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Darkest dungeon darkest dungeon walkthrough 2. Surviving in the Darkest Dungeon. Advice for beginning dungeon conquerors. Reduce the cost of purchasing survival abilities last.

I call the crusader Stepan. I am glad for his successes, for every depression he has overcome, for every character trait that has emerged. I tell my friends that Stepan picked up worms for the third time. I come up with a friend for him - the geek Oleg, whom the tsundere crusader refuses to hold by the hand.

When Stepan dies, I name the newly recruited one-eyed old man after him, because in fact Stepan did not die - we left him to die. But he survived and returned not just Stepan, but Poisonous Stepan. His work is not finished yet.

Fifteen Stepans later I'm done with this. Everyone will die.

Heh!

Anecdote: a marauder, a crusader, a priestess and an occultist enter a dungeon. One was cut in half, another had a heart attack, the third went on a drinking binge, and the fourth is being treated for tetanus.

IN Darkest Dungeon go crazy and die. For ordinary role-playing characters, mental health and an ever-changing set of character traits - positive and negative - were added to the scale of physical health. Because of this, the heroes behave much less often like heroes and much more often like the D&D nerds leading them, who find themselves at night in the middle of the Biryulevsky Arboretum, where, as you know, robbers, pigmen and creatures of forgotten gods roam. Ordinary stories about dungeons and dragons have turned into psychological horror.

This is what Oleg’s psychological portrait looks like. That's how he is. Slippery brake.

Everything affects your stress level. Slowly dying torch. Critical wounds. The whining of party members. Targeted psycho attacks. It comes to the point that it is much easier to lose a fighter due to a heart attack than due to an ax blow to the head. When the heroes find themselves at a breaking point and their strongest or weakest traits spontaneously manifest themselves, you begin to see personalities in front of you, even if they have no backstory or real place in the world, only actions that can easily be used to make up your own story. Their Stepans appear - bright stars, pulling out the whole team on their humps. Or the vile Olegs, who disrupt one campaign after another with their hysterics.

Heroes will die - and that's okay. The composition of the team is constantly changing, and with it the dynamics of the battle are changing. Turn-based encounters are reminiscent of classic turn-based JRPGs (or Disciples), only here the location of the heroes determines their skills: the same tomb raider in the front row will smash faces with a pickaxe, and if necessary, step back - and from there, from relative safety, will begin to throw poisoned knives. However, safety is very relative: some of the enemies, of course, will stumble over the vanguard, while others, on the contrary, will focus on those in the rear. And all this should be taken into account when assembling a team.

Darkest Dungeon's combat system is as great an asset as its dark, Hellboy-esque style, its pitch-perfect narrator delivering verses that Edgar Allan Poe may or may not have written, and the Sanctuary's soundtrack of squealing pigs in the background. After a year in Early Access, the balance of the game itself was perfected. Everything is in place. Nothing extra. Nothing extra.

From time to time, heroes in a critical situation, instead of cutting themselves, show themselves as, strictly speaking, heroes. This makes them much stronger and often frees them from stress problems for the rest of the dungeon.

But something is wrong.

What's wrong?

Some people complain that you often lose here due to an accidental mistake at the most important moment. In fact, as much as the roll of dice affects the outcome of anything, the outcome is not that difficult to control. You can just turn around and leave, even if it goes against habit. It’s normal to say “go to hell, I’m going home” and run away when space scum from Japanese cartoons about the corruption of elven princesses is looking at you (although actually from Lovecraft), and the party jester, instead of making a move, picks his guts with a dagger and this greatly upsets the bleeding dog breeder. Here you constantly have to compare your strengths and the upcoming risk, and as soon as you learn this, everything falls into place.

The bosses are good and really different, but at some point you will have to kill them on the second and probably third round. Then it's not so fun anymore.

So the problem with Darkest Dungeon isn't that it's difficult, it's that it's long. Makes you work through mistakes like a university professor with too much free time. Having lost a battle, you can’t just go back and play it better - first you need to level up new heroes to replace those who died in the dungeons where you’ve already been and where nothing unexpected is guaranteed to happen. In the best case, one of the heroes will run away from the estate to look for adventure and syphilis.

