Darkest Dungeon®

Darkest Dungeon®

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DrakenKin Apr 20, 2018 @ 5:26am
(new to the game) rule of thumb for provisions?
What provisions should i bring depending on the area? ruin / weald / warrens

I know each one has his preference, but i just need a rule of thumb i can use for now until i know the game better and can decide for myself. It's always a headache deciding what to take since i have zero experience with these dungeons.
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Showing 1-8 of 8 comments
Mazile Apr 20, 2018 @ 9:02am 
Food, torches, shovels must be always in your inventory
Antivenom mostly required in wealds and warrens
Bandages mostly in cove and warrens, less in other two
Herbs are situational, cos remove battle debuffs good on helion, jester and leper, but have some good curio effects in wealds and warrens
Holy water mostly as curio applier or if you will need to buff resistance to bleed, blight, debuff and move
Tbh, until veteran dungeons you don't need that much consumables, only base 3
Bandages and antivenom can be replaced by plague doctor, but you will lose his turn during battle and occupy his ability slot
J-12 Apr 20, 2018 @ 9:05am 
There is a common trinket that just removes need to eat from character. Get 4 of them and you can basicly forget about food.
Other than that, there is probably some guy with 3k+ hours on this game who can give even more bizarre advice.
But usualy, i take all provision for long ruins, stack and 4 for warrens and cove long (bring 3 clensing herbs to work with corps piles and dead fishes), one stack of food for weald (again, 3 herbs to use on some animals corpses). Unless you have to heal with food after each fight, you should be good with this setups.
Last edited by J-12; Apr 20, 2018 @ 9:05am
LaserGuy Apr 20, 2018 @ 9:26am 
Originally posted by Draken:
What provisions should i bring depending on the area? ruin / weald / warrens

I know each one has his preference, but i just need a rule of thumb i can use for now until i know the game better and can decide for myself. It's always a headache deciding what to take since i have zero experience with these dungeons.

Good rule of thumb is 12 food, 8 torches, 2 shovels for short, 20/12/3 for medium and 28/16/4 for long. This is assuming you don't use food for healing at all. If you do, then you'll want to bring extra. For medium/long missions, you should always bring at least one key.

For other supplies, I do something like like: 2-4 holy water, 2-4 keys, 1 herb for Ruins; 2-4 herbs, 2-4 bandages, 1-2 antivenom for Warrens (more antivenom is needed at Champion here), 2-4 antivenom, 1-2 herbs and 1-2 extra shovels for Weald; 2-4 bandages, 2-4 herbs and 1-2 extra shovels for Cove.
aardvarkpepper Apr 20, 2018 @ 9:54am 
Originally posted by aardvarkpepper:
i looked up some guides to link to but they were trash. so i was sad. :steamsad:

Provisions in general:

Multiply by 1/2 for short, 3/4 for medium, leave as is for long. Round up. If you feel weird, add 1 or 2 or 16 or whatever as you like.

Ruins: 3 holy water, 2 herb, 3 shovel, 3 skeleton key
Warrens: 3 bandage, 3 herb, 1 holy water, 2 skeleton key, 1 torch. You have good odds of getting more food.
Weald: 3-4 antivenom, 3-4 bandages, 1 herb, 2 holy water, 3 shovel, 3 skeleton key
Cove: 3 antivenom, 4 bandage, 3 herb, 2 holy water, 3 shovel, 2 skeleton key

Yes, I wrote to bring a torch to Warren on a dark run. Warren has a curio that removes a negative quirk when you use a torch; Cove has a curio that removes a negative quirk when you use herbs.

For food, 8 food for short, 16 for medium 24 for long. That's like, the minimum-ish, use more if you're not confident your healers can keep pace.

You can round up or down as you please, or as your knowledge of an area permits.

For example, it's not the worst thing to have mildly stressed out characters go to the ruins, because there are often curios in the ruins that reduce stress if you use holy water. It's not the worst thing to go to the warrens without good healing, because you can often find curios that let you put in herbs and get out food.

Also of course if you want to do stuff like use Hellion's self buff/debuff then use Medicinal Herbs to remove the debuff, well then you bring more of whatever.

BTW a caution - the above assume you generally know the monsters, the obstacles, the curios in the area, and that your party is equipped to handle everything. The items listed basically handle curios, and situations that can get a bit out of control if you're not careful.

