Darkest Dungeon review - a dark but original story. Darkest Dungeon: a guide to locations and curiosities

Darkest Dungeon guide

Darkness is coming gentlemen, and if you haven't brought torches with you, hope that your blades are sharp and your armor is strong, because sometimes one blow is enough. Darkest dungeon is going to test your strength, your nerves and your will, are you ready to apply your strength to emerge victorious from hundreds of deadly fights? Shake hands firmly and slap your heroes on the shoulder, every fight could be their last. Now we're going to talk about how to make this winding dark path that you're about to take easier. We will provide you with a tool to light your path in the darkness - "Darkest Dungeon Guide".

The point of the game is to defeat evil. This path is difficult and if you have not lost partners yet, gather your will into a fist, the loss of a comrade is not uncommon here. In war as in war.

To complete the game, we will need to close a series of dungeons by defeating their bosses. Ruins, catacombs, a bay, a forest and a garden (new DLC), all these locations bring us a number of tests that we must pass, bringing light to the very depths of the darkest dungeon... in principle, you can go in the dark, but this is most often suicide.

To gain access to the boss, we need to complete a series of tasks, such as exploring rooms (90%), fighting in all rooms, cleaning altars, collecting grain, etc.

The dark dungeon is dangerous not only for physical health. Do you love horror movies? What is the most terrible thing in them - an almost invulnerable creature? I would venture to suggest that the worst thing is to kneel down and wait for death to come. It is our will that can save us in difficult situations, and the loss of control most often leads to inevitable death, so we will try to keep ourselves and our guys in control.

We will also have to deal with diseases, because these places are far from harmless. A hero who can't dodge hits is dead before he even goes on the march.

Now let's talk about how to get through the game and how the guide can make life easier for us.

For supporting crusade in Darkest Dungeon, we need two things - good equipment and money.

When choosing quests, it is worth giving preference to those in which you can find artifacts that improve your basic abilities, such as healing the vestal.

Next in value are money missions. Money missions are those in which you can endure so much expensive trash that you then have to treat your back.

This is not one of those games where you should try to cut down on the time, because some mistakes can set you back by hours. The fact is that some important artifacts that can be critical for passing can be lost by the death of the team. There is a chance of a mission with a reward in the form of the desired artifact, but it is not great.

Passing tasks, we will receive items, the importance of which is difficult to overestimate. For example, the ability to heal a Vestal Virgin can be increased by 60% with a few items.

Money missions

To get the most money from the "money" missions in Darkest Dungeon, we have to take an antique dealer with us on the road. Her influence on the group is simply amazing. If she inspects the caches (she should be the one to inspect), then she finds valuable relics. The cheapest one costs 135 coins (if I'm not mistaken), but you can collect a lot of such items. There is a chance to find a valuable figurine whose value is over 1000. In addition to these items, it increases the cash capacity from 1500 to 2000 coins per slot that you can take out.

The payoff lies in a weak character who barely knows how to defend himself, but there is a way to significantly improve its effectiveness. The warrior is able to counterattack enemy attacks. If the antiquarian "hides" behind the warrior, then the latter has the opportunity to respond to anyone who has raised a weapon against him. Antiquarian Hide and Seek also increases the target ally's defense, so the defense can be quite high.

Of course, the use of a warrior is optional. On simple levels, the enemies are tolerable, and you can deal with them with almost any group, but the healer (healer) is a must.

In money missions, the antiquarian has a primary (albeit passive) role, and the healer has a secondary one. In any other missions, heal is the most important link. There are many fighters who have their own healing or a little help to allies, but the vestal and sorcerer have the main healing.

The Vestal is able to heal the entire group and a specific character by focus. In additional skills, she can deal good damage to the undead and stun, although some artifacts can worsen the stun chance.

The sorcerer has strong focus healing, but can cause bleeding. In some particularly unfortunate cases, bleeding can be randomly stacked, and the effect of the healing may be zero, since its ability implies healing in the range 0-14.

To be honest, there were missions in which I didn’t take doctors at all (there weren’t enough people). Sometimes it worked out to survive, but, in principle, these were suicide missions, so there should always be a healer.

In addition to the antique dealer and the healer, we will need two fighters. You can select them individually, for each specific location. For example, if you are going to a bay, then you need those who can inflict poison or bleed. This is done so that opponents with high defense do not rejoice for too long. Temporary damage is not reduced by the character's defense.

There is a significant limitation on dd (from damage dealer, meaning "damaging") companions in Darkest Dungeon. Finding a hidden room can significantly increase the profitability of a sortie. This room is not always in your current dungeon. You can find it only with the help of a critical intelligence effect. This means that one or both of the damage dealers should improve the scouting chances. Both items (whistle of the trainer) and actions in the camp can improve the chances of detection.


Above in the guide, we talked about the universal team, but not everything is so simple. Each character develops their skills as they progress through the instances. These can be positive improvements, such as inflicting additional damage. There may be minor ones, for example, an improvement in the chance of a stun for a character who is basically deprived of this ability. Also negative ones that increase stress damage from certain characters, in certain areas or obsessive thoughts (forcing the character to perform some uncomfortable actions).

If you have characters that increase the chance of exploration, be sure to take them. An improvement of 30% is enough for the correct passage of the dungeon in order to find a room, but you can not limit yourself to this figure, the main thing is that the damage of the group does not suffer too much.

Long dungeons are worth choosing. It is assumed that in long periods there is more chance that the room is there. Even if you don't find it, the antique dealer picks up a very heavy bag of trinkets along the way.

Long dungeons also allow you to use survival abilities, which can increase your chances of scouting and combat effectiveness.

Priority in Darkest Dungeon cash missions should be given to tasks in which you need to inspect the rooms, because then you can avoid unnecessary fights, while collecting all the interesting loot.


Some objects can be very effectively interacted with. For example, on the alchemy table, if you use herbs, you will receive a reward with 100% probability. You can find these useful bonuses in other articles. Unfortunately, it is difficult to guess the correct number of items we need with us, so sometimes we have to throw out a couple of valuable stones to fit the jewel.

Household or how to support fighters

A large menagerie of heroes will come in handy, as each of them can receive an upgrade in intelligence or combat. Also, there is a good chance that they will be injured and unusable for the subsequent battle, so replacement will always come in handy.

Decide on the fighting style and team you prefer. Groups can be completely different, so the choice is huge. I once saw a group of four werewolves, so that's something to think about.

You can heal your heroes and give them rest, or you can expel them without a twinge of conscience. Treatment can be too expensive, just don't drive away those who can still be useful or those whose care is less beneficial. For example, if the cost of training a youngster is equal to the cost of treating a veteran, then the choice is not so simple.

It makes sense to improve buildings intended for recreation and treatment. So you will reduce the amount of gold consumed, which will have a beneficial effect on the need to often go to raids for money.