And Darkest Dungeon hardly knows how to encourage. It is important. Bloodborne constantly pays for your pain with something new, in Dwarf Fortress defeats generate absurd stories on which books are written. Here the variety comes from the combinations of heroes, and at first Darkest Dungeon plays it well: it kills some and sends others to the sanitation, forcing you to adapt and collect parties that you have not yet had.

In the darkest dungeon, familiar enemies become even more stealthy. But we have to live to see that.

And then the new options run out, and it becomes clearly noticeable that until the last dungeon, the rules of the game do not change in principle. A pumped-up hero, in fact, only deals and withstands a little more damage, but given that the parameters of enemies (the same ones, including bosses) grow proportionately, this does not affect anything. A veteran dies just as easily, succumbs to dementia just as easily, and fights in the same style he always fought.

* * *

No matter how attached you may become to its characters, Darkest Dungeon itself treats them like meat. And the most noticeable change in the last, darkest dungeon is that there you are guaranteed to lose a random hero when trying to escape. Best idea!

The five “regions” are five sets of hazards that the game shuffles around in random order. In some places they will be more willing to poison you, in others they will bleed you, in others they will do everything at once.

Darkest Dungeon can easily be improved by cutting everything between "I finally figured out how to play this" and the ending in half. The style, spirit and combat mechanics are impeccable, as long as there is something you haven't seen before. And while the magnificent poetics of the narrator does not feel like a naked rhythm, beating out transitional moments. As long as you treat your characters as heroes and not as expendable material. So far you see in the lists of their character traits exactly character traits, and not a tangle of pros and cons. Until you realize that you spent the last thirty hours waiting for the same impressions that you received in the first fifteen.

But damn, those first fifteen... They're great. The main thing is to know that the ending of Darkest Dungeon directly indicates that there can be no real end. Put an end to where you yourself want to see it - attempts to finish playing through force will not lead to anything good.

Pleased
Upset

  • well-adjusted balance of difficulty;
  • flexible and diverse classes;
  • heroes falling beautifully into the abyss of madness;
  • ideal style and voice of the narrator.

Darkest Dungeon- hardcore party roguelike, the events of which unfold in a dark dungeon where the party of your heroes went. The game has a unique system of stress and morality, which affects the attitude of your characters within the team. Party heroes will annoy and hate each other, and you will have to keep this motley and capricious "company" in check. Your worries do not end there, do not forget about hunger, illness, and many other external factors, as well as the permanent death of your wards.

Read a detailed overview of the game's features inside the news!

The game has been updated to version v16.08.2018 + All DLCs. The list of changes can be viewed.

"Four heroes plunges into the darkness of a terrible dungeon to deal with the evil spirits teeming there. An ominous growl is heard from the darkest corner, the battle is about to begin ... Here it turns out: a crusader, a fearless leader of the party, completely drunk. He's just in no condition to fight. The huntress following him understands that things are bad. He panics. The bow literally falls out of her shaking hands. In this moment the battle mage says to the healer mage:“It was you who brought them down with your medications. Figure it out without me.” And he runs away. Left alone doctor decides that he will definitely not defeat anyone in this way and, in order to alleviate his torment, takes the poison himself. Coming out of the darkness one single sluggish skeleton, sees that he no longer has anyone to fight, and, shrugging his shoulders, returns home.

The situation described above is the norm for the game. Darkest Dungeon. Without proper preparation, this is exactly how every attempt to clear a dungeon will end. As the developers say, their goal is to show what irreparable damage the horrors of Satanic crypts cause to the consciousness of the heroes who descend there. “In 99% of combat RPGs, you only take physical damage. Then your fighter swallows a healing potion, the health bar becomes long again, the consequences of a collision with evil become completely eliminated, - says head of development Tyler Sigman.- Once I thought about what would happen if these consequences suddenly became more significant. Indelible. I was thinking about moving the morale system from tactical strategy to roguelike combat mechanics. At first I just thought this idea was funny. Then I came to the conclusion that a whole game could be made based on it.”

