Darkest Dungeon location. Darkest Dungeon: Locations and Dicks

In this guide, you will receive tips on the passage of certain locations: Ruins, Bowl, Reserve, Bay. And also, what we take with you and what enemies you will be waiting for you in location. Locations and what to take with you:

I recommend First, get acquainted with the guide in the heroes (their pros and cons) and how to kill bosses (who is better to take).

Locations and what to take with you:

What to take in ruins?

  1. a slight amount of shovel, because there are few walls here;
  2. a couple of herbs for iron virles and alchemical machines;
  3. if you compare with other locations, here you need slightly more keys under closed sarcophages, showcases and chests;
  4. several vials of holy water for a stronger baff from altars, cleaning thoughts in confessional and purification of urns. Again, the bottles in this location will go up much more than in other places;
  5. for the absence of good heale, bandages are required. Otherwise, you will be raised with heretics.

Ruins are the easiest region - here a large number of altars that buff your squad, the opponents are not allowed. however, you need to be extremely careful with skeletons with knives and crossbars.

Stress leaks pretty much.

  • Books are better not to touch. Altars open with holy water, and the trunks keys. The enemies are not bleed, so it is meaningless to take such heroes. Ideally enters the crusader.

What to take into account?

  1. more shovel, because they will need for the excavations of the graves;
  2. since there are dogs to impose bleeding, without bandages can not do. Also, they will be useful to examine the panties with the web;
  3. nourish antidote, because there is a strong etching from Mutants' Mushrooms. Also in antidia need hemp trees;
  4. more herbs and food;
  5. multiple keys for chests or a couple more antidote pair (capable of acting on dug and family chests);
  6. since there are practically no occult objects here, holy water is not useful.

Pretty complex region, opponents have a strong resistant to the poison, but weak to debuff, bleeding, movements and mills. If everything is not correctly applied, there are no harmful subjects. If the mushroom is an artilleryman put a label on one of the heroes, then the zombie mushrooms, otherwise the characterized character will die quickly.

What to take to the reserve?

  1. if you did not take a plague doctor with you, then without bandages, you just do not survive. Will also be useful for stands with weapons;
  2. two or three shovels, except for the walls, there is nothing to dig here;
  3. more grass to get a buff from the barrels with alcohol and from the carts to catch fire;
  4. an antidote as desired, since nasty worms appear not so often;
  5. a couple of vials of holy water, since occult objects and bunges and bones are periodically fall;
  6. more torches, because they often come across the scrolls that are burned and thus get rid of the hero from unwanted perks;
  7. 1-2 keys under the chest.

A simple region - besides disease, the opponent does not hang anything. The composition of the detachment can be chosen as desired, passes by everyone. The only wishes are to make the lagging focus on distant positions and control the neighboring.

What to take in the bay?

  1. a large number of shovel, here many walls + shovel are needed to open chests with shells and corals;
  2. the grass is as bigger, there is a "shaggy coral", soothing nerves, and the remains of fish. In the bay, as a rule, half of the reserves are spent on the removal of debaf from traps;
  3. bindings are extremely necessary, in particular, when we are veterans-champions. Here are crabs-dicaries, which their "arterial plop" impose bleeding from which you can die for a couple of moves. Or take a plague doctor;
  4. holy water and Antiwar are not needed at all. A totem that can try, is extremely rare. Antioot can be useful only to reduce stress on a puddle with a skeleton;
  5. 1-2 keys for family chests.

A complex region, since the group is a big stress and damage. It is not necessary to use anything on the round altar.

Darkest Dungeon Hyde.

Darkness comes the Lord, and if you have not captured torches with you, hope that your clings are sharp, and the armor is strong, because sometimes one strike is enough. Darkest Dungeon is going to experience your strength, your nerves and your will, are you ready to make strength to exit the winner of hundreds of deadly fights? Tightly press your hands and clap your heroes on the shoulder, each fight may be the last for them. Now we will talk about how to facilitate this winding dark path you are going to go. We will provide you with a tool covering your path in the darkness - "Darkest Dungeon Hyde".

