Darkest Dungeon®

Darkest Dungeon®

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WickedRequiem Jan 28, 2019 @ 11:58pm
What determines successful odds of escape from a battle?
Got cocky.
Brought Dismas to a boss fight (8lb cannon)... and forgot to unlock the move sets on the new party members with him.

Long story short, got destroyed... but I really wanted to save the highwayman.

Tried "escape from battle"... and it actually worked in a boss battle.

Did I just get incredibly lucky?
Or are boss battles easier to flee than others?

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Showing 1-6 of 6 comments
Purple Jan 29, 2019 @ 12:03am 
Afflictions make it harder to flee from combat, but that's the only one I know of, other than that its just rolling a die
Its more than a dice roll, Its playing the dice game with Davy Jones. You win, you get to keep your characters for now, you lose and he takes them to the locker.
No One Jan 29, 2019 @ 5:24am 
The base chance of running successfully is apparently 70%, and 5% extra every time it fails. Bosses or lack thereof has no effect. As per muffinman, certain afflictions can block a successful retreat.
Last edited by No One; Jan 29, 2019 @ 5:26am
Benny Jan 29, 2019 @ 7:19am 
It is always easy to run from combat (or even better before) apart from final dungeons, that is what makes the game easy on the normal difficultites. You can always get away, people only lose men when they are too stubborn to run when odds are bad.
Last edited by Benny; Jan 29, 2019 @ 7:20am
RopeDrink Jan 29, 2019 @ 9:14am 
You can run from any combat situation (bosses, trash, doesn't matter) after the first round - when successful you are placed in the previous room and your party suffers stress. This means you have to be careful if you get extremely stressed and try to run from a battle - it's possible to flee combat to try and 'save' someone only to suffer a heart-attack (or gain afflictions) due to the added stress that retreating causes, so be careful.

I won't pretend to know the actual figures so I'll assume No One is correct by saying you have 70% chance to successfully flee 'combat'. If it fails, you have to wait until another hero has their turn and try again until you are successful.

You can also flee from any dungeon entirely and quit the quest any time you are out of combat. There is no cost for doing this in normal dungeons, though you will lose a hero by doing this in the Darkest Dungeon or the Hamlet/Brigand event. In the Crimson Court, entry requires "Invitations", so while you can quit with no consequence, re-entry will be blocked until you have at least one invitation to use - this is to prevent quit-scumming seeing as progress isn't lost when you leave the Court, unlike normal dungeons or darkest dungeons.

Any dungeon that treats retreat differently will give you a popup on the embark screen, so when that happens, read it before you head in so you know the risks.
Last edited by RopeDrink; Jan 29, 2019 @ 9:15am
Skinny Pete Jan 29, 2019 @ 11:38am 
Originally posted by RopeDrink:
You can run from any combat situation (bosses, trash, doesn't matter) after the first round - when successful you are placed in the previous room and your party suffers stress. This means you have to be careful if you get extremely stressed and try to run from a battle - it's possible to flee combat to try and 'save' someone only to suffer a heart-attack (or gain afflictions) due to the added stress that retreating causes, so be careful.

Or the hilarious thing where you end up with cascading heart attacks.
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Date Posted: Jan 28, 2019 @ 11:58pm
Posts: 6