If you don't know what you're doing yet, then things can change a LOT. Like if you go to warrens without a plague doctor or at least two healers, you will probably need more bandages. If you go to cove without a pretty serious party, you'll just die. If you go to ruins, that's the least dangerous in general, but your bleed skills won't do much against the undead that are common in the area. Etc. etc.

==

For no-light runs, it's not so much a matter of provisions, it's about keeping stress down, and for that besides starting with pretty stress-free characters, be able to deal good damage to enemy back ranks (and/or have back rank stunning) and you have to pretty well know what curios do what. You put the wrong thing in the wrong curio, or you just stick your paw in there without using the right item, and blammo, +25 stress, your character fails a resolve check and becomes Abusive, then yeah okay that's just not good.

Now yeah if you do no-light runs maybe you bring a little more food or whatever but hey. Mostly it's about keeping stress down.

One thing you can try for a no-light run is to use torches, which sounds weird, but basically you cruise along with light until you see a curio, then you douse the lights, open the curio, then move on a bit, then before you enter an unscouted room or corridor section light a torch so you have less chance of being surprised. Or if you run into monsters that deal stress, you light torches so the stress damage won't be bad then after enemy stress dealers are dead douse lights again.

i found post by rly smart person :steamhappy:

. . . :steamfacepalm:

ok anyways that quoted post was quoted out of context. for the OP some comments -

1) the quoted numbers are based on approximations accounting for curios specific to different dungeons, *and* monsters specific to dungeons.

2) quoted numbers assume a pretty decent team that can kill/stun enemy rear rank stress dealers. but if you do not have an "ideal" team then change your provisions. bring laudanum against stress if you doubt your ability to neutralize enemy rear ranks quickly, if you doubt your healing bring more, food for healing, more anitvenom and bandages to prevent damage to your charcters

3) feel free to change the provisions if you want,

4) When difficulty changes, the recommended provisions also change. generally bring more food and more damage prevention to higher level dungeons.

Mind, I know you want to keep things pretty simple not have a friggin encyclopedia. So use the quoted numbers as a rule of thumb, then adjust freely as you see fit.

aardvarkpepper Apr 20, 2018 @ 10:04am 
o ya other comments -

ruins is pretty easy and if you bring holy water, you can randomly find curios that may reduce stress by 30. which is pretty amazing. also ruins doesn't inflict a lot of blight or bleed especially at lower levels. so the provisions requirement is light, the stress management is nice, ruins is nice in general.

warrens has a buncha diseases. diseases can be bad news. while you're getting a feel for the game sure okay have fun go exploring, but in the long term if you make expeditions to warrens have a way to deal with disease - ideally a character that can treat diseases with a camping skill, and run a medium+ length dungeon so you have the opportunity to use that camping skill.

weald inflicts its share of bleed and blight and has a buncha obstacles. it's mostly not a huge deal if your party is relatively strong, but once you hit harder dungeons you start seeing new stuff and then weald can be icky if you're not prepared.

cove is deadly. make sure you have a pretty decent party or don't even waste your time.

==

I forget but I think weald and cove both have curios that affect quirks. or was it warren and cove? anyways yeah those are nice and can save you a lot of gold.

==

also, even with new characters often you can make runs with no torches. Just walk on until the light fails, then keep going. And yes, your characters will take a bunch of damage and stress and a couple might die but if you have new characters that you haven't invested gold into for equipment, skills &c, and especially if the new characters have bad quirks that would cost more gold to treat, just use them up, let them die, then dismiss the stressed out survivors and get new ones from the stagecoach.

Lower light gives better rewards, so this works out okay. Low light, more rewards, you get dead or stressed heroes but so what? they weren't important.

But later on after you've put some more serious gold into your characters and you want to protect that investment, then you bring a few torches, more food, more provisions, etc. because once you have an investment in some characters you don't want them to die or get afflicted or whatever.
DrakenKin Apr 22, 2018 @ 4:46pm 
Really good info here, thanks a lot!
DrakenKin Apr 25, 2018 @ 12:06am 
Originally posted by aardvarkpepper:
Originally posted by aardvarkpepper:
i looked up some guides to link to but they were trash. so i was sad. :steamsad:

Provisions in general:

Multiply by 1/2 for short, 3/4 for medium, leave as is for long. Round up. If you feel weird, add 1 or 2 or 16 or whatever as you like.