The action takes place in a conventional Middle Ages. The hero returns to the long-empty family estate and sees that it has been captured by some kind of evil spirits. He gathers a team of brave warriors to cleanse the house of filth, but quickly discovers that, like Resident Evil, a whole network of catacombs branches under the estate, hiding much more ancient and terrible evil than what crawled out to the surface. Your task is to go through all the floors to the very bottom, to end up in the title "The Darkest Dungeon"

Darkest Dungeon- party dungeon crawler. The best analogy is Legend of Grimrock, only the viewing angle must be mentally rotated 90 degrees to the right. You clear dungeons not from first person, but from a 2D perspective. Otherwise, everything is exactly the same: moving around the cells, collecting treasures, four fighters in a team, skills must be combined.

So, your four fighters have finally reached the first enemy. The moral system described above begins to operate: yes, you killed the skeletons, but one of the team members was scared to death and panicked drove his sword into the ear of the sorceress standing in front of him. So what? In recent XCOM all this has already happened: having seen enough of all sorts of horrors, yellow-haired newcomers could fall into a stupor or simply shoot their colleagues. Such mechanics are clearly not suitable for a supporting structure for gameplay.

The catch is that Darkest Dungeon the influence of "moral effects" is much more significant. Not a single fight will pass without a trace for the psyche of the heroes, absolutely every fight will have consequences. The balance is built around the fact that not all of them will be negative.

For example, a knight, after another raid, began “to touch the bottle more often than to the sword”. So what if he gets drunk: he can fight much better drunk than when sober. You can take away the swill - you will get a minus to the attack and the likelihood that he will have a nervous breakdown, or even go completely crazy. You can, on the contrary, purposefully pump him full of alcohol before each battle - he will fight like a berserker, but how long will his liver last, and where is the guarantee that one fine day he will not develop delirium tremens?

Another example: a sorceress (in the game her name is Vestal) received a critical wound in a battle with skeletons and is now terribly afraid of all creatures whose bones are not covered with skin. You don’t have to take her to the next raid, let her rest and calm down, but here’s the caveat - she has a bonus to attacks against zombies. No one knows what awaits you around the corner: an army of skeletons that will drive the Vestal into hysterics, or a crowd of zombies, after dealing with which the girl will be encouraged and healed from mental trauma.

Finally, there is a plague doctor on the team. The bard, who inspires the team with cheerful songs, cannot stand the nasty healer, so if he tries to treat him, he may get angry and receive a minus to his combat characteristics. You can separate the bard and the doctor into different teams so that they overlap as little as possible, but you will not always have the opportunity to easily change fighters in the squads when half of the personnel are already being treated for wounds, drinking, moping, or even lying in a madhouse .

This is not a figure of speech: the game will actually have a psychiatric hospital where you can send your soldiers to “get treatment.” In other words, if your brave crusader periodically sticks out his tongue and ululates to himself about something for no reason (this started right after a giant caterpillar devoured a vestal before his eyes), it makes sense to think about his mental health.

It is important to understand the main thing: it is impossible to complete a level perfectly. One way or another, something will have to be sacrificed. All you can do is minimize the damage.

If you act carelessly, all adversity will fall on your unfortunate squad in one fell swoop. We quote: “When the pressure becomes unbearable, you will face a whole bunch of problems: paranoia, panic, greed and even sadism.” There will be no need for any monsters here: the maddened heroes will kill each other themselves.

Actually, the concept would have been limited to this if the authors had not raised money beyond all limits on Kickstarter. They will have to fulfill all the promises they made in pursuit of hard cash.

So, for example, there will be city ​​events. In spirit Diablo In between sending satanic scum back to hell, you relax in a small gothic town. It is there that you can purchase ammunition and treat soldiers. Convinced paladins whose faith is strong will spend time praying; the rest will drink until they lose their human appearance or go on a new raid - on a brothel.

Moreover, periodically the city will host so-called gossip. Someone started whispering that a cauldron full of gold had been found in the catacombs of the estate, and thugs eager for easy prey immediately came running from all the outskirts. Why not take them on the team as cannon fodder? Or someone spread a rumor that you can become infected with the plague underground - you won’t find volunteers, but the reward for clearing the next crypt may be much higher than usual.

Finally, even if we take the entire moral system out of the equation, the combat system Darkest Dungeon she still turns out to be more than competent.

The most important feature is the order of the heroes. As you can see, they go like a kind of “train”, one after another. The position of the fighter in the “line-up” plays a major role. Obviously, the strongest warrior should go first. It is he who will have to take the maximum damage. It’s better not to get close to heroes who don’t like each other.

