Darkest Dungeon®

Darkest Dungeon®

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Saica-Fox Jan 5, 2016 @ 8:33pm
Recommended provisions early on?
just starting out for first few weeks what should i take with me to dungeons?>
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Showing 1-11 of 11 comments
Weird_Butt62 Jan 5, 2016 @ 8:48pm 
Only take food (8-12 for a short, 20-24 fir a nedium) torches and a couple shovels. You can save a ton of gold by bringing a plague doctor and using battlefield medine.
h0b0king Jan 5, 2016 @ 8:49pm 
I would recommend a key or two for the ruins - specifically because you need heirlooms.
Morrtanius Jan 5, 2016 @ 9:03pm 
ALWAYS at least one shovel and a stack of torches. For short runs, I prefer to take 8 units of food and some medicinal herbs if I head for the Warrens or Weald, to cleanse corpses and acquire additional food.

For medium runs, I take a minimum of 16 units of food, preferably 20. For long runs, at least 24 units.
Succubus Alice Jan 5, 2016 @ 9:51pm 
Originally posted by Morrtanius:
ALWAYS at least one shovel and a stack of torches. For short runs, I prefer to take 8 units of food and some medicinal herbs if I head for the Warrens or Weald, to cleanse corpses and acquire additional food.

For medium runs, I take a minimum of 16 units of food, preferably 20. For long runs, at least 24 units.

Thanks, that help me alot.
White Shadow Jan 6, 2016 @ 5:11am 
For Short runs I usually take about 8-10 food, 8-9 torches (I try to always stay in radiant light), 2 shovels, and some meds/bandages, depending on the dungeon (Cove enemies deal a lot of bleed, so more bandages there, whereas for Weald more anti-blight meds).

For Medium runs - 16-18 food, ~11-12 torches, and the rest is the same.

The rest of the money can go on keys, holy water, and herbs, depending on the dungeon. Herbs are useful for Weald and Warrens a lot where most interactable things have diseases. Holy water is good for Ruins. Key can be handy anywhere really since you can come across locked chests anywhere.

I never really do the Long runs and wouldn't recommend them if you're still in early game.
Balgin Stondraeg Jan 6, 2016 @ 5:31am 
For a short run I'd recommend 8 food, 6 torches, 2 bandages & 2 shovels. If it's for the Ruins consider adding 1 holy water and maybe 1 key. For the Warrens I'd take 2 medicinal herbs & 1 anti venom instead of the holy water. For the Weald I'd take 1 medicinal herb & 2 anti venom. For the Cove I'd simply take an extra bandage or two.

For medium runs add an extra 8 food, 6 torches & 1 shovel. (perhaps 2 if it's the Weald where shovels are needed slightly more often). You might want to increase the other supplies slightly but not by much.

I haven't quite worked out how much I'd take on long runs yet as I haven't done them often enough to get used to the ammount of provisions I take. I know that taking another 8 food and 6 torches on a long run is too much so it's somewhere between the two.

6 torches is good on early runs as it allows you to gather resources, resist stress and build up your starting heroes and settlement. Afterwards you can start taking less torches on runs.
pi73r Jan 6, 2016 @ 5:36am 
Short: max 10 food, max 6 torches, shovel. Ruins: keys/water. Weald and Warrens: herbs, antivenom in warrens also may be okay. Exra shovel may be ok for weald if you wanna play safe.
Medium: max 20 food, max 14 torches (though after early game I think it's overkill, really depends on luck). Also depends on mission. Sometimes I end up with like 0 food and sometimes mission can be completed without spending any ressources (especially some bosses)
Haven't done too much long (though they are worth it, especially lvl 1 ones). For last 1 I went with 24 food and I think 20 torches and it was enough with the findings.
Last edited by pi73r; Jan 6, 2016 @ 5:39am
Nequis Jan 6, 2016 @ 6:29am 
In Wealds the extra shovel is almost a must since even in short runs it's not uncommon to run into 3 obstacles for short,4 for medium-long.
algothi Jan 6, 2016 @ 10:50am 
My standard supplies for Short/Med/Long runs are:
12/24/32 food, 6/8/12 torches, 2/3/4 shovels, 1/1/2 of each supply item

Then I add items based on where Im going:
For the Weald: +1 shovel, +2 antivenom
For the Cove: +2 bandages, +1 Herbs (for coral)
For Warrens: +1 herbs (for moonshine!), +1 torch (for scrolls)
For Ruins: +1 holy water (Confession booth Stress heal)

Then I add or remove items based on my Party:
-2 torches if I am bringing a Vestal (Dazzling light adds +6 torch each use)
+1 Bandages if I am bringing an Occultist (safety first when dealing with the black beast)
-1 Bandages\Anti-Venom if I bring a PlagueDoc (Battlefield heal)
Jimbos Jan 6, 2016 @ 11:33am 
Well some advice I can give, would be try to match up some of the things you take from provisions, based on the areas. You also gotta keep in mind some character quirks, especially negative ones, that could get your guys hurt, or traps.