The meaning of the game is to defeat evil. This path is difficult and, if you have not yet lost your partners, collect the will in the fist, the loss of comrade here is not uncommon. In war as in war.

To go through the game, we will need to close a number of dungeons, defeated them bosov. Ruins, catacombs, bay, forest and garden (new DLC), all these locations carry us a number of tests that we must pass, carrying the light in the depths of the darker dungeon ... In principle, you can go in the dark, but it is most often suicide.

To access the boss, we need to perform a number of tasks, such as room inspection (90%), battle in all rooms, cleaning altars, grain collection, etc.

Dark dungeon is dangerous not only for physical health. Do you like horror movies? What is the worst thing in them - almost an invulnerable creature? I would venture to suggest that the worst thing is to go on your knees and wait for the arrival of death. It is our will be able to save us in difficult situations, and the loss of control is most often leading to an inevitable death, so we will try to keep yourself and our guys in their hands.

We also have to deal with diseases, because these places are far from harmless. The hero who can not shy away from the shock - the dead day before going to the campaign.

Now let's talk about how to go through the game and how guide can make life easier for us.

To maintain a cross campaign in Darkest Dungeon, we need two things - good equipment and money.

Choosing tasks, it is worth preferring the themes in which you can find artifacts that improve your main abilities, such as wealthy treatment.

The following are monetary missions. Monetary missions, these are those in which you can endure as much expensive trash, which will then have to treat back.

This game is not from those in which it is worth trying to reduce the time of passage, because some errors are able to discard you on the clock. The fact is that some important artifacts that can be critically important to passage can be lost by the death of the team. The chance of loss of the mission with a reward in the form of the right artifact is, but it is not great.

Passing the tasks, we will receive objects whose importance is difficult to overestimate. For example, the ability of vadilla treatment can be increased by 60% using several items.

Monetary missions

To get a maximum of money from "cash" missions in Darkest Dungeon, we have to take with you to Antiquar's road. Its influence on the group is simply amazing. If she examines the caches (it should be inspected), it finds valuable relics. The cheapest costs 135 coins (if I'm not mistaken), but there are a lot of such items. There is a chance to find a valuable statuette, whose cost is more than 1000. In addition to these items, it increases monetary capacity from 1500 to 2000 coins in the cell that you can endure.

The payback lies in a weak character who almost does not know how to defend, but there is a way to significantly improve its effectiveness. Warrior is able to counterattack the attacks of the enemy. If Antikvar "hides" behind the warrior, the latter has the opportunity to answer any weapon raising him. Hires of Antiquary also increase the protection of the target ally, so protection can be at a very high level.

Of course, the use of the Warrior is not necessary. At the simple levels of the enemies of tolerant, and you can cope with them with almost any group, but the leakage (heil) must be necessarily.

In monetary missions, antiquarian has a primary (albeit passive) role, and heil secondary. In any other Missions, Hil is the most important link. There are many fighters with their own treatment or a small imaginary allies, but the basic treatment has a witness and sorcerer.

The witness is able to treat a whole group and a certain character in focus. In additional skills, it can apply a good damage to undead and stun, although some artifacts can worsen a stunning chance.

The sorcerer has a strong treatment for focus, but can cause bleeding. In some, especially unsuccessful cases, bleeding can be accidentally summarized, while the effect of treatment may be zero, since its ability implies treatment in the range of 0-14.

To be honest, there were missions in which the drugs did not take at all (there was not enough people). Sometimes it was possible to survive, but, in principle, it was suicidal missions, so the leak should always be.

In addition to Antikvara and Heil, we need two fighters. You can select them individually for each specific location. For example, if you go to the bay, then you need those who can apply poison or bleeding. This is done so that the opponents with high protection do not rejoice too long. Temporary damage does not reduce the protection of the character.

