Darkest Dungeon Crash After Mission
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- Darkest Dungeon Crash After Mission Impossible
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- Darkest Dungeon Crash Log
- Darkest Dungeon 1
- Expedition - Official Darkest Dungeon Wiki
2: playstation 4 turning off and crashing during ‘darkest dungeon’ Sometimes when a console crash or simply turns off it can be various issues. However the major culprit is overheating. Modded Darkest Dungeon crashing after the update? Yesterday I played some modded Darkest Dungeon all perfectly fine, however, now after the update and the game preparing for the Butcher Circus for some reason made my modded save-file crash no matter what, even removing some mods didn't seem to fix the problem.
“Some blazing malevolence from beyond the stars has crashed upon the Miller’s farm. Lands that have, in past years, yielded rich harvests are now sown with a new and terrifying seed—an unrelenting crystalline consumption that inches outward from the mill with each passing season.”
Some hateful shard of alien origin has streaked through the night sky, crashing into the old Miller’s farm on the outskirts of the Hamlet! Those unfortunate enough to witness the Comet’s arrival have been blinded by what they can only describe as a shifting, ephemeral hue of damnably abrasive intensity. There has been no word from the farm in a fortnight, save for the unearthly groaning that echoes from the ruin of the mill…
Ever since the Comet struck the Old Windmill, the Farmstead and its surrounding acres of land have been severely altered by the otherworldly corruption. As if the natural flow of time has been distorted beyond recognition; once fertile fields are a lifeless wasteland where only crystallized wheat and mutated pumpkins can grow and the acres are littered with fossilized remains of people, livestock, and petrified crops, as if they have aged uncountable years in a blink of an eye. Even the stars above the Farmstead are not right: none of the recognizable constellations can be seen in the night sky, and the Northern Star is in the wrong position, as if these night skies are not from this time and place.
The only reason why this new source of Evil and corruption have not taken over the Estate is because of the Enchanted Stone Slabs on the perimeter of the Farmstead keep this new Evil contained, but like all things, it is only a matter of time before the barrier is pierced by this terror from the stars.
Darkest Dungeon Wiki
- 1Behavior
- 2Strategy
Behavior[edit | edit source]
The Farmstead is a new location that is introduced in the Color of Madness DLC. It is unique in the fact that it eschews exploration for pure combat - When you enter, you are pitted against a constant stream of monsters, new ones coming in to take the place of the old. The first two missions act as a tutorial to the main draw of the place - An Endless mode, where you are pitted against wave after wave of monsters until you are defeated or you flee.
The Farmstead differs from the other areas of the game in a number of ways.
- Enemy corpses, if ignored, become large crystal formations. If these are left alive, they explode for HP and Stress damage.
- The torch does not fade over time but instead takes a multitude of different variants.
- There is no negative consequence to fleeing from the battle, other than losing out on the level's bonuses.
- In the endless mode, death is temporary. If a character dies, they become lost in time and space, only to eventually reappear after a week or two - This is functionally identical to the way adventurers can go missing after participating in Stress Relief. However, be wary as losing a character will cause their trinkets to be lost as well until you are able to retrieve them eventually from the Shrieker.
- Losing all characters to a run will cause all shards and any/all drops to be lost as well.
- Camping is only initiated through the Miller's Hearth, meaning one will have to work for a camp.
- One inventory slot is taken up by a single quest-like item: Memory. This cannot be discarded, and serves to provide some lore, along with a slight splinter in terms of inventory management.
Lighting Effects[edit | edit source]
Heroes will travel through a multitude of dimensions, past, present, or future, with specific enemies from each region, even the last one. Each fight will bring an alternation between dimensions. When in the Farmstead the lighting will be Farmstead's Miasma, and when between dimensions the light will be randomly selected at the beginning of a wave.
Lighting Effects | ||
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Lighting Name | Hero Effects | Monster Effects |
Farmstead Miasma |
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Blazing |
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Haunting |
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Gleaming |
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Splendorous |
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Reflections[edit | edit source]
Once the player has progressed beyond 200 kills, the shimmering space-time of the corrupted Farmstead takes on an endgame condition, called a 'Reflection'. These are mutators that increase the difficulty of the quest in different ways from that point onward. These conditions stack on top of other Light conditions already present in whatever room the player is present in the Farmstead or Space and Time.
