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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
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.
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.
i found post by rly smart person
. . .
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.
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.
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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.
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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.
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?