drops to 2/3, the heart will instantly kill one character of your choice (you must click on the character you are sacrificing).
Then at 1/3 of the second, but this is not activated if you already have first one dead (at 2/3) then two (at 1/3).
Plan your party so that everyone can deal damage when they are alone.
Secondly, the heart imposes appropriate debuffs on your heroes, if it has a low resistance to bleeding, then it will catch bleeding, if to poisoning - poisoning, and so on, accordingly, stuns, stress.

1 vs 1, 2 vs 1 with the boss is the Rogue ("Point Blank Shot", if you also buff him for ranged combat, you will merge the boss very quickly) or Jester (Skill “Final”, use grass to remove the debuff) Not relevant after the latest nerf to the Jester.

Notes

The main opponents of the "Mystic" (Eldritch), the corresponding Traits (Quirks) are desirable.
-In complete darkness, most opponents will take on their true form.
-Never drag out battles, opponents have too much damage and stress.
Trainer

Hunter

  • Once the quest requirements have been met, you can return to the village at any time - just click on the coat of arms. To leave the dungeon, you do not have to return to the entrance.
  • The hospital is usually used to get rid of harmful traits and illnesses of heroes. In addition, there you can strengthen a useful character trait; at the same time, it will become permanent, and new useful features will not be able to supplant it. Each hero can have up to 3 useful character traits.
  • Some monsters have a high DEFENSE rating, which reduces damage taken. Effects that deal damage over time (poison and bleed) ignore defense and are therefore especially effective against such impenetrable opponents.
  • Over time, some of the hero's harmful traits take hold and become serious. Getting rid of a serious harmful trait in a hospital will cost much more.
  • The light of the torches is gradually fading! The current lighting level affects many factors in the game. The darker it is around, the more difficult it is for the heroes and the greater the possible reward. To make the light brighter again, click right click on the torch in inventory.
  • Supplies should be selected based on the area you are going to, the duration of the mission, and your preferences. In any case, it's worth taking some food and torches! When going on your first short mission, take at least 8 food servings and 4 torches.
  • At the same time, a hero can have no more than 4 active combat skills. Activate and disable skills, changing your arsenal.
  • A hero can have no more than 4 active camp skills, but only 3 are available to him when hired.
  • When the characters can no longer withstand the stress, they develop psychosis. This affects their behavior and characteristics. If you fail to completely relieve the hero’s stress during the task, the psychosis will have to be removed by treatment in the city.
  • Sometimes heroes react to extreme stress in a heroic way, experiencing elation! This elevated state of spirit lasts until the next stop or until returning to the village, improves the hero’s characteristics and provides other benefits.
  • When a hero's health reaches zero, he is near death. Heal the hero so that he is no longer dying!
  • At any time, you can flee the battlefield or abandon the mission to save your heroes.
  • Detected traps will become visible on the floor when you get close to them. Select a hero and click on the trap to try to disarm it. Some heroes cope with this task better than others.
  • Each hero can wear two decorations. Simply drag the desired decoration from your inventory to the cell of the selected hero. As a rule, jewelry has its pros and cons. Some decorations are only available to heroes of certain classes.
  • Each mission has its own goals and rewards, and each location has its own characteristics. Try different combinations and see what works where. However, we recommend taking a vestal virgin or an occultist with you everywhere, as they can heal other heroes.
  • For each successfully completed task, heroes receive determination points. The hero's determination level depends on determination points. If a hero with a low level of determination goes on a difficult mission, he will quickly break down under the influence of unbearable stress.
  • Stress continues to accumulate after psychosis. If the hero’s stress scale is filled twice, his body will fail. You need to heal the heroes or return to the city before this happens.
  • Dead monsters leave corpses. They do not allow you to pass, but disappear over time. You can attack a corpse to make it disappear faster, but long-range combat skills, pushing and pulling, and special corpse disposal skills that some heroes have are better suited for this purpose.
  • If a monster dies from bleeding, poison or a critical hit, then there will be no corpse left from it.
  • Heroes who complete a quest in the Darkest Dungeon will never return there again, but you can invite them to other quests.
  • After completing the game it becomes available new difficulty New Game+


Preference