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Note: I have absolutely no mods that change gameplay in any way, or add new classes. They are all visual.
I've been attempting to play the game for the last 3 days.
That would have been good to know before I wasted all of my time. I guess I'll try again. I had been taking holy water and keys with me but they NEVER got used and I couldn't figure out what the point of bringing them with me was so I just stopped buying them because I assumed they were a waste of money. They should probably explain this better in the tutorial.
1. Stop restarting. Perhaps the most common beginner mistake people make is restarting the game when things take a turn for the worse, their favorite Leper dies etc. Just keep going, you can't actually lose in this game unless you play on the hardest difficulty. The heirlooms you bring back to the hamlet can be used to permanently upgrade buildings and the money should be spent on heroes that aren't trash. Losing ♥♥♥♥♥♥ heroes doesn't matter since the stage coach always brings new future corpses.
2. Retreat from the dungeon if things are going horribly. The quest will fail but as long as at least one hero made it out alive you get to keep everything you collected. If you're short on money you can always just send in four lvl 0 heroes and collect as much loot as possible until you are forced to retreat. When you return kick out the stressed out lvl 0 wimps and recruit fresh ones to do it again if you need to.
2. If you struggle to complete even the early dungeons you must be doing something very wrong. My guess is either your party comps are poorly made, you don't target the right enemies first or a combination of both. When you make a party make sure you have heroes that can hit the backline. The stress dealers who are usually in the back are generally more dangerous than the enemies that deal regular damage so target them first. If you can't kill them, stun them or pull them to the front where they can't use their stress attacks. For example, the Bone Courtier will only use a weak knife attack if he's pulled into position 1.
3. Bring the right provisions. Always bring at least one shovel to a short dungeon and at least 8 food. Bring a lot of torches to make things easier, bring few if you want more risk but also more rewards. Depending on what dungeon you're heading to different items are more useful. For example, you won't find much use for bandages in the Ruins but they're much more helpful in the Warrens or Weald since there's enemies there that cause bleeding and curios that you can use bandages on to get a guaranteed reward.
Edit: I recommend upgrading the stage coach first so it'll always bring four new heroes. More heroes means more options and you're more likely to get classes that aren't in your barracks yet. Give every class a try to see how they tick and then build parties that work out for you. Some classes are better suited for certain dungeons. The Jester for instance causes bleeding with two of his attacks which is less useful in the Ruins due to most enemies there being skeletons but works well in the Warrens due to many enemies there having low bleed resistance.
Red Hook intentionally designed them to be weaker combatants compared to the rest, yet despite that, they are far from 'useless'. Some of the higher Endless scores involved double Antiquarian, and veterans have no problem stacking them in 2's or 3's for standard content. Their damage leaves much to be desired, yet their projection is good, they have a serviceable heal, are good for funelling damage towards people using Riposte -- and have some dodge synergy (if you are that way inclined).
On that note, yes, stacking Antiquarians also stacks the increased gold-per-stack value.
https://steamcommunity.com/sharedfiles/filedetails/?id=1095632035
https://steamcommunity.com/sharedfiles/filedetails/?id=1095632449
83k total profit from a veteran dungeon with three Antiquarians.
https://steamcommunity.com/sharedfiles/filedetails/?id=1093276854
If you are a new player, however, then I wouldn't recommend taking more than one seeing as their intended weaknesses will drag you down if you aren't sure how to cover the gaps.
2. you arent losing darkest dungeon., and heroes are free. so just dismiss any rubbish you have, attachments are bad in this game first levels.
The thing is, that you are never given a key on the old road unless you are exceptionally lucky while looting the curios in the hallway (The only time I ever got a key, Reynauld stole it!!!)
The game is full of horrible design choices, that make the game excessively new-player unfriendly. And this is one of them.
My suggestion is to watch lets plays of the game before taking on the game yourself.
Also, reading this is a good idea
https://darkestdungeon.fandom.com/wiki/Expeditions_Guide
Not only does it give you a rough idea of how much stuff you need to take into the dungeon; if you click on the names of the dungeons, it'll send you to a page that has all of the answers to what Provisions you need to use on what Curio (As well as listing what things can happen if you interact with curios by hand)
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It's also worth noting that you get way more treasure in low-light (Hover over the torch icon at the top of the screen for a tool-tip on that) but is also way more dangerous, and at 0 light, you have a low chance of encountering a mini-boss.