Before the battle, you will have a lot to think about when completing a set of fighters, but you will have to think even more actively during the battle. The fact is that the enemy “locomotive” works according to exactly the same rules as yours. Here, for example, are four skeletons: a swordsman, a spearman, a swordsman, and a crossbowman. The crossbowman deals heavy damage with arrows. The question arises, on whom to concentrate attacks? Logically, it is quite possible to try to eliminate the crossbowman first, before he shoots your entire team. This should not be done for two reasons. One: he's standing far away (fourth), so there will be a penalty added to your shots. Second: there is another way to leave him without a crushing attack. Kill the first swordsman - the entire team of skeletons will move one step to the left. It turns out that the crossbowman is no longer fourth, but third. From this position he cannot fire arrows - for a remote attack he needs at least three squares of space, and since there are now only two of them, he will have to put aside the crossbow and switch to a stupid little dagger.

It is important to remember that castling can be done directly during the fight. If your paladin takes too much damage, you can put him in the tail to rest.

Language: Russian English.

System requirements:
OS: Windows 7+
RAM: 2 GB RAM
Video card: OpenGL 3.2+ Compliant
Disk space: 900 MB
Additionally: 1080p, 16:9 recommended

Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring.

Recruit, train, and lead a team of flawed heroes through twisted forests, forgotten warrens, ruined crypts, and beyond. You"ll battle not only unimaginable foes, but stress, famine, disease, and the ever-encroaching dark. Uncover strange mysteries, and pit the heroes against an array of fearsome monsters with an innovative strategic turn-based combat system.

The Affliction System – battle not only monsters, but stress! Contend with paranoia, masochism, fear, irrationality, and a host of gameplay-meaningful quirks!
Striking hand-drawn gothic crowquill art style
Innovative turn-based combat pits you against a host of diabolical monsters
Ten (and counting!) playable hero classes, including Plague Doctor, Hellion, and even the Leper!
Camp to heal wounds or deliver inspiring speeches.
Rest your wear, shell-shocked characters in town at the Tavern or the Abbey to keep their stress in check.
Classic CRPG and roguelike features, including meaningful permadeath, procedural dungeons, and incredible replay

2 video, to switch the playlist - use the menu button on the left:

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

After a bad start, do not start the game over again.

In order to lose in Darkest Dungeon you need to try very, very hard. The fact is that throughout the entire game you have access to a free living resource, namely new heroes who, regardless of the circumstances of your previous campaigns, appear again and again in the recruiter’s wagon.

Cemetery of heroes with a description of where and at whose hands they died. It is not recommended for nervous people to view the list frequently.

The deaths of previous recruits only affect the length of the list in the cemetery. Therefore, there is no point in starting all over again, especially if you have upgraded several buildings.

Choose your heroes for the roster carefully.

First of all, pay attention to the applicant’s illnesses - the fewer there are, the better. Next, check the hero’s abilities and choose the one who has more useful ones, because you will have to spend extra money to retrain a hero with “left” skills that you do not use.

Carry out balanced city improvements.

Do not neglect reducing the cost of treatment, upgrading armor and weapons, as well as upgrading abilities, since you, for example, cannot upgrade armor or weapons of the second level to a character of the first level.

Don’t worry - you won’t be able to put level 1 armor on a level zero hero either.

That is, in order to wear level 4 armor, the character must be at least level 4. Therefore, if you do not have high-level heroes on your team, then it is worth spending resources on reducing the cost of purchasing skills, armor, weapons, etc.

Reduce the cost of purchasing survival abilities last.

This is due to the fact that at first there will be few long trips, short and medium ones will be much more common. In the first, you will not be able to use these abilities at all, and in the second, only once, and this one time their incorrect selection will not be critical. In addition, short runs are best for farming, since to complete them you will need fewer resources, which will fill up fewer inventory slots and you will be able to take almost everything that comes to hand in the dungeon.

The improvement not only reduces the price of marching skills, but also increases their number.

After increasing the number of heroes in the roster, you can quite painlessly assemble a group with various travel skills, instead of buying the ones you need in a tent.

Gather teams and create a “dream team”.