There is a significant limitation for DD (from the words of Damad dealer, which implies "applying damage") companions in Darkest Dungeon. Significantly increase the yield of the rods can find a hidden room. This room is not always in your current dungeon. It is possible to find it only with the help of the critical exploration effect. This means that one or both DD should improve the chances of intelligence. Improve the chances of detection can both objects (whistle of the trainer) and the action in the camp.


Above in the guide, we talked about the universal team, but not everything is so simple. Each character as instast is developing their skills. These may be positive improvements, by type of applied extra damage. There may be insignificant, for example, improving the chance of stunning for a character, in principle, deprived of this ability. Also, negative, increasing stress damage from certain characters, in certain zones or obsessive thoughts (forcing the character to perform some uncomfortable actions).

If you have characters that increase the chance of intelligence, take them. The improvements of 30% are quite enough for the correct passage of the dungeon in order to find the room, but you can and not be limited to this figure, the main thing that the damage of the group is not too suffering.

You have to choose long dungeons. It is assumed that in a long time more chance that the room is. Even if you won't find it, along the way, the antiquarian is selected a very heavy bag of shaking.

Long-term dungeons also allow the use of survival abilities that can increase your chances of exploration and combat efficiency.

The priority in Darkest Dungeon's cash missions should be given the tasks in which the rooms need to be viewed, because then you can avoid unnecessary fighting, while collecting the whole interesting lie.


With some objects can be interacting very effectively. For example, on an alchemical table, if you use herbs, you will receive a reward with a 100% probability. You can read these useful bonuses in other articles. Unfortunately, it is difficult to verify the correct number of items you need with you, so sometimes we have to throw a couple of valuable stones to fit the jewel.

Household or how to contain fighters

The big animal of heroes will be you by the way, since each of them can get an improvement in reconnaissance or battle. Also, a great chance that they will be wounded and are unsuitable for the subsequent battle, so the replacement will always come by the way.

Decide the battleship style and the team you prefer. Groups can be absolutely different, so the choice is huge. I somehow saw a group of fasteners, so there is something to think about.

You can treat your heroes and give them a rest, and you can drive out without a revelation. Treatment may be too expensive, just do not drive those who still be useful or those whose care is less profitable. For example, if the cost of education of the Yunsa is equal to the cost of treatment of veteran, then the choice is not so simple.

It makes sense to improve buildings intended for recreation and treatment. So you reduce the amount of gold consumed, which is useful to affect the need to often go to the raids for money.

Cooking the guys to battle is carefully and neat. Decide with whom you can donate to defeat Bosa, and who are regret. Thus, you can keep the most important characters and their property, because Darkest Dungeon does not forgive mistakes.

First of all it is worth improving armor characters. Improving armor allows, in addition to improved health, better protection, so your characters will more often dare from shocks.


Secondly, it is worth improving the skills. When improving them, you can more accurately use the abilities, also increasing damage or other properties.

Improving weapons increases basic damage, and since it is not all actively using weapons, the effectiveness of this improvement is not so lost.

Survival skills are able to give you some extremely important advantages that your journey will make it easier. These advantages may not be so significant in the early stages, but in the hikes on the bosses they are simply necessary. It is impossible to give a second chance, because you will have to pay for it "long".

With the new DLC, the construction of special buildings was added. Their cost is very large, but some advantages are worth it. To be honest, at first glance, only the one is particularly important, which increases the resting time, since it is very often lacking hours for better training.

Hunting for bosss

In each instrument, Darkest Dungeon has several bosses. After victory, their levels increase. They become stronger, but their tactic does not change. The easiest way is to break through one each of the dungeons. In other words, it is easier, gradually pumping, disclosing ruins. Then, after the murder of all bosses, you can inquire about, say, catacombs. It is a pity to donate high-level characters, so if it makes sense to use them, save. Perhaps you even get excavated your elite fighters if the means allow.