Reflections | ||
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Reflection Name | Hero Effects | Monster Effects |
Unbearable Reflection |
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Reflection of Decay |
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Sanguine Reflection |
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Reflection Obscura |
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Strategy[edit | edit source]
Provisions[edit | edit source]
There is no need to bring Torches, or Shovels here. Food is not available for the Apprentice and Veteran missions as the expedition will begin with an enemy encounter. Food will be useful for the Miller's Hearth curio when camping.
Like any Darkest Dungeon's quest, you can bring any Bandage, Antivenom, Medicinal Herb, Skeleton Key, Holy Water and Laudanum you think you will need. Remember that it's better to be prepared. Note that with the new buildings, many of these items now provide significant resistance buffs as well.
Even if you have The Crimson Court (DLC), you will not see any enemies from the Courtyard. Because of this, it is highly recommended to avoid bringing heroes with the Crimson Curse, so you will not need to bring The Blood. Doing so would mean you need to manage the hero's curse level and sacrifice one or two inventory slots that could be used for something else of more importance for the entire party rather than one cursed hero. You will also never receive the Blood as rewards from fights or from any curio, making running out entirely far more of a risk.
Party Composition[edit | edit source]
The Endless Harvest is a matter of endurance, meaning that maintaining your party's overall health (particularly stress) will be paramount for a long run.
- Firstly, you'll need a good healer. Ideally, a good Vestal will do the job and perhaps the Hippocratic quirk. Although the Occultist can heal an enormous amount, he is a far riskier choice as a primary healer. He only has single target heals and lacks the consistency of the Vestal, occasionally healing for very small amounts or even nothing, and potentially inflicting bleed.
- Secondly, heroes with stress heal skills are very helpful. For example, the Jester with Inspiring Tune and the Flagellant with Endure have an incredible synergy. With the Dirge For The Devoured on the Jester and the Aria Box on the Flagellant, you can easily heal over 30 stress per turn.
- Limited-use skills such as the Jester's Finale or Flagellant'sExsanguinate will not be refreshed until the end of the entire group of waves - that is, after reaching the crystal at the end of the wave meter (a boss at all except the first time) and not the brief rest rooms between. Parties which rely on these skills for normal progression will be difficult to manage.
Any corpses left will become a Crystalline Aberration on the next turn. While you will receive a minor heal for destroying them, it is important to destroy them quickly or remove corpses before they can turn in order to avoid their explosive attacks. A good solution is to use Bleed skills (Blight can be an alternative, but you will encounter many Farmstead monsters on this quest which all have very high Blight resistance).This will allow you to quickly remove the corpse, and it's an excellent way to neutralize enemies in order to heal yourself.Nevertheless, keep in mind that you will likely encounter Ruins enemies during the quest, who are incredibly resistant to bleed. Balance your strengths.
It's important to have well-chosen camping skills. Since fights last very long, combat buffs are welcome. As you can quickly contract diseases (especially against Warrens and Cove monsters), skills which can remove them (like the Grave Robber's Snuff Box) are perfect. As mortality debuffs from Death Door recovery stack, skills which remove them are particularly useful here.
You will not need scouting or ambush prevention skills, you cannot be ambushed on Farmstead quests.
General Strategy[edit | edit source]
The Farmstead works in waves: you'll need to fight a specific amount of monsters in order to spawn the Sleeper's Dream and end the fight. Note that there must be an open enemy slot for the Sleeper's Dream to spawn. It always acts first in the round, and always uses 'Beyond Time and Space' to teleport the party to a room.
When you kill a monster and remove the corpse, 2 turns later others will replace them. This will be triggered on the first kill, if you kill any others after this one, next turn or not, all open slots will be filled at the same time. Again and again, until the next kill threshold is reached. Corpses left standing will be replaced on the next turn by a Crystalline Aberration. Large corpses will be replaced by two.