After just a few experiments with team composition, you will understand your ideal combination that you will be comfortable playing. Because In the roster you can have a maximum of 20 heroes, then we have 5 teams of 4 people each. Don’t recruit random classes from the cabana into your roster—select specific classes for future teams. Create a team with classes of heroes that you don’t yet understand in order to experiment once again and find out their strengths and weaknesses.

Dream team candidate: a bunch of useful permanent buffs and one minor disease.

In this case, there is no need to rush, if the required class is not available, and there is no one to go, then recruit random heroes for a “suicidal campaign”, the purpose of which will be to update the set of recruits in the tent, earn maximum money from the campaign, and then dismiss all the heroes of such a “suicidal campaign” ”, who have picked up stress and for whose treatment it is a pity to spend money.

Have balanced Camping Skills in your team to complete higher levels.

While camping, you'll be dealing with stress, low health, pillboxes and debuffs, and possible battles right after camp ends. Therefore, a full-fledged team that expects to complete long runs through dungeons without any problems should have heroes with different abilities.

Excellent Vestal marching ability, reducing stress for religious team members (Bounty Hunter, Crusader, Occultist).

That is, a team intended, for example, to relieve stress in a camp can easily end the trip without a solo meal due to the fact that it was unable to replenish a sufficient amount of health during the stay due to the lack of necessary skills among its members.

Spend your resources wisely on upgrades.

Don’t improve something just because “I have enough for it right now!” Decide what is critical for you in this situation: if your team has picked up diseases that need to be cured urgently, then there is no point in investing in a forge, and if your heroes are seriously “stunned,” then of course there is no point in improving some cathedral to relieve stress right here and now, especially if you have few characters with a critical level of stress. Be patient and, after one successful or not so successful trip, improve what you really desperately need. You shouldn’t forget about “suicide trips” for farming either.

Treat critical illnesses first.

All diseases that give a digital minus are treated first. All other diseases are situational and therefore less dangerous. These include kleptomania, various phobias and desires to climb into any chest or rummage through any altar. The logic here is simple - you may not encounter altars and other dangerous things, and these diseases may simply not work. But diseases with digital disadvantages always work (with the exception of disadvantages for specific types of enemies).

Typical "critical" illness. In the Weald dungeon, Masha will be 20% more stressed. It is better to cure immediately than to unexpectedly find such a hero in this particular dungeon with this illness.

Also watch out for diseases that prevent characters from relieving stress in the city in any building (cathedral or tavern), especially if you do not have those buildings upgraded. Don't treat "useless" diseases. For example, a character who does not place pillboxes can “get sick” with a minus chance of placing a pillbox. It is clear that there is no need to spend money on curing this disease.

Lisa has -5 accuracy for ranged attacks. Because She is a Hellion and she has an ax in her hands (unexpectedly), which she cannot throw, then there is no need to treat this disease.

Open strange objects with a character with less stress and a high level of health.

If you are lazy, don’t want to go into the DD wiki and you still have little experience regarding what you might encounter in the game’s dungeons and what effect will come from climbing strange things with playful hands, I recommend opening everything with a healthy and stress-resistant hero. You may accidentally receive a debuff or a huge chunk of stress, putting the hero at risk of dying or going crazy. Or “if you don’t know, don’t touch.”

Before the hike, calculate the amount of money needed to complete it comfortably.

First of all, after returning to the city, decide which dungeon you will go to next, who will go into it, estimate how much you will spend on supplies (food, shovels, torches, etc.). This way you will understand how much free money you will have, which you can spend on treatment, stress relief and upgrading the skills of your heroes.

One hundred and fifty gold left. We don’t treat anyone, we don’t buy anything.

Such a sequence will not leave a chance to thoughtlessly spend gold on the city and heroes, while being left without supplies for the next journey. Does not apply to “suicide trips”, which can be done without any supplies at all.

Keep upgraded heroes.

Yes, you can't lose in Darkest Dungeon due to the constant influx of people wanting to get your brains kicked in dark corners, but you can lose a ton of time and money if you lose a really pumped up hero(s) in the race. Even the most impressive reward is not worth the money and effort you spent on a character of, say, level four.

A very useful button that, when “there is no time to explain, everything is bad,” will allow you to run away from the battle, your heels sparkling.