Ruins: 3 holy water, 2 herb, 3 shovel, 3 skeleton key
Warrens: 3 bandage, 3 herb, 1 holy water, 2 skeleton key, 1 torch. You have good odds of getting more food.
Weald: 3-4 antivenom, 3-4 bandages, 1 herb, 2 holy water, 3 shovel, 3 skeleton key
Cove: 3 antivenom, 4 bandage, 3 herb, 2 holy water, 3 shovel, 2 skeleton key

Yes, I wrote to bring a torch to Warren on a dark run. Warren has a curio that removes a negative quirk when you use a torch; Cove has a curio that removes a negative quirk when you use herbs.

For food, 8 food for short, 16 for medium 24 for long. That's like, the minimum-ish, use more if you're not confident your healers can keep pace.

You can round up or down as you please, or as your knowledge of an area permits.

For example, it's not the worst thing to have mildly stressed out characters go to the ruins, because there are often curios in the ruins that reduce stress if you use holy water. It's not the worst thing to go to the warrens without good healing, because you can often find curios that let you put in herbs and get out food.

Also of course if you want to do stuff like use Hellion's self buff/debuff then use Medicinal Herbs to remove the debuff, well then you bring more of whatever.

BTW a caution - the above assume you generally know the monsters, the obstacles, the curios in the area, and that your party is equipped to handle everything. The items listed basically handle curios, and situations that can get a bit out of control if you're not careful.

If you don't know what you're doing yet, then things can change a LOT. Like if you go to warrens without a plague doctor or at least two healers, you will probably need more bandages. If you go to cove without a pretty serious party, you'll just die. If you go to ruins, that's the least dangerous in general, but your bleed skills won't do much against the undead that are common in the area. Etc. etc.

==

For no-light runs, it's not so much a matter of provisions, it's about keeping stress down, and for that besides starting with pretty stress-free characters, be able to deal good damage to enemy back ranks (and/or have back rank stunning) and you have to pretty well know what curios do what. You put the wrong thing in the wrong curio, or you just stick your paw in there without using the right item, and blammo, +25 stress, your character fails a resolve check and becomes Abusive, then yeah okay that's just not good.

Now yeah if you do no-light runs maybe you bring a little more food or whatever but hey. Mostly it's about keeping stress down.

One thing you can try for a no-light run is to use torches, which sounds weird, but basically you cruise along with light until you see a curio, then you douse the lights, open the curio, then move on a bit, then before you enter an unscouted room or corridor section light a torch so you have less chance of being surprised. Or if you run into monsters that deal stress, you light torches so the stress damage won't be bad then after enemy stress dealers are dead douse lights again.

i found post by rly smart person :steamhappy:

. . . :steamfacepalm:

ok anyways that quoted post was quoted out of context. for the OP some comments -

1) the quoted numbers are based on approximations accounting for curios specific to different dungeons, *and* monsters specific to dungeons.

2) quoted numbers assume a pretty decent team that can kill/stun enemy rear rank stress dealers. but if you do not have an "ideal" team then change your provisions. bring laudanum against stress if you doubt your ability to neutralize enemy rear ranks quickly, if you doubt your healing bring more, food for healing, more anitvenom and bandages to prevent damage to your charcters

3) feel free to change the provisions if you want,

4) When difficulty changes, the recommended provisions also change. generally bring more food and more damage prevention to higher level dungeons.

Mind, I know you want to keep things pretty simple not have a friggin encyclopedia. So use the quoted numbers as a rule of thumb, then adjust freely as you see fit.
I've been using this list as a guide. It has been good.

One thing however, sometimes on the warren i get obstacles to clear, sometimes even 2 of them in the same (short! or medium) dungeon, that list doesn't mention shovels. Is it a mistake or was i just very unlucky?
Gin-chan Apr 25, 2018 @ 1:04am 
Just wanna add that Imo food costs are mostly negligible and I always bring all the food I can. You can never be too careful XD. As for the other stuffs everyone else has already given good advice :D.
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Date Posted: Apr 20, 2018 @ 5:26am
Posts: 8