Get ready for the attack on the city, this is the only opponent who can get you surprise, so be prepared. Learn the tactic and leave a group of the house, ready to act in the first call.

Against each Bosa you must know the tactics in advance, the benefit of tactics speak at all corners of the Internet. If you are a supporter of your own experience, then be prepared to escape, or spend the training fight to determine all the advantages and weaknesses of the enemy.

The key to success in this guide is thorough preparation. Use all the available funds, because the loss of an important person will be expensive to you. Before the fight, relax and improve the characters in battle in battle. If you are very neat in movement on an instrument, you can try to raise the abilities in advance to take part in several fights, it will not be superfluous ... If your company is quite prepared. In these battles, it is possible to treat comrades, which will help you to the final battle, and the superfluous does not exist.

Strategy of passage

Immediately one of the most important things - take care of the Tamannik! Do not burn the torch of the night, if not ready to meet with what awaits you, because from there you can not escape! In this battle, I lost several artifacts that collected within five to ten hours, do not repeat this error, it cost extremely expensive. Darkest Dungeon knows how to present mortal surprises, not knowing about which you can lose a noticeable share of progress.

Before starting active actions, it is worth purchasing artifacts that can increase your chances of survival. The list of artifacts can be found on the Internet. As already mentioned above in the guide, some objects are the way. Unfortunately, it is extremely many subjects here, and the locations on the contrary. In addition, you may simply find suitable fighters to masse the necessary inst.

In the first pairs (on light travel), you do not need to pump the heroes, they will rise and they will rise, and serious injury may be too expensive. Consider the replacement option to the novice, so as not to spend extra money.

Experienced and standing fighters should be left to combat bosses.

Upon reaching 100,000, you can switch to bosses and relics that improve buildings.

Be careful in battle with a collector. If you can stun it in the first round, you can apply it much more damage until the head call. Approximately after two digresses, the collector will be tired of chasing you and he will leave inst, so there is a chance to go through, even if you terrorize this nonhyl.

You can tell a lot more interesting and useful about this game, which will be over time, but the fact that it has already been said to be enough to rush to the most bakel ... or rather - in the darkness Darkest Dungeon ...

In this guide we will analyze the Aza Darkest Dungeon, locations and some other features. In the darkest catacombs helping the newcomer, and the veteran, so do not be lazy and read this guide if you are going to play or return to Darkest Dungeon.

P Arafraz about Prolog

According to the plot You are the heir of the aristocrat, which is a fascinator celebrating the life of the nobleman, all this is your despicable metal and no less contempt, immoral society.

Throwing the usual life, he, after studying the occult, decided to find an ancient portal, the map of which went to him from the former craft. But during the excavation, something went wrong: from the horrible monsters now, the team of the prospectors was cruelly killed, and the castle where the work was carried out partly collapsed.

A few years later, you, being the heir to the short-sighted Velmazby, go to the ruins to find out what Lyhai brought to your father there. You have to collect the team and encounter unprecedented obstacles, the main of which are vices and fears of you and your comrades.

D de unfolding action

In total, visit with a dozen locations, each of which is dark and unique atmospheric. To begin with, we note peaceful levels where your heroes are resting.

1) City - what can be done in the city? Nothing frank, of course, this place will not offer, but the primary needs you satisfy. In general, on its streets you will find: a restaurant, a monastery, a diligence, a hospital, a workshop, guild, estate and survival masters.

2) Tavern - in the city you can find a restaurant and reset the voltage of the pint of the foam. There is still a brothel and a gaming room.

3) The hospitality - offers the services of Lekarya, which can dwell your wounds, cure diseases like rabies, paranoia and madness. Plus the heroes are available to strengthen any character traits or, on the contrary, the destruction of bad characteristics.

4) Workshop - it improves armor and weapons.

5) Diligence - a cart in which new comrades are bought.

