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Minimum 12 torches and 2-3 shovels on short, 16-18 and 3-5 on medium, 20-22 and 6+ on long runs
If you want maximize loot output take 3-4 herbs and 2-3 keys all the time
I'm rarely taking any consumables except food, torches, shovels and keys on low lvl runs
On champ difficulty i may take a pack of bondage or antivenom depending on territory
I admit that it's nice to have a stack of herbs with you all the time
So if you need gold throw away anything besides shovels, torches, keys and food
Shovels can be safely thrown away if you complete dung or you don't see any blockades
One key should always be in your inventory in case you find secret room
If you will soon complete quest or have completed it you may get rid of torches
Food should stay with you till the very end swap it for treasures if you are leaving dung after taking last loot
Open map_generator.darkest in a text editor
Here you'll be able to see the exact amount of curios spawned for each dungeon.
Food - 1 stack plus 4 to 8
Shovels 2 - 4 Cove and Weald use shovels
Bandages, Green pots, water, keys - 2 ea
Torches - 8 plus maybe 2 more
Herbs - at least 4 maybe 6
I prioritize the heirlooms over gold. I will then keep room for stacks of gold and trow away cheap gems. I throw away supplies when the value of the treasure item surpasses the cost of the supply item. I keep food shovels and torches for last.
Once you git gud, you can use your Hero's combat and camp abilities instead of supplies.
You said you keep the treasure if it's superior to the value cost of the supply, but isn't that wrong since that supply could pottentially unlock even better treasure from curios? Take the keys for instance, even compated to a full 2500 gold stack, it could unlock a secret room that gives you 3x treasures worth 3500+ each.
Ruins: Keys 2/3/3, shovels 2/3/3, Holy water 2/3/3(S/M/L)
Weald: Key, Shovels 2/3/4, Bandage & Anti Toxin 2/3/3, Holywater 1/2/2, Herbs 2/2/3
Warrens: Bandage 2/2/3, Herbs 2/2/3, Shovels 2/2/3, Key
Cove: Bandage 2/3/4, Shovel 2/3/4, Herbs 2/3/4, Key
Tip 1: Don't hoarde items, I am still addicted to hoarding and it is detrimental, and it will also be in the space and you'll throw it away if not used, so don't be afraid to use things if you are that kind of person.
Tip 2: Gems priority when inventory is full: Royal Tapestry 5.5K > Collector drop 3.5K > Ruby 1.25Kx6 > Diamonds 1Kx6> Emelard 750x6> Onyx 500x6> Gold 1.75K/2K(Antiquarian), Jade 375x6> Citrus 250*6
Gold accumulates much faster than any of the valuables
Tip 3: Early game starting priority: Focus on Deeds and Portraits, high value heirlooms you need it for your hero upgrades,ie Black Smith & Guild, the rest are low priority before upgrading them.
Take everything you can, you need it early on.
Tip 4: Supply value priorities, Shovels 25gx4 > Keys 20gx6 > Herb, Bandage, Antitoxin, Holywater 15gx6 > Food & Torch 5gx12/8
(best reccomended to swap for Heirlooms or Valuables as they are far more value)
Tip 4: Trinkets sell values over certain gems or gold
Trash Gold Value: Ultra common, 750g not worth Nabbing unless you're early on as everything counts
Over Supplies: Common 1125g
Over gold: Uncommon, rare 1750g/2250g
Over Onyx: Very rare 3750g
Over Diamonds: Ancesteral(you wouldn't sell them would you?) 7500g
Firewood uses up a slot, doesn’t stack, and camping requires extra food. So never camping and dropping firewood immediately saves a few slots.
Generally, heirlooms take priority over trinkets and gold. Gold is relatively plentiful, and gold investment or trinkets can always be lost to an unlucky Crit string. Heirloom upgrades, however, are forever. Might have some leniency for the perfect trinket (blasphemy Vial, for instance), or for an heirloom not needed for your next desired upgrade.
Sometimes, if not everyone walking in had trinkets, you can free up space by giving them trinkets you picked up along the way.
all:key
short:8 food (12 if you want to be safe) 1-2 shovels 8 torches.
medium:16-20 food 2-3 shovels,12 torches.
long: 24 food 3-4 shovels 16 torches.
ruins: extra key,holy water,herb.*
weald:bandage,antivemon,holy water,extra shovel.*
warrens:banadage,holy water,herb.*
cove:herb,extra shovel,bandage.*
*amount depends of length
You can keep gems, but unless you have an actual actuary running the numbers for you, you'll lose more when you accidentally don't pile them up than the marginal gains you can get. E.g. don't think of a stack of onyx as worth 2500, think of it as worth 750 more than a stack of gold. Meaning one trip where you only stack up to 2 costs you two trips where you manage to stack up to five. You will about break even over time, unless you never make a mistake. Like, maybe it's okay to stack mid-tier gems on long champion dungeons IF you can start the stack early. I think gems mainly exist just in case you have to abandon early; your inventory will be less unfull than it would otherwise have been.
However, it is very worth using the quirk-clearing curios. Bring extra torches to the warrens, and a stack of herbs to the cove (or most of a stack for shorter runs). Trying to bring holy water for the tentacle idol isn't worthwhile, no matter how annoying it is to hit one without it. As a bonus, the cove herbs can be used for fish and countering the trap, since you have it anyway.
I also bring bandages for non-apprentice cove, due to the crab. Otherwise, it's not hard to heal through DOTs, at least in the light.
