Darkest Dungeon®

Darkest Dungeon®

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Blinkybubs Apr 9, 2019 @ 3:43pm
Extra Class Mods.
Are the extra Class Mods reputable? and do they work well?
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Showing 1-10 of 10 comments
Skinny Pete Apr 9, 2019 @ 3:54pm 
I haven't seen a single class mod that by itself (without some weird interaction with another mod) breaks the game. They're generally very high quality.

If you mean are they compatible with the game itself? Mostly, they are. Some of them are massively OP and can break the game if misused (but the game can be broken using exploitative strategies available in vanilla).

For the most true to the actual game, I'd recommend all of Marvin Seo's mods. These are just nearly perfect and The Sisters class is almost a piece of art demonstrating what it is possible to do with the existing game mechanics.

Modmakers have generally been really good about not deliberately breaking the game and if anything, most of them actually make the game more difficult if you use them.
PalmTree Apr 9, 2019 @ 4:21pm 
Originally posted by Skinny Pete:
I haven't seen a single class mod that by itself (without some weird interaction with another mod) breaks the game. They're generally very high quality.

If you mean are they compatible with the game itself? Mostly, they are. Some of them are massively OP and can break the game if misused (but the game can be broken using exploitative strategies available in vanilla).

For the most true to the actual game, I'd recommend all of Marvin Seo's mods. These are just nearly perfect and The Sisters class is almost a piece of art demonstrating what it is possible to do with the existing game mechanics.

Modmakers have generally been really good about not deliberately breaking the game and if anything, most of them actually make the game more difficult if you use them.


This is generally true. There's a few I've heard about that are OP but none of the ones I've personally used break the game in any way.

I'd also like to recommend the Exorcist, Slayer, Werewolf, and Snake Charmer. All of them are pretty fun to use in my opinion, and most of them fit in pretty well with the game's theme and art style.
Last edited by PalmTree; Apr 9, 2019 @ 5:47pm
Carbo Apr 9, 2019 @ 5:54pm 
The Monk and the Homunculus are also pretty good.
madzero Apr 10, 2019 @ 8:51am 
i would like to add marvin seo's
Blinkybubs Apr 10, 2019 @ 12:47pm 
Downloaded some, How to I enable them? Do some cancel out others? and is there a list of which work together and those that don't somwhere?
PalmTree Apr 10, 2019 @ 1:00pm 
Originally posted by Blinkybubs:
Downloaded some, How to I enable them? Do some cancel out others? and is there a list of which work together and those that don't somwhere?

Most class mods won't have any conflicts with each other. I've never encountered any conflict bugs myself and I've never heard of any happening to other players, either.

On the main menu there should be a button shaped like a hammer to the right of your save file. If you click on that it brings up a list of all the mods you've downloaded, and you just have to check off the boxes next to the mods in order to enable them. Just know it only enables them for that specific file.

Also, if you have any patches for your mods, like the Librarian's optional patch or the Wraith's Bounty Hunter Gameplay patch for example, make sure you drag them to the top of the mod list above the class mod itself.
Last edited by PalmTree; Apr 10, 2019 @ 1:03pm
Blinkybubs Apr 10, 2019 @ 4:13pm 
Im am getting this error after installing my class mods,

Assert Failed:

(pReturnMonsterBrainClass !=nullptr)

AI::MonsterBrainClassLibrary::GetMonsterBrainClass inmonster_brain_class.cppline675

No monster/brain/class/with/id:chrono_aberration_B


Anybody got any advice for me? what version are we?
Steve Johnson Jul 18, 2020 @ 5:42pm 
I'm getting this same error. Can someone please explain why this is happening? It's preventing me from playing the game.
Blinkybubs Jul 18, 2020 @ 6:13pm 
There is a limit of Mods for this game around 100. There are way more Mods than that so you got to play with it.
Panfilo Jul 21, 2020 @ 11:47am 
Here's the class mods I've played with:

Exorcist: Kind of underrated, seems a little underpowered until you learn how to work him to your advantage. His main gimmick is having a very strong stun that knocks the target back and slows them, great vs cultist or fungal groups. He works well built around a mark team and vs unholy or eldrich. Kind of a weak hybrid of Vestal, Houndmaster, and Occultist. Main downside is his heal is weak (though it does clear stun and horror).

Acolyte of the Sun: Really strong, especially with other modded heroes. Can heal over time which is more useful than a single big heal (and it will trigger BEFORE bleed/blight so you can't die from DoT as long as you have restoration active on the target). Her ranged attack is really strong for a healing support class. She can remove an action off an enemy target (not stun, but straight up deny them an action that round) which is extremely good vs bosses, and likewise has a Buff that gives an ally an extra action in exchange for stress and -speed. If you just stick with one gimmick it's not too bad but using all her tools does get pretty crazy because she ends up being like 4 decent heroes in one with her skills.

Exile- A more versatile counterpart to the Crusader. A lot of fun, has riposite, a powerful backline attack, aoe and armor pierce and an instacrit vs marked ability. He also gets these neat command abilities that can move allies around and give very brief party buffs. His trinkets are very balanced in my opinion, they encourage you to make him specialized toward a specific role.

Cataphract- probably the most balanced one I've seen. Either a rank 1 support or a rank 4 ranged, the flexibility means a lot of trinkets work well with him. Main weakness is that he's rather limited in rank 2 or 3 so you want to build a team that can keep him in his ideal position.
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Date Posted: Apr 9, 2019 @ 3:43pm
Posts: 10