6) Guild - in its walls heroes modernize and buy abilities.

7) Survival wizard - increases the skills that are involved for privals.

8) The burial ground - the ranks of the tombstones on which the names of the fallen heroes are indicated, as well as the cause of their death.

9) A wagon of a nomad - here the fortune teller trades valuable things, but trorge.

10) Manor - It seems like your home.

During travel in the world of Darkest Dungeon, you will visit more dangerous places. Consider locations and creatures that are inhabiting them.

Ruin

People and the dead live here. The undead is almost completely resistant to bleeding, but it is easily stunned. Choose good guys who have a high chance of stunning so as not to stumble in the locations of this species. From the lute you will find various shop windows, chests, closed doors and altars, for which they need the keys, holy water, and so on.

Thicket

Thick and dark forest, full of plants rotten and impregnated with darkness. You can go into the city only through this location. Capture bandages, antidote, holy water and herbs.

For a beginner, the concrete thing represents many dangers, so that you should prepare before going there. Capture heroes with a high bleeding and weakening indicator, as the local enemies are weakly resist.

Reserve

The old dungeon of tunnels and aqueducts, built unknown why. Now this place is full of corpses, garbage and manure - home native for carriers of deadly diseases. You will meet the people of semi-supersays, who gave the speaking name - "Pigs".

Take a bandage in the path, as there are many traps of bleeding, healing herbs and food in the reserve. Location inhabitants have immunity to poison, so it makes sense to take characters with great bleeding efficiency. You will also help the hero of the trainer who has the greatest damage on animals.

Bay

The penultimate location, half-filled and is dressed with marine mounds. Once the ancestor used it to transport smuggling. The bay will help herbs that remove the "Debuff" of weakening from traps and attacks, shovels to get the chests, as well as bandages, stopping bleeding.

Bleeding in the bay will not help, but but the poison is useful as it is impossible by the way. Take the heroes with high protection and elevated damage from poison. By the way, the hero of the occultist is good attacking mystical creatures, to which the majority of the bay inhabitants include.

Here you will be at the end of the game. Final location, full of horrors from ancient times, as well as their admirers.

Keep in mind that the dotty dungeon is more complicated than all previous locations. Almost all monsters overload stress, poison or bleeding on you, causing a huge damage.

To escape from here without losses, too, will not be released - one comrade will die in any case, and random. Total tasks in the darkest dungeon four pieces, but on the last and it is impossible to escape at all.

All location is scripted, unlike the previous ones, so the repetition will not be much difficult. Plus there are no traps, duties and night attacks, and your heroes are slower thanks to hungry. You will be helped by bandages and antidiet, food and torches. Holy water will also come in handy, but only in certain battles.

M Ekhanik Darkest Dungeon

Default damage and battle as a whole work is understandable and simple. All heroes and messengers have an indicator of evasion, in contrast to which each skill has accuracy of hitting. The total account is obtained by deduction from the figure of the accuracy.

"Debuffe" work in a similar way, like other features. For example, if the percentage of stunning is one hundred, and the evasion of twenty-five, then in the end we will get seventy-five. The chance of hitting is rising by artifacts, and sometimes new abilities.

Cressing - Your main opponent

The key feature of Darkest Dungeon is stress, on which the combat capability of your detachment depends. Almost all the actions of enemies accumulate stress: it belongs to critical strike, disease and darkness, and the effect goes for the whole detachment.

If stress exceeds a maximum indicator of 100 units from some character, then it breaks down, after which, in most cases, it receives a hard "Debuff". The character of the knight, for example, may change to suicidal, which will begin to attack himself, or refuses to treat your ally, consider it meaningless.

Thus, a weak link appears in your team, which greatly presses the remaining group. Oddly enough, sometimes stress influences and positively: a non-dust alcoholic can throw drinking and stand on the path of truth.