It is worth preparing the guys for battle carefully and carefully. Decide who you can sacrifice to defeat the boss, and who you feel sorry for. So you can keep the most important characters and their property, because Darkest Dungeon does not forgive mistakes.

First of all, it is worth improving the armor of the characters. Upgrading armor allows, in addition to improved health, better protection, so your characters will dodge hits more often.


The second step is to improve skills. By upgrading them, you will be able to use abilities more accurately, also increasing damage or other properties.

Upgrading weapons increases base damage, and since not everyone actively uses weapons, the effectiveness of this improvement is not so significant.

Survival skills can give you some extremely important benefits that will make your journey easier. These advantages may not be as significant in the early stages, but in campaigns for bosses they are simply necessary. You can not give a second chance, because you will have to pay for it for a "long" time.

With the new dlc, the construction of special buildings was added. Their cost is very high, but some of the benefits are worth it. To be honest, at first glance, only the one that increases the rest time is especially important, since very often there are not enough hours for better preparation.

Boss hunting

Each instance of Darkest Dungeon has several bosses. After winning, their levels increase. They become stronger, but their tactics do not change. The easiest way is to break through each of the dungeons one at a time. In other words, it is easier, gradually pumping, to reveal the ruins. Then, after killing all the bosses, you can inquire about, say, the catacombs. It's a pity to sacrifice high-level characters, so if it makes sense to use them, save them. You might even polish your elite fighters if funds permit.

Get ready to attack the city, this is the only enemy that can take you by surprise, so be prepared. Learn the tactics and leave the group at home, ready to defend at the first call.

Against each boss, you must know the tactics in advance, good, tactics are talked about on all corners of the Internet. If you are a supporter of your own experience, then be prepared to run away, or conduct a training battle to determine all the strengths and weaknesses of the enemy.

The key to success in this guide is careful preparation. Use all available means, because the loss of an important person will cost you dearly. Before the battle, rest and improve the characters in battle with buffs. If you're very careful with your insta movement, you can try to build abilities in advance to participate in a few skirmishes, it won't be superfluous... if your company is prepared enough. In these battles, you can heal comrades, which will help to final fight, and extra loot is never superfluous.

Passing strategy

Immediately one of the most important things - beware of the tmannik! Do not light the torch of the night if you are not ready to face what awaits you, because from there you cannot escape! In this battle, I lost several artifacts that I collected within five to ten hours, do not repeat this mistake, it was extremely expensive. Darkest Dungeon has the ability to deliver deadly surprises, without knowing which, you can lose a significant amount of progress.

Before starting active operations, it is worth acquiring artifacts that can increase your chances of survival. The list of artifacts can be found on the Internet. As mentioned above in the guide, some items are a way. Unfortunately, there are a lot of items here, but the opposite is true of locations. In addition, you may simply not find suitable fighters to master the desired inst.

On the first couple (on easy travels), you don't have to level up the heroes, they will do just fine, and a serious injury can be too expensive. Consider replacing with a beginner so as not to spend extra money.

Experienced and worthy fighters should be left to fight the bosses.

When you reach 100000, you can switch to bosses and relics that improve buildings.

Be careful when fighting the Collector. If you can stun him in the first round, you can deal a lot more damage to him before the heads are called. After about two retreats, the collector will get tired of chasing you and will leave the insta, so there is a chance to pass even if you are terrorized by this non-human.

You can tell a lot more interesting and useful things about this game, which will happen over time, but what has already been said is enough to rush into the hell with a calm soul... or rather, into the darkness of Darkest Dungeon...

Attention! This material is relevant for version 7794 of the game. If you notice any inaccuracies, then leave a description in the comments. Possible update.

After an unsuccessful start, do not start the game again.

In order to lose in Darkest Dungeon, you need to try very, very hard. The fact is that throughout the game you have access to a free live resource, namely, new heroes who, regardless of the circumstances of your previous trips, appear again and again in the recruiter's wagon.

Cemetery of heroes with a description of where and at whose hands they died. Nervous often the list is not recommended to view.

The deaths of previous recruits only affect the length of the list in the graveyard. Therefore, starting all over again, especially if you have upgraded several buildings, makes no sense.

Carefully choose the heroes in the roster.

First of all, pay attention to the illnesses of the applicant - the fewer of them, the better. Next, check the abilities of the hero and choose the one that has more useful ones, because you will have to spend extra money to retrain a hero with “left” skills that you do not use.

Carry out balanced improvements to the city.

Do not neglect the reduction in the cost of healing, improving armor and weapons, as well as pumping abilities, since you, for example, cannot upgrade armor or weapons of the second level to a character of the first level.

Don't worry - putting level 1 armor on a level 0 hero won't work either.

That is, in order to wear level 4 armor, the character must be at least level 4. Therefore, if you do not have high-level heroes in your team, then it is worth spending resources to reduce the cost of buying skills, armor, weapons, etc.

Reduce the cost of buying survival abilities last.

This is due to the fact that at first there will be few long trips, short and medium ones will come across much more often. In the first, you will not be able to use these abilities at all, and in the second, only once, and this time their incorrect selection will not be critical. Also, short runs are best for farming, as they require fewer resources to complete, which take up fewer inventory slots, and you can take just about anything you can get your hands on in the dungeon.

The improvement not only reduces the cost of travel skills, but also increases their number.

After increasing the number of heroes in the roster, you can quite painlessly gather a group with various camping skills, instead of buying the ones you need in a tent.

Gather teams and select a "dream team".

After a few experiments with the composition of the team, you will understand your ideal combination, which you will be comfortable playing. Because in the roster you can have a maximum of 20 heroes, then we have 5 teams of 4 people each. Do not recruit random classes from the wagon to your roster - select specific classes for future teams. Create a team with classes of heroes that you still do not understand in order to experiment once again, to find out their strengths and weaknesses.

Dream Team Candidate: A bunch of useful permanent buffs and one minor disease.

In this case, there is no need to rush, if there is no class you need, and there is no one to go, then recruit random heroes for a “suicidal campaign”, the purpose of which will be to update the set of recruits in the wagon, earn the maximum money from the campaign, followed by the dismissal of all the heroes of such a “suicidal campaign” ”, who picked up stress and for the treatment of which it is a pity to spend money.

Have balanced Camping Skills in your team to complete big levels.

On camping trips, you will deal with stress, low health, dots and debuffs, as well as possible battles immediately after the camp is closed. Therefore, in a full-fledged team that expects to go through long runs through the dungeons without any problems, there should be heroes with different abilities.

Excellent travel ability of Vestal, reducing stress for religious team members (Bounty Hunter, Crusader, Occultist).

That is, a team sharpened, for example, to relieve stress in the camp, can easily finish the journey without drinking solo due to the fact that they could not replenish enough health during the parking due to the lack of necessary skills among its members.

Spend resources on upgrades wisely.