This is especially true for combat units without diseases and with accumulated permanent buffs (displayed to the left of diseases in yellow), highly upgraded skills, armor and weapons. The beauty is that you can leave the fight at any time on your turn. Don't neglect this opportunity, don't throw corpses at the bosses, be prudent.

Kill single targets.

The best healer for your squad and the best way to avoid getting stressed is to quickly kill the enemy. It makes no sense to leave four targets with 5% health and at the same time receive damage or a large portion of stress from each of them on the next turn. Use abilities that deal damage to multiple enemies in situations where, for example, one of the targets has very little health and you are guaranteed to kill it, while also hitting a nearby enemy. Leave armored carriers for a snack, taking out targets with high damage and low life first. Don’t forget about priorities at a particular moment in time - if the main thing for you is not to get stress, then kill the enemies that inflict it one by one (usually such inconvenient opponents stand behind), but if you have problems with the health of the team, then focus on lightly armored targets with high damage. The more you play, the faster you will study the enemies - which of them crit more often, who are stressful, who hit several targets at once, etc. Remember the abilities of your opponents and then you will be able to understand who poses the greatest threat.

Stack DoTs and buffs.

All pillboxes and buffs in the game stack to a certain level, so don’t be shy to stack as many pillboxes on enemies as possible, and as many buffs on yourself as possible. Stacking buffs on yourself is especially effective before meeting bosses, when you are at a rest in the room next to the boss. Get as many buffs as possible on your best damage dealer and good luck!

Use pillboxes and marks mainly on “thick” and hard-to-reach enemies.

There is no point in using pillboxes or stamps on weak targets (that you can kill in one or two hits), on targets that are about to die. At the same time, pillboxes and marks are extremely effective on “fat” bosses and “fat” enemies that you will be picking at for a long time. Dots also work well on bosses or simple enemies who, over time, roll back to their last positions, setting up skeletons in front of them (the Necromancer boss) or worse. Don't forget to check the enemy's resists before placing a pillbox on him.

Have at least one Crusader on your team.

Quite controversial advice, but only this hero has the ability to relieve stress right during battle. It is precisely because of this ability that it is worth taking him to the team. If a lot of stress has accumulated in your gang, then leave one or two frail enemies, and take the stress off your heroes with a crusader, while stunning the enemy.

Love him for stress heal +5.

Remember that if you do this without damaging enemies for several turns, the heroes will become stressed. If your team does not have stun abilities, then hit the remaining enemies that you only need to relieve stress with low-damage abilities (various tags, dots, etc.).

Think over your route through the dungeon.

As soon as you get on the map, the first thing you need to do is create a route in which you would have to go through the already opened passages and rooms as little as possible. This will save you time on the passage, protect the heroes from unnecessary stress and allow you to save on torches.

Try not to use abilities that rearrange enemies.

The main goal of using such skills is to pull forward an inconvenient and dangerous enemy standing behind you, and then kill him with the skills of heroes who can only deal well with the first 2-3 targets. There are three reasons why I give this advice. Firstly, sometimes it’s easier to kill the enemies standing in front so that the enemy standing behind him will pull himself towards you. The exception is when the first two places are occupied by one fat enemy, but even in such a situation, sometimes it is easier to kill the monster standing in position 3, thereby moving position 4 to the position of the enemy killed in position 3. Secondly, abilities that rearrange enemies deal very little damage and, roughly speaking, you lose an entire turn, which could have been spent on causing damage to the monsters in front. Thirdly, when assembling a team, it is desirable to have a hero in the third or second position who could more or less hit all the targets, or at least the target standing in position 3.

In this guide we will look at the basics of Darkest Dungeon, locations and some other features. In the darkest catacombs, help will come in handy for both newbie and veteran, so take the time to read this guide if you are planning to play or return to Darkest Dungeon.

Paraphrase about the prologue

According to the plot you are the heir of an aristocrat who is fed up with the idle life of a nobleman, all this despicable metal of yours and your no less despicable, immoral society.

Having abandoned his usual life, he, having previously been involved in the occult, decided to find an ancient portal, the map of which he got from his previous craft. But during the excavations, something went wrong: terrible monsters appeared out of nowhere, the team of miners was brutally killed, and the castle where the work was carried out was partially destroyed.

