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Also, always keep your cursed and your healthy guys seperated, if you put them in the same facility the curse will spread.
Also also, you might have to abandon quest if your party runs danger in loosing members, but that only if you realy want to keep everyone alif and care for them.
Some people keep all their heros and maintain them through the sanatarium. You can save money for deseases by using camping skills in medium and long runs.
Others ramp up the "experienced heros" option on the coach as fast as possible and dismiss everyone who has too many really bad quirks to replace them with new ones from the coach that rea already upgraded.
Both strategies are valid and on radiant you have enough gold to keep things going even when you spend the occasional 5k on a negative quirk that's become crippling.
You can save a pretty penny by removing bad quirks via some curio interactions.
Diseases, on the other hand, are pretty severe. Removing them isn't all that costly, though.
When a hero with mostly bad quirks maxes out on stress and you want to save a little money, ditch him or her.
Locking good quirks is not advisable in early game. If you really want that, you might want to look for quests in Weald that give you "Caregiver's Convention" - that makes Sanitarium free from all costs for a week.
Hope this helps.
If you limit yourself to only removing really deleterious quirks, and do it before they're locked which increases the cost about fivefold, it shouldn't be a huge drain on your resources.
Don't let anyone with forced interaction quirks (ones like curious, bloodthirsty etc.) party with an antiquarian. In order to get the benefit from her she has to be the person to interact with a curio, so party members with those kind of quirks can really ruin the benefits of using her.
There are zones that are particularly good for removing negative quirks for free:
The cove and the warrens. Using torches on the scrolls in the warrens or herbs on the eerie coral in the cove removes a random negative quirk, even if it's locked. Always take herbs to the cove!
Granted though I got very lucky by having my first Ancestral Trinket,which I got very very early (thank you Shambler), be the Map,so I kinda had the funds due to secret rooms and other benefits like stress heal from traps.
And I also min/maxed and was very carefull,like switching trinkets to make the character with most stress disarm the trap safely with the map.
And I got most of hamlet upgraded and completed the Darkest Dungeon somewhere between 60-70.
And I activated the dlc near the end so I had to spend a couple weeks on dealing with mosquitos and stuff(not because I had to,but because I wanted).I probably could have completed it between 50-60.
I also didn't loose any characters until the final battle,but even if I had I would have still had enough for all the DD missions as my rooster was pretty much full of champions with locked in positive quirks for DD missions like Eldritch Hater.
So yeah,caring is good for ya.Especially since it's an investment that pays off even if it ain't too obvious.Like being able to cleanse curios because no one has a negative quirk associated towards it thus gaining back the lost resources through extra loot.
The system basically favors caring for your people,but that also depends on your experience and ability to evaluate risk & reward,either by going for curios or evaluating what negative quirk NEEDS to be removed and what can stay forever/is not that hindering on gameplay for now.
And the sanitarium is also pretty much mandatory for me in conjunction with higher lvl heroes from stagecoach as they have sooo many negative quirks in exchange for their higher lvl.It's like getting a stray dog,you need to give him ALL the flu shots before you even let him into the house(dungeon).
Like for example people fascinated with corpses are really bad if you go into weald/warrens as you can't get food cheaply from carcasses thus you have to prepare accordingly,but not a real issue in ruins because there aren't any food curios there.So removing a bad quirk like that on someone with many ruin specific positive quirks should not be your highest priority as you will use him in ruins anyways for now.
With experience you will sooner or later go the route of caring.It's more beneficial and actually faster for gameplay in my point of view,but for beginners not.So don't get too fixated on the "Don't care" strategy.Once you feel familiar with the game ramp up the difficulty maybe and start investing in characters from the beginning.
Like, will there be a point in which I can't go into the Small/Medium dungeons anymore because the areas have simply become too powerful from me jerking around?
The key to avoiding this is to have a large stable of heroes you can rotate through, so that most of your guys are still doing apprentice or veteran and their upgrades aren't insanely expensive. With these guys you can save up money to equip your high level guys.