Darkest Dungeon®

Darkest Dungeon®

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Wait, so supplies doesn't carry over after mission?
I can't save keys / food / torches / etc etc?
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Purple Jan 21, 2019 @ 6:39pm 
Nope
McFuzz Jan 21, 2019 @ 6:41pm 
You get a small refund, but it's more worthwhile to buy in small, estimated batches.

1-3 of keys and shovels is probably all you'll need. Aaaand certain classes give you a free shovel or key, but.. Nope! No carryovers!
WickedRequiem Jan 21, 2019 @ 6:45pm 
;_;
I bought all the torches/food/keys/shovels at the store, thinking I'll eventually use them.
The Ogrelord Jan 21, 2019 @ 6:58pm 
Part of the challenge is estimating how many supplies you'll actually need, because they take up inventory space and even if you don't need more space you only get a small refund for them that barely makes a difference at the end of the quest.
Last edited by The Ogrelord; Jan 21, 2019 @ 6:59pm
McFuzz Jan 21, 2019 @ 7:05pm 
Originally posted by WickedRequiem:
;_;
I bought all the torches/food/keys/shovels at the store, thinking I'll eventually use them.
And I'm certain you would; late game runs can put to use literally every single item you can buy from the store in one run, but unfortunately items are only for one run!

If you've only just started, you'd best decide whether to start again now or later; while this particular supply mishap won't have a giant impact on your playthrough in the grand scheme of things, when the uh... Hero related mishaps occur mid game, you'll be tempted to start over with Reynauld and Dismas at Day 1 anyway!
WickedRequiem Jan 21, 2019 @ 7:22pm 
It happened.
Dismas died in the third dungeon because I didn't want to retreat and lose the quest.

He got to 0 hp, and I healed him immediately for 2hp with my cleric.
Then he got hit again and diseased.... and he died from the disease before my healer could cast heal on him again.

Probably going to restart seeing as it was early.

BTW, is there a safe way to leave the dungeon without finishing the quest?
Maybe just return to and walk out from the starting door/room?
Originally posted by WickedRequiem:
BTW, is there a safe way to leave the dungeon without finishing the quest?
Maybe just return to and walk out from the starting door/room?

You can just hit the X in the upper left corner to abandon a run. Each hero will get a small stress penalty, but you will get to keep all the loot you found to that point.
Last edited by Lews Therin Telamon; Jan 21, 2019 @ 7:34pm
Skinny Pete Jan 21, 2019 @ 7:44pm 
It's better to have shovels and not need them than need them and not have them, because you take a huge stress and damage penalty and could get afflicted, not be able to finish the mission, or even get wiped.

Similarly, you could miss a great trinket, a secret room worth 10,000+ gold, and a head trinket by not having a key.

Or you could miss not being able to knock out a locked-in quirk by not having medicinal herbs, something that costs 7,000+ gold to do. Or by not having holy water.

You could die of stacked blights by being on death's door and not having antivenom, bleeds from not having bandages from one of those miserable 10 damage/round crab bites, etc.

Know what you need for any particular dungeon and don't cheap out and get killed.

Unfortunately it's hard to do this early on when you don't have mountains of gold.

My general rules:

3 of each for short
4-5 of each for medium
Whole stack for long

ALL the food. 2 stacks or 3 stacks of torches for medium/long.

4-5 of the special supplies for particular levels even in short, and a full stack or more for medium/long.

These are Holy Water for Ruins, Medicinal Herbs for Warrens/Weald/Cove, Bandages for Cove above Apprentice (crabs), Antivenom for Weald (Fungal Artillery can stack nasty blights).

About the only supplies I don't take much of or don't take any at all is Laudanum which is mostly useless. I maybe take one or two, sometimes, and usually throw it away first and wonder why I bothered.
Last edited by Skinny Pete; Jan 21, 2019 @ 7:47pm
The Ogrelord Jan 21, 2019 @ 8:08pm 
Originally posted by Skinny Pete:
ALL the food. 2 stacks or 3 stacks of torches for medium/long.
I find you can get away with having less food than that generally, and even less depending on the area. You can use Medicinal Herbs on various curios (Warrens: Food Table/Body Wagon, Weald: Animal Corpse, Cove: Dead Fish) to get food fairly reliably on top of other loot while saving some gold on provisions. Generally though I go 1 stack on short, 20 Food on Medium, and 28 Food on long quests.

For torches I find you don't need that many either, I find you can just use 1 1/2 stacks of Torches on medium quests and 2 1/2 stacks of Torches on long quests if you time your Campfire(s) well since Light always gets put back to 100 after a camp unless you used certain camping skills.
WickedRequiem Jan 21, 2019 @ 8:53pm 
Originally posted by Skinny Pete:
It's better to have shovels and not need them than need them and not have them, because you take a huge stress and damage penalty and could get afflicted, not be able to finish the mission, or even get wiped.

Similarly, you could miss a great trinket, a secret room worth 10,000+ gold, and a head trinket by not having a key.