One of the things you can do is bring a jester and simply heal through shovel checks. You'll want to throw away shovels second-last before torches, but otherwise only throw them away if you've already hit as many shovel checks as there can be or you've already scouted the dungeon and can see there aren't any left. I generally end up throwing torches away on the last fight only.
Each dungeon has a primary heirloom drop. Normally I don't bother stacking anything except crests and the primary drop, unless I'm really desperate. Ruins = busts, warrens = portraits, weald = deeds, cove = crests. If I'm having trouble deciding, I math out a stack of heirloom as worth 1750 gold, as that's the opportunity cost. So if I have a marginal stack of gold (or gems if I've been playing around) at the end of the dungeon, and I'm troubled about whether to throw it away for more portraits, I can do the math and work out which is (likely) best.
I always bring all the food. You can get away with 4 less than all the food, though.
*Exception: shorter apprentice dungeons won't max out your inventory. However, the loot level is so low that the supply items don't pay for themselves. In other words, still never bring supply items.
P.S. For ruins it's 2 shovels short, 3 medium, 4 long. For warrens you can often get away with 1-2. For weald you need 3, 4, 5.
no it's forward-thinking because who knows if game will change, if you use mods, bla bla
ehhhhhhh
ok i don't actually have to burn u with fire
but curios are also good for everything from damage buffs to stress removal to trading herbs for food to bla bla. curios are good mkay
don't think they're JUST good for quirk manipulation
@op: run the numbers on curio generation, draw up table with list of curios and required items, create projected list, adjust for risk preference, party composition, and dungeon monster composition
you can establish a baseline, but your final provision loadout needs to vary based on play practices, party composition, monster composition, other factors
for example, say you run . . . arbalest, houndmaster, grave robber, bounty hunter. the party can perform not-too-badly against enemy shuffles, houndmaster is bleed so won't do well in ruins normally, healing is pretty character-specific so unreliable, no protection-type guard like man-at-arms, and stress healing is unreliable.
now let's say you run a long dungeon. well what with the vagaries of probability you want to bring max food for sure, see? but if you run a short dungeon then going 8 food is not necessarily out of the question IF you have upgraded weapons and armor and stuff (but only then perhaps), or even if it's a non-champion dungeon then enemies aren't as difficult. then too things change if you're going low-light or dark run.
saying "always bring max food" or other out-of-context advice - well you really have to think on it. if you want to make a serious run with high-level characters then max food is a good rule of thumb because you already have so much gold spent on characters at that point you're just protecting your investment. on the other hand, if you're running a bunch of **** and basically you don't care if they get stressed out or die even so long as you complete the mission, max food is just a waste of money.
==
also in beginning you want more heirlooms, at end of run you want more gold
i woulda wrote a guide that is kewl that explains everything but ehhhh I dunno just can't get excited about dd
but - as you should know if you looked at the lists - it varies.
like in ruins, let's say you have holy water. well it's not unusual in ruins to use holy water to impart -30 stress and other benefits I think perhaps. so if you want some cheap stress heal that doesn't take a character out of action for a week, then you hold on to your holy water.
in weald there's obstacles all over the place and if you don't have a shovel when appropriate isn't it damage and stress all around plus loss of light? so again, if you've done the whole dungeon then yeah okay shovel won't be used in the last room so hey at that point - why not. or maybe you could take a risk if you've explored *most* of the dungeon. but you don't throw away shovels early in weald ever, because it's just damage and stress down the line, in all likelihood.
so basically water, shovels, whatever - it's a question of where you are in the dungeon (if later in dungeon less chance you'll need it down the line), what your priorities are (if you reallllly want sttress relief without using a week in the cloister or tavern like let's say you're reliant on a PD - then holding holy water a bit longer than you would otherwise might get you a stress heal) etc etc
-On short dungeons, you want to take basically all loot that is dropped and interact properly with every curio. These are the only areas where you aren't likely to max out your inventory.
-In other cases, you should generally take only the favored item for the area beyond the supplies you'd normally use anyway. (Holy Water/Keys for Ruins; Herbs for Warrens; Shovels for Weald; Herbs for Cove).
-What to discard is more an art than science. Generally you want to discard the lowest value item you have, noting that "value" must include dungeon survivability as well as loot. E.g. two bandages in Champion Cove is probably worth more than a stack of Crests unless you're right near the end. Generally, you want to discard small stacks of things, or reduce stacks that can be consolidated (e.g. if you have three torches and can use two and discard the third). Once you're down below the obvious choices, then mostly it becomes what will maximize the total value of the run... this depends a lot on what you want to get out of it. If you're looking mostly for Deeds, well, then keep Deeds preferentially.
-Generally, you should take gold over gems if you're near the end of the run and the gem stack is considerably smaller than a gold stack. On medium and especially long runs, focus more on gems, aside from citrines and maybe jades. In Apprentice level areas, you aren't likely to find too many rubies or sapphires unless you're playing on low torchlight, so keep that in mind when collecting these.
-Remember that you can always backtrack and pick up curios later. Especially near the end of the dungeon, this can help finish up your last 1-2 inventory slots that are holding your food/torches/shovels/camps. If it isn't too inconvenient to do so, taking the secret room at the very end of the dungeon is very handy. Taking the secret room too early will put you tight on provisions and you'll end up less productive.
-Never get rid of shovels unless you have scouted as far as you need to. Likewise, never give up your last stack of food unless you are planning on leaving immediately.