Darkest Dungeon Crash After Mission Impossible
This is why you shouldn't rush for kills, it's better to move forward by killing two enemies at a time in order to contain the fight. You should prioritize killing stress dealers, as stress will be harder, in the long run, to deal with than raw damage. Damage dealer enemies should be the last to go. Stack bleed/blight and heal yourself as often as possible.When you are near the kill quota, you can rush for kills. Once you reach the threshold (and there is an open slot for the Sleeper's Dream to spawn) there is no need to kill the remaining enemies left as you will be teleported away. Therefore it's not important to attack enemies past this point (unless you are in real danger of taking a deathblow or stress damage), and now would be the time for buffing and healing your heroes until the Sleeper's Dream appears.
The meter at the top right corner of the screen increases with each wave of enemies killed, after the last wave, you will encounter a Boss.The first two bosses are set: first The Miller, then The Sleeper.For later waves, the boss is chosen randomly from a pool, which includes the Thing From The Stars, the Shambler, the Crocodilian (even if Crimson Court DLC is/isn’t installed) the Shrieker, the Collector, the Swine God, the Flesh, the Necromancer, the Prophet, the Hag, the Brigand Pounder, the Siren, the Drowned Crew, and Brigand Vvulf (only if Wolves at the Door mission is completed). Additionally, the Fracture can appear again.
Pay attention to which kind of light is active and which area you appear in, act accordingly.For example, when you reach the yellow light (Splendorous), it can be worth letting heroes cross the Affliction limit, as you have a 5% increased chance to get a virtuous hero. This does not guarantee one, however, and bear in mind that virtues are cleared by reaching 200 stress.
In the Farmstead, skills that have limited uses per battle (such as Leper's Revenge, Plague Doctor's Blinding Gas or Jester's Finale) do not refresh their usage until the end of the certain group of waves (after the boss battle) instead of refreshing after each wave. You may consider keeping these skills only for bosses, or refresh them with the Shard Dust, although it comes at the cost of stress and irremovable debuffs.
Battle Strategies and Party Compositions[edit | edit source]
- In the endless mode, stress is a bigger threat than HP damage. Therefore, it is advised to use heroes with - stress% quirks, equip - stress% trinkets, or kill your enemies fast.
- Highwayman's Crimson Court trinkets effect can turn stress damage into your advantage if his virtue can proc. (basic 25% + 45% from trinkets = 70%)
- Vestal's Divine Comfort is a great counter to Miller's Reaping.
- One viable party composition for AOE damage is Plague Doctor / Vestal / Shieldbreaker / Shieldbreaker. Equip Plague Doctor with Prophet's Eye and Blasphemous Vial, Vestal with 1 +healing skills trinket such as Salacious Diary from Crimson Court and 1 - stress% trinket such as Aria Box from Madman, both Shieldbreakers with both offensive trinkets (spectral speartip is a great choice). Using impale, stuns, emboldening vapours and camping skill snake eyes X2, you will make short work against the endless waves and even the bosses there. Moreover, Shieldbreaker's Serpent Sway can be used when there is no enemy or to swap positions. Bear in mind that you will NOT last past wave 4 with this build, as it has no Jester.
- Another viable party composition for farming shards is Plague Doctor / Vestal / Highwayman / Antiquarian. Equip Antiquarian (+15% basic) with Crystal Pendant (+15%) and Cluster Pendant (+25%), you will gain +55% shards in total but the Antiquarian will probably die of heart attack. Antiquarian's Protect me! and Highwayman's riposte plus DMG buff: emboldening vapours, tracking shot and unparalleled finesse work great together. Bear in mind that you will NOT last past wave 3 with this build, it's purely for farming.
- The best party composition for long-term fighting should be Vestal / Jester / Shieldbreaker / Shieldbreaker. Equip Vestal with Prophet's Eye and Salacious Diary from Crimson Court, Jester with Bright Tambourine and Dirge For The Devoured. With Jester spamming Battle Ballad, occasional Inspiring Tune and bleeding attacks when needed plus camping skill Every Rose Has Its Thorn. Stress and health will not be a problem until you run out of supplies after about wave 10. This party is confirmed to have 562 kills in Stygian Farmstead.