A few years later, you, being the heir of a short-sighted nobleman, go to the ruins to find out what kind of dashing woman brought your father there. You have to assemble a team and face unprecedented obstacles, the main of which are the vices and fears of you and your comrades.

Where does the action take place?

In total, you will visit a dozen locations, each of which is atmospherically gloomy and unique. First, let's note the peaceful levels where your heroes rest.

1) City - what can you do in the city? Of course, this place won’t offer anything overt, but you will satisfy your primary needs. In general, on its streets you will find: an inn, a monastery, a stagecoach, a hospital, a workshop, a guild, an estate and survivalists.

2) Inn - in the city you can find an inn and relieve stress with a pint of foam. There is also a brothel and a gambling hall there.

3) Hospital - offers the services of a doctor who can mend your wounds and cure diseases such as rabies, paranoia and insanity. Plus, heroes can strengthen any character trait, or, conversely, destroy a bad characteristic.

4) Workshop - armor and weapons are improved there.

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

6) Guild - within its walls, heroes upgrade and buy abilities.

7) Master of Survival - increases the skills that are used for halts.

8) Burial ground - rows of tombstones on which the names of fallen heroes are indicated, as well as the reason for their death.

9) Nomad's carriage - here the fortune teller sells valuable things, but at a high price.

10) The estate is kind of like your home.

During your travels in the world of Darkest Dungeon, you will visit more dangerous places. Let's look at the locations and the creatures that inhabit them.

Ruin

People and the dead live here. Undead are almost completely resistant to bleeding, but are easily stunned. Pick good guys with a high chance of stunning so as not to stumble in this type of location. From the loot you will find various display cases, chests, closed doors and altars, for which you will need keys, holy water, etc.

Thicket

A dense and dark forest, full of rotten and darkness-soaked plants. You can only enter the City through this location. Bring bandages, antidote, holy water and herbs with you.

For a beginner, the Thicket presents many dangers, so be well prepared before you go there. Take with you heroes who have a high rate of bleeding and weakening, since the local enemies have little resistance to them.

Reserve

An old dungeon of tunnels and aqueducts, built for no one knows why. Now this place is full of corpses, garbage and manure - a home for carriers of deadly diseases. You will meet a people of half-humans, half-beasts, who were given a telling name - “Pigs”.

Take a bandage along the way, as there are many traps in the Sanctuary that cause bleeding, healing herbs and food. The inhabitants of the location are immune to poisons, so it makes sense to take characters with high bleeding efficiency. The hero Trainer, who has the greatest damage to animals, will also help you.

Bay

The penultimate location is half-flooded and dotted with sea monsters. The Ancestor once used it to transport contraband. In the Bay, herbs that remove the “debuff” of weakening from traps and attacks, shovels to get chests, and bandages to stop bleeding will help.

Bleeding in the Bay won't help, but the poison will come in handy. Take heroes with high defense and increased damage from poison. By the way, the hero Occultist is good at attacking mystical creatures, which include most of the inhabitants of the Bay.

This is where you will be at the end of the game. The final location, full of horrors from ancient times, as well as their admirers.

Keep in mind that the Darkest Dungeon is many times more difficult than all previous locations. Almost all monsters inflict stress, poison or bleeding on you every once in a while, causing huge damage.

It won't be possible to escape from here without losses either - one comrade will die in any case, and randomly. There are four quests in the Darkest Dungeon, but the last one is completely impossible to escape.

The entire location is scripted, unlike the previous ones, so replaying it won’t be too difficult. Plus there are no traps, blockages or night attacks, and your heroes starve more slowly. Bandages and antidote, food and torches will help you. Holy water is also useful, but only in certain battles.

Mechanics of Darkest Dungeon

Damage deduction and battles in general work clearly and simply. All heroes and monsters have an evasion rating, in contrast to which each skill has hit accuracy. The total score is obtained by subtracting the evasion from the accuracy figure.

Debuffs work in a similar way to other features. For example, if the stun percentage is one hundred and the evasion is twenty-five, then in the end we will get seventy-five. The hit chance is increased by artifacts and sometimes by new abilities.

C tress is your main enemy

A key feature of Darkest Dungeon is stress, which affects the combat effectiveness of your squad. Almost all enemy actions accumulate stress: this applies to a critical hit, disease and darkness, and the effect goes on the entire squad at once.