Do not improve something just because "I have enough for it right now!". Decide what is critical for you in this situation: if your team has picked up diseases that need to be cured urgently, then there is no point in investing in a forge, and if your heroes are very “staggered”, then of course there is no point in improving some kind of cathedral to relieve stress right here and now, especially if you have few characters with a critical level of stress. Be patient and after one successful or not very successful campaign, improve what you really need badly. You should not forget about "suicidal campaigns" for farming either.

Treat critical illnesses first.

All diseases that give a digital minus are treated first. All other diseases are situational and therefore less dangerous. These include kleptomania, various phobias and desires to climb into any chest or search through any altar. The logic here is simple - you may not encounter altars and other dangerous things, and these diseases may simply not work. But diseases with digital minuses always work (with the exception of minuses for specific types of enemies).

A typical "critical" illness. In the Weald dungeon, Masha will be stressed by 20% more. It is better to cure immediately than to suddenly find such a hero in this particular dungeon with this disease.

Also watch out for diseases that prevent characters from relieving stress in the city in any building (cathedral or tavern), especially if you don't have those buildings upgraded. Don't treat "useless" illnesses. For example, a character that does not hang pillboxes can "get sick" minus the chance to apply a pillbox. It is clear that there is no need to spend money on curing this disease.

Lisa has a -5 to ranged attack accuracy. Because she is Hellion and she has an ax in her hands (unexpectedly), which she does not have the opportunity to throw, then this disease does not need to be treated.

Open obscure objects with a character with less stress and high health.

If you are lazy, do not want to go into the DD wiki and you still have little experience with what you can meet in the dungeons of the game and what effect climbing with playful hands on incomprehensible gizmos will entail, I recommend opening everything with a healthy and stress-resistant hero. You can accidentally get a debuff or a huge chunk of stress, causing the hero to risk dying or going insane. Well, or "if you don't know, don't touch."

Before the hike, calculate the amount of money needed for its comfortable passage.

First of all, after returning to the city, decide which dungeon you will go to next, who will go to it, estimate how much you will spend on supplies (food, shovels, torches, etc.). So you will understand how much free money you will have that you can spend on treatment, stress relief and pumping the skills of heroes.

One hundred and fifty gold left. We do not treat anyone, we do not buy anything.

Such a sequence will not leave a chance to mindlessly spend gold on the city and heroes, while remaining without supplies for the next trip. Does not apply to "suicidal trips", which can go on no supplies at all.

Keep pumped heroes.

Yes, you can't lose in Darkest Dungeon due to the constant influx of people who want to get brains in dark places, but you can lose a ton of time and money if you lose a really pumped hero (heroes) in the race. Even the most impressive reward is not worth the money and effort that you spent on a character, say, the fourth level.

A very useful button that, if there is no time to explain, everything is bad, will allow you to run away from the battle, flashing your heels.

This is especially true for combat units without diseases and with accumulated permanent buffs (displayed to the left of diseases in yellow), highly pumped skills, armor and weapons. The beauty is that you can leave combat at any time during your turn. Do not neglect this opportunity, do not throw corpses at bosses, be prudent.

Kill single targets.

The best heal for your squad and the best way to not get stressed is to quickly kill the enemy. It makes no sense to leave four targets with 5% health and still take damage from each or a large portion of stress on the next turn. Use abilities that deal damage to multiple enemies in situations where, for example, one of the targets has very little health and you are guaranteed to kill it, while hitting a nearby enemy. Leave armored guards for a snack, taking out targets with high damage and a small amount of life first. Do not forget about the priorities at a particular point in time - if the main thing for you is not to get stressed, then kill the enemies that inflict it one by one (usually such uncomfortable opponents are behind), if you have problems with the health of the team, then focus on the lightly armored high damage targets. The more you play, the faster you will study the enemies - which of them critically more often, who hangs stress, who hits several targets at once, etc. Memorize the abilities of opponents and then you can understand who poses the greatest threat.

Stack dots and buffs.

All dots and buffs in the game stack up to a certain level, so feel free to attack your enemies with as many dots as you can and get as many buffs as you can. Stacking buffs on yourself is especially effective before boss encounters when you're camping in a room adjacent to the boss. Get as many buffs as possible on your best damage dealer and good luck!

Use dots and stamps mainly on "thick" and hard-to-reach enemies.

There is no point in using dots or marks on frail targets (which you can kill in one or two hits), on targets that are about to die. At the same time, dots and marks are extremely effective on "fat" bosses and "fat" enemies, which you will pick for a long time. Dots also show themselves well on bosses or simple enemies, which over time roll back to the last positions, instructing skeletons in front of them (the Necromancer boss) or worse. Don't forget to check the enemy's resistances before placing a pillbox on them.

Have at least one crusader on your team.

Quite controversial advice, but only this hero has the ability to relieve stress right during the battle. It is because of this ability that it is worth taking him to the team. If your gang has accumulated a lot of stress, then leave one or two frail enemies, and take the stress off your heroes with a crusader, while stunning the enemy.

Love him for stress heal +5.

Remember that if you do this without damaging enemies for several turns, then the heroes will get stressed. If your team does not have stun abilities, then hit the remaining enemies that you only need to relieve stress with low-damage abilities (various tags, dots, etc.).

Think over the route through the dungeon.

As soon as you get on the map, the first thing to do is make a route in which you would have to go through the already once open passages and rooms as little as possible. This will save you time on the passage, save the heroes from unnecessary stress and save on torches.

Try not to use abilities that rearrange enemies.

The main purpose of using such skills is to pull forward an uncomfortable and dangerous enemy standing behind, and then kill him with the skills of heroes who can only put the first 2-3 targets well. There are three reasons why I give this advice. Firstly, sometimes it's easier to kill the enemies standing in front, so that the enemy standing behind himself, as it were, pulls himself up to you. The exception is cases when the first two places are occupied by one fat enemy, but even in such a situation it is sometimes easier to kill the monster standing in position 3, thereby pulling position 4 to the position of the enemy killed in position 3. Secondly, abilities that rearrange enemies do very little damage and you, roughly speaking, lose a whole turn on this, which could be spent on causing damage to monsters standing in front. Thirdly, when assembling a team, it is desirable to have a hero in the third or second position, who could more or less beat all the targets, or at least the target in position 3.

There are games that are easy and simple. There are normal games for people. There are difficult games, for masochists and just lovers of difficult tasks. And there are hopeless games, playing which you understand that everything is perishable, that life is a fleeting thing, and that very evil uncles live somewhere who hate all this gaming, casual kids, and who want this same kid to get wet from their own tears. Tears of irresistible sadness from the realization of the futility of life and their own insignificance. Darkest Dungeon is just that.