List of Farmstead Monsters[edit | edit source]
Random Bosses Pool | |||||||
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Enemy | HP | DODGE | PROT | SPD | Type | Resistances | Abilities |
Curios[edit | edit source]
Curios found within the Farmstead | ||||||||
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Curio & type | Description | Cleansing | Without cleansing | |||||
| Glittering crystals spill onto the ground. (This curio can only appear inside rooms.) | |||||||
| Tantalizing provisions to renew a body. (This curio can only appear inside rooms.) | |||||||
| Useful supplies for this harrowing journey. (This curio can only appear inside rooms.) |
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| Take up the hatchet. Blow off some steam. (This curio can only appear inside rooms.) | |||||||
| The fireplace is slowly coming apart but looks functional. (This curio can only appear inside rooms.) | |||||||
| Take up the axe. Blow off some steam. (This curio can only appear inside rooms.) | |||||||
| Tantalizing provisions to renew our energies. (This curio can only appear inside rooms.) | |||||||
| This anguished creature does not seem hostile, yet. (This curio can only appear inside rooms.) |
view | |
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Hub | Hamlet |
Dungeons | |
DLC Locations | CourtyardFarmsteadButcher's Circus |
An expedition is a mission that heroes can undertake by visiting one of the various locations near the Hamlet.
- 1Types of expedition
- 2Rewards
- 4Undertaking an expedition
- 4.1Exploration
- 4.2Fighting
- 5Ending an expedition
Types of expedition[edit | edit source]
Each of the locations outside the Hamlet will have a number of different types of missions to accomplish, with various dungeon sizes, objectives and difficulty levels. Greater mission length and difficulty make expeditions harder, but also increase the rewards for completion. Each mission's objective, difficulty and size are generated randomly, with size and especially difficulty being weighted depending on the heroes of the current roster. Regardless of the composition of the roster, there will always be at least one apprentice level mission possible, in case the player wants to recruit new heroes from the Stage Coach.
Expedition length[edit | edit source]
There are three different possible lengths for any mission:
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- Short: consisting of a handful of rooms, are the least risky, but also the less rewarding at all difficulties. Higher difficulties make for slightly bigger dungeons.
- Medium: featuring a larger dungeon with different branches, making bigger supplies of food and torches necessary for the survival of heroes. When facing medium sized missions, one unit of Firewood will be provided to allow for one camp during the expedition, giving a chance of respite from combat stress and damage and possibly to better prepare for further encounters with camping skills. Boss missions are always of medium length.
- Long: especially at higher difficulties, long expeditions will feature much larger dungeons, with extreme branching and a big number of dead ends. Bountiful amounts of food and torches are essential and those, together with the two units of Firewood provided, prevent the party from gathering much loot at the start of the quest. Careful planning for exploration and camping, as well as good stress control are mandatory to make long expeditions successful.
Mission length acts as a sort of multiplier for the difficulty level, making hard expeditions even harder with longer quests; short quests, however, do not allow any instance of camping, potentially making unfortunate encounters and events more punishing since no camping skill can be used to mitigate the negative consequences.
Difficulty[edit | edit source]
There are three different levels of difficulty an expedition can have, each corresponding to a certain hero Resolve level. Heroes that are two or more levels above the expedition level will refuse to take part in it. Heroes of any level below the expedition can participate, but low level heroes will suffer severe stress damage from partaking in it and will obviously be at a general disadvantage with the dangers thereof, and will protest to the player to warn them. Entering a dungeon will give each hero 20 stress damage for each level above his own.
- Apprentice: corresponds to Resolve level 1 and is the least challenging difficulty, with monsters being weaker and dungeons being smaller. Apprentice missions are colored green.
- Veteran: corresponds to Resolve level 3 and presents a bigger challenge; dungeons get bigger, posing for a larger consumption of supplies, enemies get stronger and a broader variety of monsters are introduced, with some of them possibly being champion monsters, harder to slay and control; additionally, many monster attacks that do not at lower difficulties gain the chance to apply status effects. Veteran missions are colored orange.
- Champion: corresponds to Resolve level 5 and is the most challenging difficulty: dungeons can be very long and intricate especially on long expeditions, monsters are of the most dangerous variety and the chance of encountering bigger monsters is a concrete threat. Enemy attacks on this difficulty are more accurate and dangerous overall. Champion missions are colored red.