You can game the system by snuffing out the torch at the very end of a dungeon, and then backtracking to pick up loot that you intentionally left behind so that you could loot them in 0 light. If any new enemies spawn, they will appear on your mini-map, so it's a pretty low risk strat, with the main concern being food. Bring max food (Rounding down to a multiple of 4, for obvious reasons) if you plan on doing this.
Unfortunately, when your heroes get hungry is determine at complete random. So it's hard to tell how far you will be able to backtrack with enough food. (They also get hungrier if you backtrack in the dark) But they will NEVER get hungry more than once per hallway. So you can allow for one meal per hallway if you don't want to take ANY chances.
Interestingly, there was a time when the Old Road chest had a marginal chance of being opened without a Key, though this was fixed at one point or another.
Keep in mind that lack of hand-holding is a thing, yet it tells you enough to get a general idea.
The design was obviously to point out that not all curios -- however inviting they look -- lead to positive results. You loot an empty camp for goodies then loot a chest scripted to unleash a trap (which comes with an on-the-nose warning about the whole thing being suspicious -- and thankfully, only applies a DoT when you can just walk out of the dungeon and ignore it).
The preset dungeon that follows contains a much broader scope for learning interactions -- Holy Water usable in the Fountain (whilst being stuck with a hero who forcibly provides 1x Holy Water before the dungeon), keys, shovels, hunger checks, and so forth.
If you're going to spoil anything about Darkest Dungeon as a new player, most will tell you to read up on Curio Interactions. There's a huge number of them and it can take quite a long time to commit every curio (and all their possible interactions) to memory. Alas, they are one of your best sources of income (outside of knowing how to actually manage gold properly), which makes it all the more crippling if you have no idea how to use them.
At least they added the mini-feature which labels provisions you've previously used in curios before so that you can get a refresher of what transpired by combining them. There was a time the game didn't have that, so it was pretty much all muscle memory (or research).
Until you learn the icons yourself, they're quite simple:
Handful of gold = using X provision on Y curio granted you treasure.
Green Plus-Sign = using X on Y granted you a heal.
White Stress-Sign = using X on Y granted a stress-heal.
Black Stress-Sign = using X on Y stressed you out.
And so forth. Just keep in mind that various curios have more than one possible interaction. If you choose not to read a curio guide, then... Well, you'll have to rub everything on everything until you learn them all.
https://steamcommunity.com/sharedfiles/filedetails/?id=1536168939
Generally, I've got a mental list of stuff I bring to a dungeon, sorted by location. For a Short Ruin run, I typically bring: 12 food, 8 torches, 3 shovels, 3 herbs, 2 keys, and 2 holy water. It's fairly rare that I can't safely open most curios in the run (some don't have a safe item, and a few just aren't safe to touch at all). For a Medium run, I bring an extra 8 food, 2 torches, and maybe an extra key and holy water. You kinda learn how to scale your supplies after a while, it takes experience and a fair memory.
I even accidentally summoned a void miniboss thing when I put a torch in a curio. (For the life of me I can't remember what the curio was or the miniboss name but I'm sure the veterans of the game have somewhat of an idea of what I'm talking about.) And I managed to beat it without even having a character reach 100 stress, much less get down to death's door or have a heart attack. It's genuinely not that hard if you play defensively and don't try to ultra greed every dungeon.
Honestly 70% of whether or not you'll do well comes down to careful preparation and making sure your team is equipped for the dungeon you're trying to tackle. While there is a lot of overlap in terms of strategies there are some things that re unique about each are that you'll learn as you go, but overall many times a dungeon is won or lost before you even close out the supplies window. If you're not playing with any DLC, a few good starting comps are:
Vestal - Plague Doctor - Crusader - Hellion:
Vestal backline support can potentially give you two healing options (single target or full party), PD can provide great damage over time (bleed/blight), a small heal with the ability to cure blight/bleed, and a single target stun/shuffle OR double backline stun which is great for delaying those back line stress dealers or shuffling them out of position. Crusader is just solid jack-of-all-trades type. Stun, great front line damage, heal, and a stress heal. Lastly, Hellion is a great front liner, as she has a double target front line stun (combine this with PD's backline and you can potentially deny the entire enemy team a turn while crusader/vestal get some free damage in), solid front line damage, a move option in case she gets shuffled, a self buff, and ways to hit every single enemy unit. The versatility in what she can smack is honestly underrated at times.