Darkest Dungeon was released on Steam on February 19, 2016. Prior to that, it had been at the rank of an early version for several months, but even then it was clear that the Dark Dungeon was one of the most complex and merciless games of our time, which, however, did not prevent it from holding a solid first place on the same Steam in the category with the tag " Turn based game". In general, as you understand, now we will tell you a little about how not to win in Darkest Dungeon, or at least not to lose for a long time, but how not to lose right away.

First you need to remember that hunting for treasures and family heirlooms such as busts, jewelry and other items is not a top priority. This is not something that should be put at the forefront of any mission. At least not throughout the game. At first, you will certainly need this, because you will somehow need to pump your heroes. But in the future, try to play in such a way as to head towards the accomplishment of Feats. Well, be sure to choose the right priorities, pumping primarily the Blacksmith and the Trainer. These are the two main NPCs, without which you simply cannot go any further.

When choosing missions, shuffle your team each time, reorganizing it and rearranging the fighters depending on their phobias and combat parameters. Do not be lazy to look into the soul of each fighter, and see what exactly he is afraid of. As you progress, some of your heroes will be afraid of everything. Someone of darkness, and someone of a certain damage, and someone of a specific type of enemy. At the same time, already having experience in completing specific missions, you will know what kind of enemies you will encounter there, and what kind of attacks they will be afraid of. So remember old game Rock, Scissors, Paper and try to select the composition not only in such a way as to protect your warriors, but also in such a way as to cause as much damage as possible to your opponents. For example, characters who have anti-beast or anti-beast damage - in the Wasteland (Weald), for "fat" monsters with a large supply of health, you need a hero with "bleeding" damage. There are especially many of these in the Corridors (Warrens), and in the location of the Bay (Cove), those heroes who inflict burn or poison attacks.

Competent team rotation is the key to victory.

Also, don't think that after a few fights you've come up with the perfect so-called "imbo" lineup. Yes, indeed, after several victories you can believe in this, but at one point, some nondescript group of monsters will destroy, or simply thoroughly beat up your squad. But we must not forget that the dead hero cannot be resurrected - this is the most offensive detail of this game.

And there is no need to be afraid of medium or even long missions. By focusing only on short dungeons, you run the risk of wrapping the game in the wrong direction. You can go through a long dungeon, after having a good rest, much easier than a short one, but without rest. In addition, do not forget about the elementary rotation of heroes. Well, and most importantly - have a good rest before the battle with the boss. This is an obvious, but, nevertheless, mandatory advice.

In general, the ability to shuffle fighters is the main guarantee of victory. And in order to shuffle them, you need to have a "shuffled" team, which is subject to permutation. In Darkest Dungeon, each fighter has the most comfortable position. But there are also fighters who feel best at one point. Therefore, the worst thing you can do with your team is to collect it from heroes who will claim the same place. In this case, you can easily be destroyed even by a small group of weak, but able to conduct a competent rotation, opponents. Your group needs a backbone, and the most versatile backbone is the Warrior, Crusader, and Nun.

Properly use amulets, or, as they are also called, key chains. Remember that sometimes a seemingly useful keychain can be the death of your entire team. You will not always find a keychain that has only positive effects. Often you will come across those where, against the background of a positive effect, there will also be a negative effect. In this regard, one of the indicative cases is the use of a charm that increases damage by 1-2 points, but reduces initiative. As a result, it is worth considering: is it worth increasing this very damage to a minimum, sacrificing, for example, the fact that your Crusader will hit last? Will there be any sense in his strike by that moment?

Before a difficult mission, rest in the Brothel and the Manor, and also visit the Blacksmith and the Trainer.

Do not be greedy for the training of soldiers. The miser pays twice, and in this game, having decided that enough is enough, saving a few hundred coins before a difficult campaign, and not buying the proper number of shovels, torches, bandages and medicines, you risk losing the warrior forever, in which you have already invested several thousand. Think about it.

But the above idea also has a dark side. In the process of passing, you are guaranteed to get a couple of neurotic fighters, whose psychoses are so great that these characters do not leave the state of deep stress, and there is no longer any possibility to run around with them in taverns and brothels so that they get better there. In this case, you need to remember that "driven horses are shot", but no one will mind if they fight a little more before that, earning you a few extra hundreds of coins. So when you dig up those fighters that it's time to part with, equip them with a budget model and send them on a couple of tasks from which they most likely will not return. Such is practical cynicism.

You also need to immediately blacklist low-level characters who picked up negative traits at the beginning of their career. The sooner you part with these, the better for you and your wallet. And the sooner you recognize those heroes, which it is better not to spend money on pumping, the better. Cruel, but such is life in the Dark Dungeons.

Break up with heroes who have acquired psychosis, not forgetting to earn money on them before that.

In the early stages of the game, skills such as Corruption and Bleeding will bring a special effect. Attacks with this effect are especially good for "fat" enemies, and for "skinny" ones that fall in packs, it also works well. Neglecting such attacks is one of the main mistakes of beginners. The reason is that these attacks do little starting damage, and it may seem like it's all for nothing. But already after a couple of moves, Corruption or Bleeding for the second time will lay more enemies in the graves than those who died from the sword.

Focusing the attack of the entire group on one enemy is always better than spraying the attack on all opponents at the same time. This is another banal, but at the same time, effective advice. Remember that the faster you put one enemy from the group back into the ground, the faster this very group will reduce the number of possible attacks.

Caught psychosis, especially by a strong fighter, is much more dangerous than just taking, albeit tangible damage. Such a fighter, if he happens to survive, will then require a lot of money for recovery, and it is unlikely that he will be cured. In the meantime, in the course of the battle, infected with stress, it will pull your entire team to the bottom. Therefore, before the start of the battle, evaluate your enemies and beat the one that will send psychoses. This is your #1 goal.

Once you've dealt with the fear-inflicting enemies, pay close attention to those with ranged attacks. These guys tend to find the "skinniest" character you have and purposefully aim at him. And, if left unchecked, they often succeed. Remember that there are a lot of monsters, and you have few heroes, so the exchange of 1x2, 1x3 or even 1x5 will not suit you absolutely, so hit the rangers next, especially since such enemies can stun your shooter, who is pushed into the rearguard of your group, and from there it will be of little use. Well, in the third place, you should be interested in those who inflict attacks with consequences like poisoning or bleeding.

If there is no way to hit the most dangerous one, then try to weigh all the chances and in turn attack the enemy whose turn has not yet come. If you calculate everything correctly, then perhaps his turn to walk will never come.

It was all basic tips, necessary for a beginner, which can help in adventures through the gloomy world of Darkest Dungeon.

January 27th, 2016 admin

Darkest dungeon is a single-player Roguelike indie game with a dark atmosphere and a turn-based combat system that includes base management and battlegroup leveling. And so, under our leadership, a group of brave people who must explore the tunnels found in the old estate. The tunnels, in turn, are randomly generated and within their walls we will find both treasures and enemies in the face of various monsters, in front of which we need to save not only the lives of the characters, but also their psychological state, on which our further passage of the game depends. This, in turn, will not be so easy to do, so this guide will help you avoid a series of mistakes in the early stages of the game.