A higher difficulty grants more challenge, but also more valuable rewards for money, heirlooms and trinkets rewarded, with loot found during the expedition becoming more plentiful and valuable also.
Mission objectives[edit | edit source]
Every dungeon has various tasks to take care of, each with different objectives in order to consider the expedition successful. It is never necessary to explore a dungeon completely: it can be left as soon as the objective is complete.
Possible missions for each expedition include:
- Cleanse: requiring the party to win every fight encounter in dungeon rooms. Battles along corridors do not count, and can thus be circumvented if scouted in advance and alternative paths are available. These missions allow the party to hold an empty inventory (except for provisions) and consequently do not constitute a problem for the gather of loot. Despite this, it is probable for the heroes to suffer much damage, hence a good party composition and food supply are recommended.
- Explore: the requirement of scout missions is to set foot in 90% of the dungeon rooms; this means that regardless of the dungeon size, at least one room can be foregone, with larger dungeons having a proportionally higher amount of rooms that can be avoided in case of dangerous paths. Despite being the least dangerous in theory, explore missions have larger risks if a numerous amount of battles are generated throughout corridors and rooms. Moreover, since most of the dungeon will have to be explored, the party is guaranteed to consume a high number of foodstuffs and torches. Despite the risks, it is possible to abandon dangerous battles, especially when in dead ends and circumventable passages, without compromising the mission. It is worth noting that leaving a room by abandoning a fight will still count the room as explored.
- Gather: gather missions will require the party to collect quest items from special curios distributed around the dungeon. The risks of these missions depend on the position of the items, with larger dungeons requiring more items to gather. Especially in smaller dungeons, gather quests can end up being very easy if the quest items are generated closely to each other and the player follows the right route. Due to the items being placed in the inventory, these missions don't allow the party to gather as much loot as others; as such, leaving a gather quest will prove more economically punishing if it cannot be successfully completed.
- Activate: these missions require the party to activate various special curios along the dungeon, consuming special quest items provided with the rest of the provisions at the start of the expedition. These quests constitute a similar amount of risk as gather missions, but, because the quest items are provided at the start, they allow for more plentiful loot toward the end of the quest as the items get consumed, while leaving limited room for additional items at the start.
- Boss: these special expeditions have only one simple objective: to slay the boss of the dungeon. The dungeons of boss quests are always of medium size and their difficulty is not generated randomly: by defeating all the varieties of all bosses of a dungeon, their next versions of higher difficulty will be unlocked. In order to find and undertake a boss quest, it is first necessary to accomplish enough successful expeditions in the same location to clear the path to the boss.
- Darkest Dungeon/Brigand Incursion: (WARNING, some information ahead includes mechanic spoilers. Read at your own risk) These are the only quests consisting of 'Darkest' difficulty, equal to Resolve level 6. These quests are missions that take place in the Darkest Dungeon, or during the Brigand Incursion town event. Quests of this difficulty are the deadliest in the entire game, and in addition, you will lose a hero if you attempt to retreat from them midway through.
Unlocking bosses[edit | edit source]
To unlock a boss mission, a dungeon has to be explored and traversed several times. Each expedition completed in a certain location will advance the search for a boss, represented as a progress bar under the location's name: once the progress bar is filled, the dungeon levels up, increasing the amount and variety of quests offered each week, and unlocking a boss expedition.
- For Apprentice bosses, successful short expeditions will increase the unlocking progress by 50%, medium by 75%, long by 100%.
- For Veteran bosses, successful short expeditions will increase the unlocking progress by 33%, medium by 50%, long by 67%.
- For Champion bosses, successful short expeditions will increase the unlocking progress by 25?%, medium by 30?%, long by 40?%.
