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Each hero’s abilities can only be upgraded once per run, increasing its sheer numerical effectiveness and offering bonus effects. Instead, certain combat encounters offer “Mastery Points,” a shared resource that you spend at Inns. Upgrade the Plague Doctor's Ounce of Prevention abilityĬharacter progression in Darkest Dungeon is shockingly simple, relative to other RPGs. So setting him back to third or even fourth rank as a starting position is a valid strategy. Leading with Dismas' Duelist Advance activates counter-attacks when he's next targeted, and moves him forward one space. That party was unable to target the backline well, and my run ended pretty quickly.Īnother trick is noticing that some characters, like the Highwayman, have a strong opening ability that moves them in the lineup. Don’t be like me and try to swap in the Hellion for the Grave Robber without changing anything else. Your party should ideally have a tank, a healer, two damage dealers, and the ability to target each enemy position. Of the starting characters, Man-at-Arms belongs in one of your front two rows, the Highwayman in the other one, while the Grave Robber and Plague Doctor should form your back line. You can see most of his abilities require him to be in the front three rows of my party, and they largely affect the front two rows of the enemy line. Above the abilities, the respective size of the pips indicate my Man-at-Arms’ overall strength. The yellow dots indicate where he has to be positioned to activate this ability, and the red dots indicate the locations in the enemy lineup he can target.
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In the above screenshot, you can see I have the Man-at-Arms’ “Hold the Line” ability selected. Abilities and their potential effects rely both on your character’s position, as well as the enemy’s. The four-character lineup is a Darkest Dungeon signature. Understand positioning and build a complimentary party The desperate theme of Darkest Dungeon 2 will make you want to horde stuff like food and money, but as the narrator reminds at several points, that stuff is meaningless if you don't use it. If your inventory is full, you won't receive these free items. I recommend keeping at least one open inventory slot at all times, which will allow you to receive items from the aforementioned road debris. I found Darkest Dungeon 2 to be very generous with combat consumables and even more so with items only usable at inns, so it absolutely pays to use them with abandon.Īlso, carriage space is probably going to be a premium for you throughout your run. It’s a free action to use an item in combat: your hero can still move or use an ability after using an item like healing salve or laudanum. If anything I found it easy to focus on my heroes’ abilities and forget to use combat items. There’s no need to be precious with consumables in Darkest Dungeon 2.
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Use your damn items! (And keep 1 inventory slot open.) If you notice two heroes’ negative relationship meter getting high, it’s worth it to lower their stress levels and look for consumables to improve their affinity at the next inn. Positive relationships are fragile, whereas negative relationships are quite difficult to reverse. Some of the negative relationships are “Resentful,” “Tumultuous,” and “Hateful.” These result in negative status effects, as well as a high chance of stress gain between both parties. Positive relationships include “Amorous,” “Respectful,” or “Inseparable,” and contribute buffs, combat assists, and surprise heals, again mostly at the behest of RNG. When it maxes out, positive or negative, it forms a bond between the two heroes in question.
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Combat actions, overt choices, and the ever-present RNG contribute to a relationship meter between each member of your party. Stress builds on stress snowballing into greater catastrophe, with one of the most important consequences being your party’s group dynamic. When it rains in Darkest Dungeon 2, it pours.
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