Difficulty settings
Having launched the game, the first thing we have to do is choose the level of difficulty, having done a simple manipulation in the game, like most users, without wasting time, let's start conquering the dungeons. Faced with the first thresholds in the game, we will start to wonder if the difficulty level can be adjusted. The developers took care of this and in order to implement our plans, we need to press the key Esc in the game itself. Selecting the tab "Settings" go to tab "Gameplay", after which a window will open in front of us with a number of items affecting the game mechanics.
I'll start with the last six, since the first column is responsible for "Education".
2 counts "Game Configurations" is responsible for adjusting all subsequent items and in order to go to them, you must uncheck this item.
3 counts sounds like "Monsters leave corpses" here probably to explain what is not necessary, but still, I will do it. By unchecking this item, the creatures will not remain corpses after their death, and this circumstance does not prevent us from cracking down on exterminating the rest of the enemies hiding behind them.
4 counts responsible for "Restrictions During Combat", they affect the statuses of the characters, unchecking there will be no restrictions.
5th column "Moral Debuffs", this item is responsible for lowering morale, uncheck the box and this effect associated with morality will pass by our heroes.
6th column "Retreat During the Battle" this item speaks for itself, if you uncheck this item, then our heroes will be deprived of the opportunity to leave the battle.
7th column "Enemy Standard Crits" is responsible for the use of critical hits of the enemy in standard cases, bearing additional damage, if you uncheck the box, the enemy will be able to use such attacks only in special situations.

Education
Starting the game, we will have two heroes with level zero at our disposal, but in the end their number will stop at four. The screen, in turn, can be divided into three windows. In the first window of the main view, we observe our squad and what is happening around it. In the second window, located in the lower left corner, we can observe the performance of our squad, while the third window is in the lower right corner and represents the mini-map on which we will move from room to room.
Moving along the corridors of the rooms, we can notice that while in them, time is running out, it affects the fact that our heroes will want to eat after it expires, another not unimportant factor that will be subject to time is the torch. The lighting of the torch affects the mental state of our squad, so we need to control the process of burning it, not allowing the lighting to fall less 75 percent, because if this happens, then the team will begin to envelop stress, and it will also be harder for him to search for active things that hide useful objects in themselves and actually traps. As for the enemies, they are also affected by the level of light, because if the torch burns brightly, and at that moment we meet monsters in the room, then they will be under the effect "Astonishment", which in turn will allow us to attack first. This effect can be applied to our group regardless of the lighting level, just keep in mind that in poor lighting, the risk of it increases not in our direction.

Restoration of the city and family values.
Having become the owner of the estate, our main task is to clear the dungeon from monsters, but it will be impossible to do this if we do not develop and restore our city
Hamlet, which contains dilapidated buildings such as a forge, a stagecoach, a sanatorium, a monastery, a tavern, a guild, a nomad's trailer, a cemetery, and survival training. To restore buildings, our heroes will need family heirlooms( busts, shields, paintings and documents), with the help of which we will be able to rebuild and improve a single institution, which, as a token of gratitude, will provide our heroes with discounts, as well as an improved quality of service. As for the resources expended during the development of the city, they basically require from us any one combination of the four resources described above, most often a combination of a shield + one of the other three relics comes across.

Guild: one of the places where our characters can learn new abilities, or improve their skills in existing skills. This building is one of the most important in the game and, in turn, it develops in two directions: an experienced instructor who provides the best leaders to the guild who will increase the efficiency of your squad in battle and a training mode, with the help of which our costs will decrease by 10 percent.
Advice: Only upgrade the guild according to the level of the strongest characters.

Forge: the heart of the city and the stronghold of the strength of our warriors, because in this room there are three ways of improvements that will affect the following points; weapon upgrades, armor upgrades, and cost reduction on all upgrades. In general, it is better to forget about the last improvement, since the expenditure of resources on it does not bring tangible returns.

Sanatorium: one of the places with a strategic bias in the game, because it is within the walls of this building that you can save your heroes from any ailment for your hard-earned money, be it a venereal disease or some kind of phobia received in the dungeon. The sanatorium can be improved in two directions. The first direction is responsible for the capacity of places in the sanatorium - this improvement is one of the most important and our task is to acquire as many beds as possible in a short time. Related about this with the fact that any descent into the dungeon can end in failure for our group and this in turn will bring serious injuries. The second branch is responsible for the development of the cost of treatment - in fact, this is an important indicator, but in the end not so much, then it is as important as we would like. The fact is that having improved the hospital to three places, we will already have small savings of money, which is more than enough for treatment, the situation is different with relics that are worth spending on improving some other building, because finding money in a dungeon is always easier than the same paintings or coats of arms.
Note: keep in mind that one of the terrible diseases called syphilis can overtake us in the city.

Nomad Cart: in this cart you can buy various artifacts for the heroes, in turn, the cart improves in two directions. The first increases the number of available artifacts, and the second reduces the price of them. Know that the wagon is one of the most expensive premises, but in turn it can quickly pay off if your heroes find rare artifacts, just as you can quietly leave all your money in it if you start to buy things marked "family".

Stagecoach: one of the buildings available from the beginning of the game and there is a logical explanation for this, the thing is that this building is responsible for delivering new heroes to the estate that we can take into service. This institution can be developed in two directions. The first is responsible for increasing the number of nailed characters every week, and the second is responsible for the number of places in the training camp.

Cemetery: this place cannot be upgraded, entering it, we can get acquainted with all the heroes who died for a good cause.

Survival training: This place is one of the last to open. In it, we can help the heroes gain skills that will be useful for surviving the harsh environment when setting up camp during a campaign. There is only one improvement in this place and it is responsible for the expenditure of resources when setting up a camp.

Monastery: this institution is designed to relieve stress, and in turn has three different types of services for this: prayers, incense and self-flagellation. The price and effectiveness of each of the services for getting out of a mental disorder is different, but keep in mind that expensive does not mean that it is effective, since each of the services has a side effect, do not forget about the individual characteristics of the characters who, for some reason, will not be able to visit one from the services provided by the monastery.
The monastery can be improved in three different ways, which are responsible for the modernization of the monastery itself, the transept and the hall of Curses, all these improvements affect three indicators, namely: the speed of stress recovery, the cost of treatment and the number of places for patients.

Tavern: Another place where our heroes can relieve stress. It also has three stress relief options: a bar, a gambling house and a brothel. Each of the proposed options has its own characteristics and disadvantages, which can threaten with excommunication for a week of the hero or much more terrible consequences like a venereal disease. The tavern can be upgraded in three ways, including upgrading the bar, playhouse, and brothel. Each of the improvements affects the speed of stress recovery, the cost of treatment and the number of places for patients.
Advice: Remove all available artifacts from the hero, whom you decide to send to the bar, because in the walls of the playing house he can lay an artifact and lose.