Or you could miss not being able to knock out a locked-in quirk by not having medicinal herbs, something that costs 7,000+ gold to do. Or by not having holy water.

You could die of stacked blights by being on death's door and not having antivenom, bleeds from not having bandages from one of those miserable 10 damage/round crab bites, etc.

Know what you need for any particular dungeon and don't cheap out and get killed.

Unfortunately it's hard to do this early on when you don't have mountains of gold.

My general rules:

3 of each for short
4-5 of each for medium
Whole stack for long

ALL the food. 2 stacks or 3 stacks of torches for medium/long.

4-5 of the special supplies for particular levels even in short, and a full stack or more for medium/long.

These are Holy Water for Ruins, Medicinal Herbs for Warrens/Weald/Cove, Bandages for Cove above Apprentice (crabs), Antivenom for Weald (Fungal Artillery can stack nasty blights).

About the only supplies I don't take much of or don't take any at all is Laudanum which is mostly useless. I maybe take one or two, sometimes, and usually throw it away first and wonder why I bothered.

Wow, thanks for the info
JtDarth Jan 22, 2019 @ 1:20am 
Originally posted by WickedRequiem:
Originally posted by Skinny Pete:
It's better to have shovels and not need them than need them and not have them, because you take a huge stress and damage penalty and could get afflicted, not be able to finish the mission, or even get wiped.

Similarly, you could miss a great trinket, a secret room worth 10,000+ gold, and a head trinket by not having a key.

Or you could miss not being able to knock out a locked-in quirk by not having medicinal herbs, something that costs 7,000+ gold to do. Or by not having holy water.

You could die of stacked blights by being on death's door and not having antivenom, bleeds from not having bandages from one of those miserable 10 damage/round crab bites, etc.

Know what you need for any particular dungeon and don't cheap out and get killed.

Unfortunately it's hard to do this early on when you don't have mountains of gold.

My general rules:

3 of each for short
4-5 of each for medium
Whole stack for long

ALL the food. 2 stacks or 3 stacks of torches for medium/long.

4-5 of the special supplies for particular levels even in short, and a full stack or more for medium/long.

These are Holy Water for Ruins, Medicinal Herbs for Warrens/Weald/Cove, Bandages for Cove above Apprentice (crabs), Antivenom for Weald (Fungal Artillery can stack nasty blights).

About the only supplies I don't take much of or don't take any at all is Laudanum which is mostly useless. I maybe take one or two, sometimes, and usually throw it away first and wonder why I bothered.

Wow, thanks for the info
Darkest Dungeon could very well go by the tagline of 'there is no such thing as overprepared'. Sometimes a surplus of food to chug can be the only thing keeping your tank alive, other times those extra torches turn out to be a godsend because the game spawned a ton of shovel piles and you only had the one.
RopeDrink Jan 22, 2019 @ 2:18am 
Food wise, you can't account for how much you might need to backtrack (extra hunger tiles) - some dungeons force it while others don't, which means un-forced dungeons will only have the minimum amount of food-checks, but those annoying C or U shaped dungeons where you start in the center give you absolutely no choice but to backtrack and risk hunger. Food is also more valuable to low-healing or no-healing groups compared to full support groups, so I typically aim for 3 hunger checks in Small (4x3=12, but there is a chance for more and/or chance heroes may need some spare healing, 16-18 being a well-prepared number.

Two full stacks for medium and three for long as the longer the dungeon, the more chances of an issue or mistake happening - less so in the Weald and Warrens as you can often generate spare food via herbs using beast-corpse and meat-wagon (but you'd be wise not to 100% rely on this).

Whenever gold is sparse I will typically only worry about food and shovels, followed loosely by whatever other consumables tend to suit that dungeon, typically prioritizing herbs (non-combat) or bandages (combat). Anti-venom is my least used combat consumable, which isn't saying you won't get blighted a lot, it's just a personal choice based on playstyle.

Whenever gold is of no concern, my general rule is to grab 2 of each consumable for a small dungeon, 3 of each for a medium and 4 of each for a long, region dependent - eg. you don't really need anti-venom as much in the ruins, much like you don't need as much holy-water for the weald - however, herbs are great to have for every region.

Torch-wise I take 4 torches and spread them out but that's me not caring about torchlight. For a newcomer I'd recommend 6-8 to maintain 75%+ torchlight for the vast majority of it to keep things as easy as possible while learning. For larger dungeons you can also consider using camp-fires as pseudo-torches seeing as they will completely refresh the torch, so if you are running low on light and are nearing a point where you'd like to heal/destress/buff-up, time to think about camping.

Of course, everyone has their own way and every region/dungeon will be variable - you can't accurately predict how much X and Y is the 'perfect amount' due to random factors, but with enough practice you will fall into your own groove and figure out what amounts suit YOU the best.
Last edited by RopeDrink; Jan 22, 2019 @ 2:24am
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Date Posted: Jan 21, 2019 @ 6:22pm
Posts: 12