If stress exceeds the limit of 100 units for a character, then he breaks down, after which in most cases he receives a severe “debuff”. The character of a knight, for example, may change to suicidal, causing him to start attacking himself, or refuse to heal your ally, considering it pointless.

Thus, a weak link appears in your team, which puts a lot of pressure on the rest of the group. Oddly enough, sometimes stress has a positive effect: a heavy alcoholic can stop drinking and take the path of truth.

Stress is released in the city, and specifically in the tavern and monastery during the week. Some heroes have greater resistance to stress. Leveling up and killing enemies reduces this stat.

What to take on an expedition

We have already mentioned above which things are more useful in certain locations. Here we will analyze the general features of the issue.

It is important to consider for what time and where exactly your group is going. For a short visit, eight units of provisions, six torches and two shovels will be enough. Depending on the location, you will have to take bandages, keys, and other equipment with you if you want to get extra gold.

In general, provisions are used for a specific event - “Hunger”, which occurs regularly at a certain time. It costs 1 food per hero, and if you don’t feed him, he will receive a “debuff” to health and stress.

Torches are needed to illuminate dark places. Darkest Dungeon has an entire lighting system, displayed as a scale at the top of the screen. There are four phases in total, each of which accumulates 25 units. The less light, the greater the increase in stress and the attack of monsters, but the more loot and critical hits from your heroes.

Each dark cell takes five torch charges, and the one you have already walked through takes one. Some heroes and abilities increase or decrease the charge of the torch. With bandages you stop the bleeding, and with an antidote you remove the poison - everything is clear here.

Wrong steps at first

If you can't play normally yet, don't despair. Darkest Dungeon is a pretty hardcore game, and as we know, everything comes with experience. Run out of gold? Recruit new heroes and use them as meat as you make your way for rewards. Don't spend money on supplies for them, and then you can quickly accumulate considerable capital.

If your main character dies, then nothing can be done about it. Hire a new one and go on an adventure again.

P oddities

Quirks are character traits in Darkest Dungeon that unlock a random set of bonuses and stats for heroes. Quirks are generated randomly based on certain actions of your characters.

The resulting characteristics can be both positive and negative. You can dump them in the sanitary facility or at special places in the dungeons.

Video guide Darkest Dungeon: gatherings, supplies and locations


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Darkest Dungeon is an RPG that takes place in a dark dungeon. Moreover, the dungeon itself is created through procedural generation (the levels are created not manually, but using an algorithm, which allows you to create a unique dungeon each time). The player has the opportunity to choose a hero based on various classes, of which there are more than 10 in the game. You can be a mage, healer, archer, knight, etc. Try to take care of your heroes, because after death, you will never be able to use them again, and you will have to hire new heroes and upgrade your skills from the very beginning. There can be a total of 4 heroes in the dungeon who are not fearless and emotionless. The game pays great attention to the emotional state of the characters. They may be afraid, they may even go mad from the horrors of the dungeon. Watch your physical condition, let the heroes rest. You also need to monitor food supplies and prevent the heroes from starving.

In Darkest Dungeon you will have to fight not only monsters, but also various phobias of your heroes. Sometimes the strangest phobia can harm the entire team and lead to defeat. The combat system is turn-based, which gives you the opportunity to carefully think through your tactics. The game has an unusual and beautiful design, which adds the necessary horror to the gloomy dungeons.

Additions:
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Operating system: Windows 7, Windows 8
Processor: 2.4ghz Intel Core 2 Duo
Memory: 4 GB RAM
Graphics: Nvidia 260 GTS or Radeon HD 4850 - 512 MB
Hard drive: 5 GB free space

Genre: RPG (Rogue/Action)
Developer: Red Hook Studios
Publisher: Red Hook Studios
Game version: Build 24839
Interface language: English, Russian
Voice language: Russian(sound cracker from GameSVoiCE)
No activation required

You can also download the version without Russian voice acting:
Download Darkest Dungeon Build 24839 + DLC – torrent

Add-ons (DLC):
- The Musketeer
- The Crimson Court
- The Shieldbreaker
- The Color of Madness

Size: 2.32 GB

Download Darkest Dungeon Build 24839 – torrent