The stress is reset in the city, and specifically in the tavern and the monastery during the week. Some heroes have greater stress resistance. Increasing the level and murder of enemies reduce this indicator.

What then take on the expedition

Above we mentioned what things are more useful in certain locations. Here we will analyze the general features of the question.

It is important to take into account what time your group is sent exactly. For the short order, there are enough eight units of provisions, six torches and two shovels. Depending on the location, you will have to take with you bandages, keys and other devices, if you want to get extra gold.

In general, the provisioning is activated under a specific event - "hunger", which is happening regularly at a certain time. 1 meal takes 1 meal, and if you do not feed it, he will receive "Debuff" on health and stress.

Torches are needed for lighting dark places. Darkest Dungeon has a whole lighting system displayed by the scale at the top of the screen. There are four phases, each of which accumulates 25 units. The smaller the light, the greater the growth of stress and attack of the mounds, but more than the lute and critical strikes from your heroes.

Each dark cell takes five charge charges, and the one you have already passed - a unit. Some heroes and abilities increase either lower the charge of the torch. Bindings you stop bleeding, and with an antidote to withdraw poison - everything is clear here.

N Ever steps at first

If you do not yet work normally, do not despair. Darkest Dungeon is a pretty hardcore game, and all, as you know, comes with experience. Ended gold? Hire new heroes and use them as meat, making it up for awards. Do not waste money for the supplies, and then you can quickly drive a lot of capital.

If your primary hero died, then nothing will be hungry. Hire new and go back to the adventure.

P. Richuda

Follows are character traits in Darkest Dungeon, which open a random set of bonuses and characteristics for heroes. The quirks are generated by chance, pushing out of certain actions of your characters.

The characteristics obtained can be both positive and negative. You can dump them in sanitation or in special places that in the dungeons.

Video guide Darkest Dungeon: fees, supplies and locations


Found a mistake?

Notify us by selecting the fragment with the mouse and pressing Ctrl + Enter. THANK!

Attention! This material is relevant for the 7794 game version. If you notice any inaccuracies, then leave a description in the comments. You can update.

After an unsuccessful start, do not start the game first.

In order to lose in Darkest Dungeon, you need to very much and try. The fact is that throughout the game you have a free live resource, namely, new heroes, which, regardless of the circumstances of your previous hiking, again and again appear in a recruiter kibit.

Cemetery of heroes with a description where and from whose hands they died. Nervous often list is not recommended.

The death of previous recruits affects only the length of the list on the cemetery. Therefore, it is all first to start, especially if you contapgraded several buildings, there is no sense.

Carefully choose the heroes in Roster.

First of all, pay attention to the sickness of the applicant - than them less, the better. Next, check the Hero's abilities and select whether you have more useful, because on the erased hero with the "left" skills that you do not use, you will have to spend extra money.

Conduct balanced improvements in the city.

Do not neglect the decline in the cost of treatment, improvement of armor and weapons, as well as pumping abilities, since you, for example, can not pump the character of the first level of the armor or weapon of the second level.

Do not worry - put on the hero of the zero-level armor of the first level either will not work either.

That is, in order to wear armor 4 level character should be at least 4 levels. Therefore, if you have no high-level heroes in the team, it is worth spending resources to reduce the cost of buying skills, armor, weapons, etc.

Reduce the cost of buying abilities for survival last.

This is due to the fact that at first long journeys will be little, short and medium will come across much more often. In the first, you will not be able to use these abilities at all, and secondly, only once, and at this time, their wrong selection will not be critical. In addition, short samples are best suited for Pharma, since for their passage you will need less resources that clog the smaller number of inventory slots and you can take almost everything that falls at hand in the dungeon.

Improvement not only reduces the price of hiking skills, but also increases their number.

After increasing the number of heroes in Roster, you can rather painlessly assemble a group with various hiking skills, instead of buying fit in a tent.

Collect the team and highlight "Dream Tim".

