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Look up some online guides to help you, there are many informative, detailed ones which you can stumble upon easily ; I'm not too good at explaining things, so they should help you a lot.
It's the Darkest Dungeon bible for identifying things you find in the dungeons is a life saver. The game is already brutally tough even with this help. At least you'll know what you're getting into if you open that next chest you find.
First off bad traits isn't that bad. They suck but its a part of the game to have characters with bad quirks or just not use characters with really bad quirks. Things like Kelpto(which steal stuff from you) is nowhere near as bad as say Weak Grip on Life which reduces death resist by 10%. The first few weeks you can replace healers or just reroll the game. It happens. Thats how the game works.
Pay attention to status buffs(mostly self inflicted like what the Leper has) and especially debuffs like poison, bleed, and stun. Make sure you kill things with low hp and those who do damage to stress. The priorities of combat in this game are kill, stun, bleed/blight, maybe heal or buff and then damage. Trust me, its very common to die from little guys more often then the bigger hp enemies/bosses.
Curios are ussually not that bad, just pay attention what items works on what items. Its important to buy the right items with the right dungeon. But if anything, bring 8 food, 2 shovels, and 6-8 torches on light dungeons.
If you really don't want to wait for a healer/occultist to show up again, you can use backer heroes. Look at the guides to find out what Im talking about.
The game is a little hard, but there are ways you can control RNG to your favor. Biggest takeaway is that you shouldn't get too attached to anything in this game. If you can get around that, the game is a lot better.
All curios can be interacted in with certain items to guarantee a good result, e.g. using a key on a locked display case or chest guarantees you'll bypass the trap. Generally these make sense, so be aware of that and try to memorize any new combinations you find.
Speaking of that, sometimes it's better to NOT do anything with a curio..... if you're already loaded up on loot, for instance, why risk more stress or damage for stuff you might not even be able to carry? Some curios have very situational effects, such as the books giving you a randomm quirk or possibly stress damage.... two out of three outcomes are bad in that case (negative quirk and stress).
Take stress seriously, heroes that get afflictions starts messing with your strategy and easily leads the party into ruin or at least stresses everyone else out. If things are going south, it's better to escape while you still can than to lose the entire party AND the loot.
Try to deny your enemies as many turns as possible... stunning them with a plague doctor to let your heavy hitters land an extra hit, killing one enemy at a time rather than distributing damage evenly, have enemies die from ailment damage as soon as their turn starts... generally, enemies WILL cause trouble no matter how prepared you are, so think about what can remove the threats ASAP and try to do that.
All four areas have very different enemies, and different character classes perform worse or better than others depending on that. For instance, don't bring someone all about inflicting bleeding to the Ruins, because most enemies there are skeletons and don't even have blood in the first place.
And yeah, play on Radiant Mode. It's easier, but more importantly it's less grindy, and it was easy to give up on the game due to the grind later on.
Secondly, bring and use torches. Darkness increases stress and decreases hit rate. If you are learning the game, you really dont want to want to be in dark. Once you have some understanding of stress management, playing in darkness isnt that bad. It increases loot and you waste less money on buying stuff.
Third, after the quest, you might need to heal stress damage. Just dont waste money on people with low stress. I would say don't heal if your stress is 30 or less.
Fourth, the bar and church heal stress. You can increase their use and effectiviness using by using deeds, shields, busts, and pictures you find in the dungeons. I personally think you should build up the church because the items used in the bar(pictures and I think shields) are used for the blacksmith. The blacksmith is much MUCH more helpful.
And yeah, PLAY RADIANT MODE. It is not easy mode. Grind is a big "problem" in this game and Radiant Mode helps this a lot.
For other hints and tips, as many of the others have said, Stress can be the biggest killer.
70% of the battle is fought before your heroes even take a step into the dungeon. You not only need to consider your hero line up seriously, you need to consider what provisions you want to take. For beginners and during early game, you typically want to keep a healer in the line up (Vestal or Occultist).
The sin is not in being outmatched, but failing to recognise it. Retreating and forfeiting the mission are perfectly okay when it seems you can't complete the mission.
Are jester's good?
Because on paper at least they seem good
Although any high damage/stun comp can pretty easily counter stress damaging enemies, but I don't trust the RNG enough to rely on stun and insta-kill.
I ask Because i'm wondering if the jester is only good at stress healing?
Honestly I never use the Jester's other moves. I don't know if it's because I'm not using it right or what, but his finale needs him to be in the first rank, and it gives -40% damage, -30 dodge, and -10 ACC for just a decent amount of burst damage.
Usually I just go with the stress heal, battle balad, and his two bleed abilities. Sometimes I use the dirk stab if I have a comp that can easily be moved around, but that's just it. His other moves are only really effective if he's in a comp that doesn't suffer from being moved that much.
I will admit, though, that his solo has a really good debuff.
Otherwise, Jester is the one and only hero with a high single-target stress heal.
Houndmaster has a group stress heal which has a 65-66% to succeed, reaching +7 at max.
And then the Crusader has up to +10 stress heal, which is pretty good, but not desirable over his other attacks, and I could go on but you get the idea.
tl;dr
Jester is good at stress healing, both in fights, and in camps. His other pluses are group-bleed, and speed/crit buffs. Like many things, he's situational, but good in his situations.
Basically 10/10 would jester again
And to also be fair I tend to Critical with final in the situations i can use it more offten than not due to it's Pretty high nearly 20% chance critical chance
Though it is a pretty risky move
and my second boss the swine prince i have no idea what to do against any tips for anybody still following this thread?