Occultist-Highwayman-Jester-Man at Arms:
Occultist has some nice debuffs, marks, and a 'heal' (high risk high reward, basically heals 0-12hp and has a chance to inflict 1 damage of bleed for 3 turns). Highwayman has great mobility with both point blank shot and his reposte attack which moves him forward and give him the ability to counter attack. His gunshot also does more damage to marked enemies (which the occultist can do with one of his debuffs). Jester can also shuffle around with some of his moves, as well as use team wide buffs and stress heals. All of his moves also buff his Finale skill, which does MASSIVE damage to a single target if he's in the front line and sends him back 3, but can only be used once per battle (great for long drawn out bosses). Lastly, Man At Arms has some decent buff abilities, a guard to protect the squishies, a reposte, a stun, and is great as just soaking up damage.
While they might not exactly be optimal builds, there's enough synergies in there to get you by your first few dungeons. Another few basic tips:
- Make sure your team can hit every row of enemies, and can use most if not all of their abilities from the position they're in (rng in the beginning might make it hard to use ALL abilities since some are locked, which makes unlocking the guild so you can buy all the abilities you'll need on each character VERY important).
-Make sure you are bringing enough supplies. You'll want at least 8-12 food for short campaigns if you're still learning, 8 torches, and depending on the area you're in either a few antivenoms and/or bandages is you aren't running a plague doctor (and they can't exactly hurt even if you are).
-You can use food to heal slightly. Right click to the food/provisions with the character you want healed selected. They will only eat maybe 3-4 times before getting full, and it only heals for about 1-2hp per ration but it still helps in a pinch if you have someone on death's door or something.
-When it doubt, bail. If you see your stress hitting over 150 in a mission on characters, get wrecked early in the dungeon in the first few fights, etc, abandon the quest. Bring back the loot you have on you and use it to upgrade, and send a new party out while the rest recover stress. The entire game is essentially about risk assessment and knowing when to cut your losses, and sometimes its better to err on the side of caution.
-Don't get too attached to party members. While the game isn't 100% RNG garbage, there are times where the roll of the dice just decide 'You know what, ♥♥♥♥ that guy in particular' as your slowest character gets triple-crit into oblivion after taking out their backline stress dealer with your other characters. ♥♥♥♥ happens, but grinding back up isn't too hard, especially early in the game. Even later on it's not TOO bad (until you have to go from lvl 5-6, Champion dungeons are just a whole other beast in terms of difficulty curves I still haven't completely mastered). Things WILL go south, heroes WILL die, and while it's TECHNICALLY possible to do no death runs, it requires incredible amounts of game knowledge, and copious ammounts of luck to make it out of the first few weeks where the game is at its most RNG reliant, and a little bit of luck along the way should things go awry like an unlucky crit or an important stun not landing when you REALLY need it to.
Just keep pushing forward, don't restart, and start to get a feel for when to cut your losses. Honestly the whole curio thing isn't AS essential as some people make it out to be (I STILL don't know or use half of the curio combos and I just recently beat the base game. Eventually you start to figure out which ones are even worth risking and which to just ignore).
By myself, every time my runs started to reach resolve 5/6 my teams were simply wiped out, so far i didn't even finished the game.
If you want some advices:
Make more expeditions with high level on torch light to avoid stress (there's a ratio of stress and chance of bad quirks in the end of expedition, something like [25 +(number) x 0.25] where number is your current stress when you end an expedition.
Don't make all or nothing heroes (focusing everything in one hero), i did it sometimes and i rage deleted at least 2 saves because of this.
Don't activate Crimson Court DLC from start, wait most of your characters to be resolve 2 at least to make that. The persistent event that happens until your first Crimson Court run will give a constant penalty to stress relief in town.
Look the quirks of your heroes before a run, it matter a lot.
My special experience --> i tend to focus always on items that raise scout chance. Scout is gold in this game. It can reveal hidden rooms that gives you lots of gold and good accessories and enemies revealed by scout will not surprise you, no matter the level of torchlight.