Already after several experiments with the team makeup, you will understand your perfect combination that you will be comfortable to play. Because In Roster, you can have a maximum of 20 heroes, we have 5 teams for 4 people each. Do not dial random classes from your kibitat to Roster - select specific classes for future commands. Create a team with incomprehensible to you while the classes of heroes, in order to experiment once again, find out the strengths and weaknesses.

Candidate in Dream Tim: a bunch of useful permanent buffs and one minor disease.

In this case, the hurry is not needed if there is no need, but not to whom, then type the random heroes for the "suicidal hike", the purpose of which will be updating the recruitment set in the kibitka, the maximum earning money from the campaign with the subsequent dismissal of all the heroes of such a "suicidal hike "Who grasted stress and the treatment of which is a pity to spend money.

Have a balanced Camping Skills team for large levels.

In the campaign you will deal with stress, small amounts of health, dotami and debuff, as well as with possible battles immediately after coagulation of the camps. Therefore, in a full-fledged team, which calculates the long swells on the dungeons without any problems should be heroes with various abilities.

Excellent Vestal hiking, reduced stress with religious team members (Bounty Hunter, Crusader, Occultist).

That is, sharpened, for example, under the removal of stress in the camp, the team can easily finish the journey did not fly away from the fact that it was not able to replenish a sufficient amount of health during the parking lot due to the lack of necessary skills from its members.

Spent resources for upgrades with the mind.

Do not improve anything just because "I have enough of it right now!" Decide that in this situation it is critical for you: if your team grabbed the diseases that need to urgently cure, then it makes no sense to invest in a forge, and if your heroes are strongly "enhanced", then of course there is no point in improving some cathedral to remove stress right here And now, especially if you have little characters with a critical level of stress. Take patience and through one successful or not very hike. Perfect what you really need a shot. About "suicidal hiking" for Pharma should also not forget.

Treat critical diseases in the first place.

All diseases that give digital minus are treated first. All other diseases are situational and therefore less dangerous. These include kleptomania, various phobias and wishes to climb into any chest or choke any altar. Logic here is simple - you may not meet altari and other dangerous things and these diseases can simply not work. But there are always diseases with digital minuses (with the exception of minuses for specific types of enemies).

Typical "critical" disease. In the underground Weald Masha will be susceptible to 20% more stress. It is better to cure immediately than suddenly detect such a hero in this dungeon with this ailment.

Also follow diseases that do not allow the characters to take stress in the city in any building (cathedral or tavern), especially if you do not have improved these buildings. Do not treat "useless" diseases. For example, a character who does not hang fills can "get sick" minus a chance to the imposition of Dot. It is clear that you do not need to spend money on cure from this disease.

Lisa has -5 to accuracy attacks from the distance. Because She is Hellion and she has a secreir in her hands (unexpectedly), which she does not have the opportunity to quit, then you do not need to treat this disease.

Open incomprehensible objects with smaller stress and high health.

If you are lazy, do not want to climb on the Vicky on DD and you have little experience in the dungeons that you can meet in the dungeons of the game and what the effect will entail the lazain with the playful handles for incomprehensible doors, reconcted to open everything with a healthy and stress-resistant hero. You may not be able to get a debuff or a huge piece of stress, as a result of which the hero risks die or go crazy. Well, or "do not know - do not touch."

Before going around, calculate the amount of money necessary for its comfortable passage.

First of all, after returning to the city, decide what next dungeon you will go, who will go to it, count how much you will spend on the supplies (food, shovels, torches, etc.). So you will understand how much you will have free money that you can spend on treatment, removal of stress and pumping the skills of heroes.

One hundred fifty gold in the rest. We do not treat anyone, do not buy anything.

Such a sequence will not be a chance to thoughtlessly spend gold on the city and heroes, while staying without supplies to the next trip. Does not apply to "suicidal campaigns" in which you can walk in general without supplies.

Keep the leisure heroes.