I usually bring certain provisions based on the areas I'm going to, so I can get extra treasures. I usually dont base what I bring, on what enemies I'm going to face, just on what extra treasure I can get from curios usually. Which in turn usually makes your dungeon run much smoother, by providing more things you need. It's the most basic thing to do, but in a pinch you can usually use the things you bring along to turn a bad situation around as well, even though you might miss out on some treasure, you'll keep someone alive.

All Areas (Short)- 1 shovel, 12 food, 6-8 torches. Always go higher on food then you need to, it can get you out of a bad situation, and turn it around. You can vary in the amount of torches you take, but I'd never go below 6. Double up every time you go to a longer dungeon.

(Medium) - 2-3 Shovels, 24+ food, 12-16 torches. Always factor in the max food req for your camp, so you can get the max benefit from it. Don't forget, your camp will bring you back to full light as well. So don't waste torches if you're planning to camp soon.

(Long) - 4 Shovels minimum, As much food as you feel necessary, and factor in double camping. Always go max food on your camps, for max bonuses. That ends up being 20+ food just to get the max benefit out of your camps. Bring as many torches as you feel you need for your journey, based on how much darkness you can stand, and the full re-light your camps will bring.

Amounts below are based on short length dungeons. Add as necessary due to dungeon length. Double up per length, if you're unsure yourself.

Ruins - Always bring at least 1-2 key, and 1-2 holy water. The curios here usually revolve around those. Keys for locked things obviously. Holy water for the confession booth and altars. Shovels can also bust certain curios here, if you find youself short on keys. Do not underestimate holy waters use here with the curios. If you don't find a use for it, feel free to use it on your characters, to help mitigate some damage. Herbs can also be of use here, sometimes rarely though. Bring 1 cleansing herb if you feel you might run into a lab or iron maiden.

Weald - I always bring a combo of anti-venin, bandages, keys, and cleansing herbs. Cleansing herbs can help you find food from animal corpses. Keys, you use on locked luggage usually. Bandages will protect you when searching certain tree stumps, and anti-venin will protect during the search on the webbed stumps. Extra shovels can help here, for digging up graves, if you have them. Bandages also come into play for searching the mummified corpses, and dealing with the bandits and cultists that can cause bleed frequently.

Warrens - Bring plenty of cleansing herbs here. By plenty, I mean at your discretion. It'll help get rid of really bad debuffs, and also help cleanse rotten food, and old beer kegs. It's by far the most important thing here. Bandages can help when searching the knife racks. Holy water can sometimes be of use here, but not as often as in the ruins. Always bring at least one key. Burn scrolls you find with the torch to get rid of bad quirks on characters.

Cove - Bring a ton of shovels. Plenty of things can be smashed open here, such as the chests, and oysters. Don't smash the round relief thing though, or it's bad news for you. Bring lots of bandages. Not so much for searching things, but for the massive amount of bleed enemies have down here. It's one of the few times I'd recommend an item based on enemies in the area. Cuz them bleeding you is almost going to be a 100% occurance. Bring some holy water for the various altars you're going to run into. The cthulu looking alltars appear to be more common in the cove, for w/e reason. Herbs are also ultra helpful here. Use them on the coral you find to get rid of negative quirks. Use it on the rotten fish corpses for food.

Remember food is always useful, even if you get it in abundance. Don't be afraid to use it to heal up after fights, or if you have plenty of extra. It'll make your journey much more manageable. If you're near the end of a dungeon, or the room before a boss fight, eat up, and use items that you can, to insure a better outcome. If you end up with to much food, don't feel bad about throwing it away if you're desperate for treasure, and you don't have many more rooms to explore.

Don't forget your shovels. Like, ever.
algothi Jan 6, 2016 @ 12:03pm 
You also gotta keep in mind some character quirks, especially negative ones, that could get your guys hurt, or traps.

This is an excellent point. Having 1 or 2 members with Stress Eater or Tapeworm can be disastrous on medium or long missions if you bring just enough food for a normal run. 6 food per hunger event adds up quickly, especially if you end up needing to feast at camp.
Last edited by algothi; Jan 6, 2016 @ 12:05pm
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Date Posted: Jan 5, 2016 @ 8:33pm
Posts: 11