- Excess unlock progression from expeditions which unlock the boss DO appear to carry over to the next boss. (egs. at 50% progression to unlock apprentice hag, a medium mission will unlock the boss AND progress to unlocking the apprentice Brigand Pounder by 25%)
Rewards[edit | edit source]
Every expedition has a set of rewards that are given to the player if the mission is concluded successfully. Every mission has:
- A reward in gold, with an increasing amount the more difficult and long a quest is. Gold is used to finance hero management and improvements as well as provisions for future expeditions, but the loot collected during expeditions will most often surpass the amount given as a reward, hence the gold reward is not the topmost priority in choosing an expedition to undertake, unless the Hamlet verses in very poor economic conditions.
- One or more heirlooms, used to improve buildings in the Hamlet. Every location will reward a different type of heirloom, but particularly dangerous quests such as boss slay missions will sometimes reward more than one type. Additional heirlooms may be collected as loot during the expedition, but some types (such as deeds) stack in very few numbers: when explicitly in search of heirlooms, quest rewards with a large number of heirloom rewards should be prioritised.
- A trinket, able to be either sold for gold or equipped by heroes for various improvements, usually with one or more drawbacks. Trinkets, especially rare ones, are hard to come by, so this kind of reward is usually the main factor in deciding which expedition to attempt.
- Progress towards unlocking the boss of that location. The longer the expedition, the more progress is made towards unlocking the boss.
Town Events[edit | edit source]
With the inclusion of Town Events, succeeding in a Gathering or Activation mission greatly increases the chance of certain town events, depending on the region that was conquered. Additionally, Gathering and Activation yield different types of town events; Gathering missions will reduce the cost of certain areas in town, while Activation missions will increase the hero resolve gained and damage dealt in the same area.
Gathering Quests | ||||
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Location | Town Event | Effect | ||
The Ruins | All Saints Day | All Abbey treatments are free for the week. | ||
The Warrens | Bumper Crop | All Supplies and Provisions are free for the week. | ||
The Weald | Caregiver's Convention | All Sanitarium treatments are free for the week. | ||
The Cove | Lost and Found | Free Weapon upgrade from the Blacksmith. |
Activation Quests | ||||
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Location | Town Event | Effect | ||
The Ruins | Silence in the Crypts | Ruins quests gives +33% Resolve gain and 15% DMG buff for the week. | ||
The Warrens | Fresh Air in the Tunnels | Warrens quests gives +33% Resolve gain and 15% DMG buff for the week. | ||
The Weald | Sunshine in the Thicket | Weald quests gives +33% Resolve gain and 15% DMG buff for the week. | ||
The Cove | Gentle Tide | Cove quests gives +33% Resolve gain and 15% DMG buff for the week. |
Resolve[edit | edit source]
In addition to the rewards listed above, characters will earn resolve points for completing a quest.
Short | Medium | Long | Boss | |
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Apprentice | 2 | 3 | 4 | 4 |
Veteran | 4 | 6 | 8 | 8 |
Champion | 8 | 12 | 16 | 16 |
Undertaking an expedition[edit | edit source]
Expeditions always start from the Hamlet, where the heroes rest between missions. An expedition is formed by four heroes recruited through the Stage Coach, with various possible compositions of classes and formations. After choosing the heroes and the location to approach, provisions must be bought from the Caretaker before departing.
Exploration[edit | edit source]
During an expedition, the party will move forming a row following the formation defined before departing; outside of battles, this formation can be changed at will. While the party moves across the dungeon, the dungeon map will reflect their movements and display information. While in a room, a new room must be set as destination before the party can traverse the corridors and continue the quest.
While exploring, the party will occasionally suffer small instances of stress damage, discouraging long expeditions and superfluous movements. The Light Meter will also deplete by some units for each corridor segment and room entrance traversed, so it is recommended to keep an eye on it before entering rooms that may contain fights, in order not to cause low thresholds of light to trigger ambushes on the heroes. Passing by corridors that have already been explored will, however, deplete the light more slowly, simulating a more secure and swift advance by the heroes and allowing the player to save on torches by taking less fruitful, but more safe paths.
Scouting[edit | edit source]
As the party enters a room, there is a chance that they will scout ahead, revealing possible dangers and treasures in advance, giving the player the chance to prepare for coming battles or circumvent them if possible. Scouting can also be triggered by some curios, and the chances of scouting events occurring can be improved using appropriate trinkets or camping skills. If the room has a battle, the scouting will occur after the monsters are defeated.