Stress Mechanics
Stress is one of the integral parts of the game, it can take our squad by surprise, as it negatively affects the characteristics of the heroes and contributes to this
natural causes, expressed in: poor lighting, in a feeling of hunger, a critical hit by a monster, in an unsuccessful activation of an object located on the map, and so on. With each point of stress received, we doom the hero to pass a decisiveness check, and when his allowable level reaches 100 points, he will receive one of the emotions that will directly affect his actions. For example: when receiving an emotion "fear", the character will skip moves while in a panic, "aggression" will also force the character to automatically attack enemies, forgetting about protection, but no matter how it sounds, sometimes stress can also bring positive emotion "determination", it will, in turn, give positive effects not only to a separately obtained character, but to the entire group.

How to relieve stress
Passing through the corridors of the dungeons, our heroes will gain a level of stress, our task is not to let him enslave the minds of the heroes. There are many ways to achieve this. I'll start, perhaps, with the buildings located in the city they are called monastery And tavern, where actually having paid a certain amount of gold, we will be able to begin rehabilitation. Each of these places has 3 different types of stress relief, but before you start them, you should consider their features. For example: having visited a monastery and having been in deep meditation within its walls, our hero can go on a faith campaign for a week, completing a personal task, the same applies to a tavern where there is a gambling hall, in which a stressed person runs the risk of losing one of items, or even go to the gaming den, abandoning the next foray into the dungeon.
No matter how menacing my warnings sound, it's still better than playing characters who are in a state of stress, because being in a mental disorder, they are not controlled and this nuance pushes the sad outcome of the game, so do not start the state of your wards and send them whenever possible for rehabilitation. If it so happened that your hero ended up in a dungeon with a high level of stress, then it can be removed using certain camp skills available to most team members. In addition, stress can release heroes if they begin to undergo good emotions associated with a critical hit on an enemy, disarming a trap, critical healing, and so on.

Quirks (Quirks)
There are passive skills in the game called Quirks or Quirks. These very quirks affect the characteristics of the hero, as well as shape his behavior. For example, if the hero was subject to the quirk of God fear, then he will not be able to relieve stress in the Monastery, but kleptomania will force the owner of this ailment to reach for all things in the dungeon, even the most unsafe on the map. But not everything is as bad as it is, because quirks can be good and bad, we can find out about this in the character menu, where good quirks are marked in gold and written on the left, and quirks of negative impact are marked in turn in red and located in the right corner. You can remove quirks only in a special department of the sanatorium, since patients with quirks are treated separately from people who have been crippled by illness. Do not forget that over time, quirks can get worse and turn into a status "permanent" and getting rid of them will cost much more, so do not bring the hero to a neglected state.
Note: Keep in mind that quirks can be assigned to heroes, but this only applies to quirks that carry positive properties.

Hunger
Another not unimportant aspect that must be considered with every trip to the dungeon is food. We will be provided with food to buy just before the hike in one of the departments called "Supplies". Food should be bought immediately huge numbers,
after all, the fact is that after spending some time in the dark corridors of the game, our team will begin to starve, and towards the end of the campaign, hunger will increasingly catch exhausted characters. In order to feed the team, we will need to spend one serving of food per person, but do not forget about some acquired negative quirks, due to which the number of servings can increase to two units. If it happens that during the hunger warning, the number of servings is less than the number of people in the group, then this threatens to leave the entire group hungry, which will eventually lead to loss of health and stress.
Note: Food can be consumed as a means to restore health at a time, the hero can eat up to 4 servings of food, stress is not treated. In addition, the manual feeding procedure does not affect the main meal in any way, so after a certain time the whole team will want to eat, regardless of when you fed them.

Camp
Before your squad goes on a middle hike (middle), you will receive 1 bundle of firewood, if the campaign is long (long), then 2 bundles. After passing a certain path in the tunnels, you can use firewood in your inventory, thereby setting up a campsite. Remember, when you stop for a halt, your heroes should have a lot of food, because if there is more than enough, you can heal a little and relieve stress. Stress is relieved in other ways: use jesters, graverobbers, vestals, lepers, crusaders. Even at stops, use buffs (camping feature of the characters) - this way your squad is strengthened.
Note: During parking, enemy attacks are possible, which is fraught with a battle in the dark with a lost formation.

Skills
Weak and strong skills of a recruit can be found by examining the yellow dots in his description - to
the larger the dot, the stronger the specific skill. It is better to select fighters in such a way as to place them in optimal positions, and their abilities complement the unit.
Combat abilities are marked with red dots. Combined dots mean area attack - AoE. This means that fighters in the rear of the squad, endowed with the ability to attack in an area, group healing, debuffs and buffs, as well as able to move the enemy, will be a useful addition to any squad. Later, we will consider the choice of the location of the fighters in more detail.
Note: It is better to demobilize low-level fighters - this will strengthen the stronger ones.

Quests
The difference between quests lies in their duration, type and difficulty. Not all gamers consider matching the type of quest to the skills of the hero for survival.
Complexity:
-green (green) - student (level 1);
-orange (orange) - veteran (level 3);
-red (red) - champion (level 5);

Duration:
- short (short) - it is impossible to set up camps, six to eight rooms;
- medium (medium) - the ability to set up camps, more than ten rooms;
- long (long) - the ability to camp more than once, more than fifteen rooms.

Job type:
- cleanse (cleanup), skirmish (fight), explore (research) - quests in which, first of all, you can pump fighters and buy upgrades. Here you need to either explore 90% of the dungeons, or win in the rooms.
- missions (missions) and storyline ( story missions) - quests where you need to defeat the main enemy, or complete a certain task, or deliver something somewhere. A strong team is needed here, since the passage is difficult.

Awards
At the end of the quest follows the presentation of awards: gold (gold), heirlooms (relics), trinkets (trinkets). It is necessary to plan the necessary upgrades and choose quests in which you can collect the required number of relics.

Helpful Hints
1. In order to sell an artifact, you need to find it in a chest that appears in the city, hover over desired subject and press shift.

2. Only standard autosave is provided, which allows you to continue from the same point the next time after leaving the game, but if there is a failure in the game, you will not be able to enter the same position again, which means that the loss of characters is not replenished and new fighters must be hired.

3. You can heal in the game either in battle or at the moment of rest (medium and long missions). An occultist or a vestal is better suited as healers, but the former is not stable in treatment, and the vestal, unlike him, heals, heals massively, and has the skill of shock recovery of health. The occultist is endowed with a basic healing skill of 0-12 units. (with a chance of inflicting Bleeding on the target), so he will either restore life to full or waste his turn. Some classes have a partial recovery skill, for example, a crusader, as well as a self-healing skill - a crossbowman, trainer, etc.