Yes, you can't lose in Darkest Dungeon because of the constant influx of those who want to get on the brains in dark surveys, but you can lose a ton of time and money if you lose in the race of a really leased hero (heroes). Even the most enjoyable reward is not worth the money and efforts that you spent on the character, say, the fourth level.

Very funny button, which, when "no time to explain, everything is bad" will allow to escape from the battle, sparkling heels.

This is especially true for combat units without disease and with accumulated permanent buffs (to the left of diseases are yellow), heavily pumped skills, armor and weapon. The beauty is that you can get out of battle at any time of your turn. Do not move this opportunity, do not throw the bosses corpses, be calculated.

Kill single goals.

The best sick of his squad and the best means not to get stress - the rapid murder of the enemy. There is no point in leave four goals with 5% of health and at the same time get from every damage or a greater portion of stress in the following course. Use the abilities that cause damage to several enemies, in situations, when, for example, one of the goals are very little health and you will be guaranteed to kill it, while the enemy standing nearby. Leave armored tails for a snack, leading first goals with a big damage and a small amount of life. Do not forget about priorities at a particular point in time - if the main thing is not to get stress, then kill his enemies appreciating one after another (usually such uncomfortable opponents stand behind), if you have problems with the health of the team, then focus on the low-breed goals with great damage. The more you play, the faster you will study the enemies - which of them more often criticizes who hangs stress who hits several goals immediately, etc. Remember the ability of opponents and then you can understand who represents the greatest threat.

Stack of dots and buffs.

All dots and buffs in the game are stuck up to a certain level, so do not hesitate to hurt your enemies as much more thanks as possible, and as many baffs as possible. Stacking on itself Buffov is especially effective before meeting with bosses when you are on a privala in a room next to the boss. Handbook as much baffs as possible on your best damage and good luck!

Use dots and brands mainly on "thick" and hard-to-reach enemies.

There is no point in using dots or brands for sorrow (which you can kill for one or two blows), for the purposes that are about to die. At the same time, Doti and Tags are extremely effective on "fatty" bosses and "thick" enemies that you will pick long enough. Beautiful dots show themselves also on bosses or simple enemies, which over time roll back in recent positions, instructing skeletons in front of them (boss necromancer) or worse. Do not forget to check the enemy's resists before you hang dot on it.

Have at least one cruiser in the team.

Pretty controversial advice, but only this hero has the ability to take stress right during the battle. It is because of this ability and it is worth taking it to the team. If a lot of stress has accumulated in your gang, then leave one or two silence enemies, and you ourselves are stressful with your heroes crueider, while stunning opponents.

Love him for Stress Heal +5.

Remember that if you do this without damage to enemies for several moves, the heroes will receive stress. If there are no stunning abilities in your team, then the remaining enemies that need you only for the removal of stress, abilities with a small damage (different tags, dots, etc.).

Think over the route by the dungeon.

As soon as you get on the card, the first thing to make such a route, in which you had to go as little as possible once open transitions and rooms. It will save you time for passing, the heroes will save the heroes from unnecessary stress and will save on torches.

Try not to use the abilities that rearrange enemies.

The main goal of using such skills is to pull forward an uncomfortable and dangerous enemy standing behind, and then kill his skills of heroes that can only attach the first 2-3 goals. The reasons for which I give this advice as many as three. First, it is sometimes easier to kill the enemies standing ahead, so that standing behind the opponent himself fell to you. The exceptions are cases where the first two places occupy one thick enemy, but even in such a situation it is sometimes easier to kill the montra standing at position 3, thereby tightening the position 4 to the position of the enemy killed at position. Secondly, the ability to rearrange enemies apply very little damage and you, roughly speaking, lose a whole course on it, which could be spent on damage ahead of standing monsters. Thirdly, when collecting the team, it is desirable to have in the third-second position of the hero, which could more or less beat all the goals, well, or at least a goal standing at position 3.

Solitaire Soliter