Backtracking[edit | edit source]
If the party encounters a danger that the player doesn't want to face, it is possible to proceed backwards along the corridor to get back to the previously explored room. Doing this will be slower than regular movement and will cause the party to suffer additional stress; the heroes will lament this condition through their barks.
Fighting[edit | edit source]
When encountering enemies, battle will commence. At the start of the battle, the chances of either party surprising the other will be calculated, then the fastest units will start acting. Once a battle starts, the active abilities of a hero cannot be changed until it is over, however all learned abilities can be activated and deactivated at will when out of combat.
Turns[edit | edit source]
The battle is structured in turns: units act one at a time, with their priority being defined by their speed added to a random number that is newly calculated for each unit every turn. When all units with an available action have finished, the next turn begins and the priority is calculated anew.
Enemies will typically act by attacking the player with one of their abilities, while heroes have different actions at their disposal:
- Using an item from the inventory will not forfeit the turn, but only some provision items can be used in battle and each item can only be used on the active hero.
- Moving across the formation will make the hero switch place with an adjacent companion and forfeit any further action. This can sometimes be necessary, as many abilities can only be used from certain positions, and enemy move attacks or ambushes can force heroes out of their ideal position.
- Passing the turn is a last-resort action that will cause the hero to suffer stress damage (the base stress damage is 5) in addition to forfeiting any other action. In extreme situations, it is possible to be forced to do this when abilities cannot be used and movement would be detrimental. [Key Strokes ??? to do 'Force Pass']
- Using an ability is the typical action taken by heroes to inflict damage or other status effects on the enemy party in an effort to conclude the fight.
- It is also possible to retreat from combat, which, if successful, brings the party back to the previous explored section of the dungeon map and causes the party to take heavy stress damage. Fights that are not brought to an end will be re-entered if the section that contained them is approached again. Retreat can also fail, causing the hero to lose his turn and possibly be exposed to further damage by the enemy.
Ending an expedition[edit | edit source]
An expedition can be abandoned at any time when not in a battle. During battle, it is necessary to retreat from or finish the encounter before being able to leave the dungeon.
Successful missions[edit | edit source]
When the mission's objective has been fulfilled, a prompt will appear, making the player choose to either continue exploring the dungeon or immediately leave for the Hamlet. From this point onward, the mission can be left without drawbacks at any moment while not in battle. If the party does not verse in terrible conditions, it is recommended to continue exploring the dungeon in order to gather more loot and make the expedition more rewarding.
Aborting a mission[edit | edit source]
If a mission proves too risky or difficult, the party can escape with their lives, bringing with them any loot gathered so far but forfeiting any mission reward. Additionally, heroes that flee from a dungeon without completing their mission suffer stress damage that has then to be cured in the Hamlet; stress damage suffered this way will not cause the heroes to become afflicted if their stress meter happens to go above 100. Aborting a mission also increases the likelihood of acquiring negative quirks, as well as making acquiring positive quirks less likely. Diseases are assigned as normal. There is an additional penalty for aborting a mission in the Darkest Dungeon or Wolves at the Door — one hero will die to cover the others' retreat.
Darkest Dungeon Crash Log
Failing a mission[edit | edit source]
A mission is failed when all heroes die; all collected loot is lost and, naturally, no hero will return to the Hamlet, causing the loss to The Shrieker of any trinket equipped on the heroes. If the mission objectives were completed before the death of the party, however, the quest rewards will be obtained as normal.
Darkest Dungeon 1
Debriefing[edit | edit source]
Expedition - Official Darkest Dungeon Wiki
After leaving an expedition, regardless of its outcome, the debriefing screen will appear, displaying the mission rewards (greyed out in case of an unsuccessful outcome), any additional heirlooms gathered, and the amount of gold collected in the form of valuable loot, raw gold coins, and unused provisions, which are converted into trivial amounts of gold.
Following the reward screen, surviving heroes will receive Resolve experience and randomly assigned quirks, positive or negative, sometimes accompanied by diseases contracted on the way out of the dungeon. Any afflicted hero will remain so and will require treatment to get rid of the harmful status, but virtuous heroes will not maintain their condition.