4. It is necessary to collect more doctors - without them you can not kill the bosses. Therefore, there must be at least 2 Vestals and occultists available.

5. The selection of fighters should take place on the principle of complementing each other. Let's say the crossbowman and the mercenary achieve more damage from the mark of the target together.

6. The most important, paramount condition for improvement will be the development of barracks in the stagecoach. Then it will be possible to spend resources on other improvements.

8. Constantly improve your skills, work on the equipment of your characters. Characters above level 3 require these conditions to be met at all times.

9. With signs of an approaching defeat in battle, it is better to stop, otherwise the characters will die and be irretrievably lost. It's better to retreat and try again. Yes, and trophies from the dungeons will be preserved.

10. Try not to spend your savings completely, then there will be nothing to improve on. Follow the standard equipment for certain types of dungeons.

11. Under the ground, you will come across many traps, which means that the presence of a fighter with an increased neutralization skill is mandatory in the unit - at least forty percent or more. Thanks to him, more trophies will be obtained, and you will avoid more trouble.

12. It is better that the torch is always full - at least 75% - more likely to sneak up on monsters undetected and not get stressed. Although, with less light, you can get more loot from mobs, your crits become more frequent (mobs go berserk in the dark).

13. Don't skip a turn in combat, otherwise your hero will catch stress (a little, but why?). So that there is no downtime, underground there is an opportunity to move forward and backward. Sometimes it is useful to move back - when bypassing evil monsters, obstacles, when shovels run out, or further in the grottoes there is nothing worthy of attention, while in others there is more benefit. Reversing, although slow, is fraught with an increased content of stress, but this type of movement sometimes brings its own benefits.

14. It is better not to drag out the fights, no matter what, otherwise you will earn total stress, insufficient activity of offended party members.

15. Other skills of heroes (yours and opponents) hang by no means positive statuses Poisoning (blight) and Bleeding (bleed). Such statuses actually eat away lives a little, but they can really be removed if bandages and antidote are used in time, although they will resolve themselves after a while. Remember: Undead (unholy) are immune to bleeding, but are easily poisoned, like all mobs. From what it is so unclear, but it is, and that's it.

16. At the end of the passage underground, the heroes are awarded experience (depending on how active they acted). A certain amount of experience gives the right to a quirk (random), but no one knows whether it will be negative or positive. Remember: what kind of quirk will be - it depends on the stress of the character: stress is almost zero - get a quirk with a + sign, medium - the probabilities of getting minus and plus are the same, high stress - one hundred percent negative. And therefore, you should not take it in the last two cases, so as not to get a pig in a poke.

17 . If you collect seven Quirks with one hero and take the 8th, then one of the previous 7 will disappear, and the 8th will fit in its place.

18. Silence enemies: a successful stun carries an increase in the enemy’s immunity to such a move by 20%, which means that later this may not work.

19. Intelligence is very useful: it will tell you the best route planning, reveal the places where monsters, traps and obstacles are located, help you avoid trouble, allowing you to make attempts to clear the ladders (by the way, it is better to use a type of minesweeper with a large resistance to traps, it will probably slip through).

20. It happens that the passage did not go quite right, the fighters are weakened and ready for a moral breakdown, although the goal in the dungeon is still far away, remember - it's not too late to retreat, analyze mistakes, regroup, heal, and then send renewed fighters into battle. There will be no reward for the dungeon task, since you did not complete it, but the resources of the personnel in which you have already invested time, labor and money will be intact. This is how you can collect loot and money underground - we take untrained recruits with us, whose loss is not terrible, we lead them to the hottest spots, without even equipping them with supplies, without hope of survival and the amount of stress - let them roam, collect loot, evade battles as far as possible, and then return to the estate.

21. Critical hits against mobs relieve stress on the heroes. The same applies to the attacks of your enemies, because if the hero receives a critical hit, then he will receive not only severe injuries, but also stress to the whole team.

22. On the threshold of death (death door) for heroes, a near-death state appears. Thus, being near death, the hero does not die, but stands on the verge of clinical death, when any damage entails death, regardless of the power of the damage passing through it (at least one unit of damage, at least a hundred - death is all the same). The good thing is that all fighters have a 67% death threshold resistance skill, which means a high probability (2 to 3) of blocking damage from any degree of impact on their part. The negative side is that stress in such a state accumulates much faster, and this leads to the possibility of catching a bad affliction, as well as going crazy. Keep in mind that all incoming heals take us out of the state of the threshold of death.

23. Having accumulated one hundred percent stress, your fighter falls into despair, psychosis and passes the test for illness. There are 2 options:
1. The fighter fails the test for illness, panics and acquires a mental disorder, such a state interferes with both the one who received the deviation and his teammates. Schizophrenia is sorted by color - black, white, red, each variety is fraught with its own troubles (the more serious, the worse). Such a warrior can receive defabs on all skills, it will probably block incoming heals (don’t touch me, witch!), ignore orders, act without permission, inflict damage on himself, harm the team with his inappropriate behavior, increase stress on comrades - in a word, still that a burden for their own, and the disease itself is not cured, because it requires treatment by professionals in white coats.
2. The hero is tested for an illness, mobilizes, begins to believe in himself again, receives a benefactor (virtue) - a positive dynamic, a state in which it is easier to go through the dungeons. A comrade-benefactor will relieve everyone of stress, buffs and raises the spirit of the whole team by shouting “goes into battle, paladin of light”, but no matter how joyful it is in such a situation, it may be that when such a benefactor leaves the catacombs, he comes to naught.

24. The composition of the groups should not be chosen randomly, but with a specific goal, so that the fighters in the party act in a coordinated manner - this will facilitate the game, make it more interesting. We have already mentioned a couple of bundles of fighters, I suggest another one - a robber for the 1st slot, a warrior for the 2nd, a robber for the 3rd. The robber shoots point-blank at the 1st, recoils him back, the warrior hits the same target with a halberd, and the robber moves forward from behind and hits the same target in her turn - the elimination of any monster is ensured, because. hits are dealt with maximum damage and with a high chance of crit.

25. The instinct of a collector is in everyone's blood, but each attractive little thing in the dungeon requires an individual approach, some of them are fraught without prior cleansing - they come back to haunt you with stress, pestilence, in general, an unnecessary problem. With increasing experience, you will begin to distinguish between what can be taken and what is not and how to purify. If you suffer from multiple sclerosis, then use this guide or look here (scroll down a little).

26. It is necessary to constantly take on at least 1 warrior with the ability to heal - a vestal, occultist or crusader.

27. Upgrade the barracks in the estate - the free space for spare warriors will increase.

28. If a fighter reaches level 3, it is necessary to actively develop his abilities and equipment.

29. It is not worth flaunting and taking risks, it is better to take care of the warriors when the passage is difficult and unlikely. All stocks will remain, and therefore it is better to return home.

30. Sometimes, before the next trip, there is a desire to spend money on everything - you don’t have to do this, it would be more correct to save at least a third of the finance reserve (at least a quarter) - this way you will insure yourself.

31. Often you can run into traps underground, which means that in the squad you need to have at least 1 trap master with a skill of at least 40%.

Characters
Head hunter
Very strong in combat with a single target, although it is also good against a group of enemies. However, it is still optimal to use in the first case. The hunter draws the enemy to the 1st line of attack with his hook and delivers a powerful blow.

Crusader
An experienced veteran warrior who has gone through 100 holy wars. Strikes enemies in righteous anger, or chooses a secondary role, strengthening defenses and healing allies.

Marauder
Universal, maneuvers both among allies and among enemies. Strikes without warning, hides in the shadows and continues to attack from a distance. If thrown weapons are ineffective, she returns to melee.

Warrior
Unpredictable, wild warrior is ready to ruthlessly shed the blood of the enemy. The ax she uses impresses with its range. Some of her abilities significantly drain strength.

Rogue
Bandit, thief and rogue, this character is effective in attacking both at close and long range. Mows enemies with large buckshot both individually and in the area. Capable of dealing damage in a variety of ways.

buffoon
The fight for him is a kind of ballad, steadily growing, resulting in a grand finale. During the battle, he is transferred from place to place, looking for a point for the final bloody chord in the ranks of the first. It is also effective in the rear, frightening the enemy with disturbing rhymes and scary melodies, raising the emotional tone of allies.

Leper
A ruined warrior, a poet. More effective when focused and using his powerful blade. His weapon strikes either severely crush and damage, or miss. The leper is self-sufficient, able to heal and strengthen the armor of allies.

Occultist
Having studied the secrets of ancient knowledge, having read many books forbidden by the authorities, the occultist gained rare skills of the wasteland. His curses and crazy abilities drain the enemy - these are his features. But due to its unpredictability, the effectiveness of the wasteland can change dramatically.

plague doctor
The Research Doctor, an alchemist who prefers to operate behind the lines, uses attack techniques that periodically deal damage to the enemy. Weapons - plague grenades and poisonous clouds. Indispensable as a support, depriving the enemy of vision, increasing the survivability of allies.

Nun
The warrior-nun is able to heal her own and crushingly beat strangers. She can be used as the backbone of any group, sent to the front lines, and her mace strikes are extremely powerful and effective.

Warrior
Mercenary professional. For money, he will fulfill his duty to the end. Kill anyone, be able to protect their own during the attack.

Houndmaster
The kennel and the hound kept order in every filthy haunt in every rogue-infested village all along the coast. This character hits and inflicts injuries, accompanied by bleeding. The bond is very strong. A club and a fang for them is a guarantee of compliance with the law.

Arbalester
With heavy armor, she is inactive, but is able to drastically change the course of the battle in her favor. A powerful crossbow destroys and stops the attackers, leading to victory. The crossbowwoman is indispensable in campaigns, because she carries serious firepower.

Surrounding objects and interaction with them.
In the dungeon, our heroes will be waiting for a variety of active objects, interacting with which we can find precious things or fall into a trap. Some traps can be disabled using certain items from the team's inventory.

If it seems to you that the article is not complete and there is something to add to it, you can do it in a comment, after which your note will appear in the manual.

You can

In this guide, you will receive tips for passing certain locations: Ruins, Thicket, Reserve, Bay. And also what to take with you and what enemies are waiting for you in the location. Locations and what to bring:

I recommend first get acquainted with the guide on the heroes (their pros and cons) and how to kill the bosses (who is better to take).

Locations and what to bring:

What to take to the Ruins?

  1. a small number of shovels, since there are few walls here;
  2. a couple of herbs for iron maidens and alchemical machines;
  3. when compared with other locations, here you need a few more keys for closed sarcophagi, showcases and chests;
  4. a few bottles of holy water will come in handy for a stronger buff from the altars, clearing thoughts in the confessional and cleansing the urns. Again, vials in this location will take an order of magnitude more than in other places;
  5. in the absence of a good heal, bandages are required. Otherwise, you will be cut up by heretics.

The ruins are the easiest region - there are a large number of altars that buff your squad, opponents do not damage much, however, you need to be extremely careful with skeletons with knives and crossbowmen.

The stress drops off quite a bit.

  • Books should not be touched. Open altars with holy water, and chests with keys. Enemies don't bleed, so it's pointless to take such heroes. The Crusader is perfect.

What to take to the Chascha?

  1. more shovels, as they will be needed for excavation of graves;
  2. since the dogs will inflict bleeding here, bandages are indispensable. They are also useful for examining stumps with cobwebs;
  3. more antidote, because there is a strong etching from the "mutant mushrooms." Tree stumps also need an antidote;
  4. more herbs and food;
  5. a few keys for chests or a couple more antidotes (capable of acting on dug out and family chests);
  6. since there are practically no occult objects here, holy water will not come in handy.

Quite a difficult region, enemies have strong resistance to poison, but weak to debuffs, bleeding, movement and stuns. If everything is applied correctly, then there are no harmful objects here. If the mushroom gunner put a mark on one of the heroes, then control the zombie mushrooms, otherwise the marked character will quickly die.

What to take to the Reserve?

  1. if you did not take the Plague Doctor with you, then without bandages you simply cannot survive here. Also useful for stands with weapons;
  2. two or three shovels, except for the walls there is nothing to dig here;
  3. more grass to get a buff from barrels of alcohol and from carts to stock up on food;
  4. antidote optional, as nasty worms don't appear as often;
  5. a couple of bottles of holy water, as occult objects and piles of bones periodically come across;
  6. more torches, since scrolls will often come across that are burned and thereby save the hero from unwanted perks;
  7. 1-2 keys for chests.

An uncomplicated region - except for diseases, the enemy does not hang anything. The composition of the detachment can be chosen at will, it is passed by everyone. The only wish is to make a damaging emphasis on distant positions and control near ones.

What to take to the Bay?

  1. a large number of shovels, there are a lot of walls + shovels are needed to open chests with shells and corals;
  2. there are also more herbs, here you can find "shaggy coral", which calms the nerves, and the remains of fish. In the Bay, as a rule, half of the reserves are spent on removing the debuff from traps;
  3. bandages are extremely necessary, in particular when going as veteran champions. There are savage crabs here, which with their “arterial pinch” impose bleeding, from which you can die in a couple of moves. Or take the Plague Doctor;
  4. holy water and antivenom are not needed at all. A totem that can buff is extremely rare. Antivenom can only be useful to reduce stress in a puddle with a skeleton;
  5. 1-2 keys for family chests.

Difficult region, because the group is under a lot of stress and damage. On round altar you don't need to use anything.

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