Ultimate Darkest Dungeon Tips & Tricks (For all players and skill levels)

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How's it going guys, my name's Graeme and  welcome to the 'Ultimate Darkest Dungeon Tips   and Tricks Guide'. Something that I hope  will help new players and veterans alike.   If you're struggling at all with some early  strategies or resource management, or maybe you   just want to feel more prepared on a given run,  I think this video can help you a great deal. I’ll have the timestamps ready for you  so you can seek out specifically what you   feel you need a hand with. There are much  more in-depth tutorials on starting out   explaining every minute little mechanic within  this game. I can't add anything more to those   very exhaustive, very well made videos.  So instead, I will assume that you have   at least done a tutorial and have some  basic understanding of Darkest Dungeon. These tips are going to vary from very simplistic  to very complex. I’ll do my best to build them up   in complexity while also kind of keeping  them thematic. We'll do the best we can.   These tips mostly come from key Reddit users  and players of the Darkest Dungeon fanbase. I got permission from each of these authors to  include these in this video and I will be sure   to attribute each tip to the relevant author as it  comes up. When going on your various adventures,   the different dungeons have their own enemies  mechanics and considerations to be made. GrabThaar had the best breakdown, in my  opinion, of how to prepare yourself for each   dungeon variation. Always bring  someone who can reliably hit   backline targets no matter where you  go. A minimum of one is necessary,   but often, you'll want to bring two as that's  typically where priority targets tend to be. Enemies of different dungeons are often thematic.  As such, putting team buff trinket emphasis   on your team should include disease resist for  the Warren and bleed resist for the Cove. That   alone will go a very long way to mitigating  the amount of damage over time you incur. Similarly, you might want  to flip that on your enemies   and know which are most vulnerable in  each dungeon. In the Ruins and the Cove,   they are weak against Blight and in the Warrens  and the Weald, they are weak against Bleed. Consider something near these loadouts when  embarking on each Dungeon. There's obviously room   to play around with it. It's also good to include  a few things to interact with specific curios.   And the Ruins: holy water, a couple of keys,  VERY few shovels and one or two antidotes max. In the Weald: more shovels, bandages  and medicinal herbs for food salvage. In the Cove: bandages, also a few extra torches  and a few shovels - but mostly bandages. And the Warrens: disease cure  camping skills, blight resistance   and a couple of shovels, throw in  some bandages for good measure. Consider screen shotting and saving this image  somewhere handy if you think it's something   you'd like to reference semi-regularly. This  is like the number one thing I like to have on   hand when playing. It's like knowing what is super  effective and weak against each other in Pokémon.   It just makes it that small amount easier when  you know a little bit of what's coming. Rather   than telling you specifically how to build a party  or who to take with you, the fun of the game is   experimenting with that. So, those tips should  help you choose a party that feels right for you   and supplies within your own preferences that'll  best match the unique challenges of each dungeon. Claire de Lune used to have a tier list  for heroes, but after years of balancing   with more to come, ANY hero can have a  valuable role. If you want a few hero or   party building tips, there are a few that  come courtesy of Reddit's CutestGirlHere. First and foremost, they agree there are no bad  heroes only bad teams and poor player decisions.   Every hero can get you through most of the  game easily enough from Radiant to Stygian,   and there’s more than one viable way to build your  teams for every encounter. While there might be an   optimal way to go through certain bosses and  the like, you don’t have to perfectly optimize   to beat this game. Any decent team can get the  job done, just play however you'll have fun. A team is typically built around Healers, Damage  Dealers, and Stunners, with the odd additional   role thrown in on occasion like Buffers or  Markers. Stress Healers are also of use,   especially when you’re still learning the  ropes, but teams with reliable damage and stuns   won’t typically need a Stress Healer. Try  fitting in a Stress Healer into your team   as you're learning, but eventually try to  experiment around getting by without one. If you want that as a safety, the Jester, the  Crusader, Houndmaster, and Flagellant from the   Crimson Court DLC can all stress heal your party,  while Leper and Abomination can self stress heal.   Preferably you should try to avoid being stressed  in the first place, but bringing a Stress Healer   in your party gives a good option for recovery.  Additionally, should a hero become Afflicted,   stress healing them back down to 0 Stress  will cure them of their Affliction. The best way to deal with stress is avoid.  Learn which enemies deal stress-damage   (usually the backliners) and target  them with stuns and damage to prevent   it from building up at all. If only it was  that easy to mitigate real life stress.  While we’re at it, we can look at some typical  health-healer options. The Vestal, Occultist,   Arbalest, Flagellant, Crusader, Antiquarian and  Plague Doctor. The Vestals are good enough at   healing to maintain a party alone for any  non-Vestal party, you’d preferably want   two healers, or rely on self healers like the  Leper, Houndmaster, Abomination, and Hellion. Early level vestals can’t really  keep pace with enemy damage,   and they are better used as stunners. Although  a quick heal can always save you in a pinch,   try not to hve them carry all  the healing duties early on.  A lesser team-building consideration could be  Ambush Prevention. Any time you camp, your team   risks a 33% chance of being ambushed. If you don’t  think your team would be able to handle an ambush,   try to fit The Crusader, Highwayman, Houndmaster,  Occultist, or Vestal into your team with their   Ambush Prevention camping skill equipped. Not a  major role for a hero, but a nice bit of Utility   offered when camping to let your heroes rest  without fear of ambush. But generally if you're   risking getting wiped by an ambush, you probably  have other concerns that need to be addressed. The Antiquarian looks like a straight up bad  hero. Generally, just bad stats and useless   seeming skills. But she has two unique passive  effects. Firstly, she increases the max amount   gold can stack in your inventory. Secondly,  whenever she directly interacts with a loot   giving curio (like a Bag or Chest), she  finds special relics worth a ton of gold.   Take her out on a couple of runs every now and  again, and you’ll never have money issues again. Now let’s focus on some nice broad tips that  will really sharpen those dungeoneering skills!   I’ll start a little more basic and ramp up to  advanced considerations for dungeon exploring.   At the most basic level, you are going to lose  heroes. Potentially a lot of them. Some do to   your mistakes, some from spending too long  exploring when you think things are safe.   Or maybe a combination of bad choices and  bad luck. Move on, no matter how attached   you were. It happens to all of us. Maybe take  a break and reflect rage quitting this game   is real! If you're getting deeply invested,  you might be rattled by that for a couple days,   but do not restart - deaths largely will not  matter unless you're on the max difficulty.   Earning your way back to the top  will instead be all the sweeter. One of /u/CutestGirlHere’s biggest tips is  read and pay attention to EVERYTHING. The   narrator can warn you of what happens when the  lights get low. Curio tell you not to stick this   thing and that thing - you know, unless you  want to die. Your heroes will warn you what   a boss fight is about to do to them and the  Guild or Blacksmith can give some helpful   info on how to play a character. A good chunk  of players have had their teams wiped because   they completely ignored their hero's warning  during a boss fight, while others decided   to stick a certain something in a certain  somewhere despite being clearly told not to. So it's a good idea to just stop, read,  pay attention and consider everything.   This is something you're bound to learn through  trial and error, but you'll quickly see the   common sense and curio interactions - use holy  water on anything religious, keys on anything   locked, herbs on anything edible or plant-related,  bandages on something that might give you a cut,   anti-venom on anything poisonous and  shovels to smash or dig things up. There are a few exceptions, but  as with most things in this game,   you learn best by doing. Stack up torches to keep  torchlight at 75 or higher. There is a sliding   scale of risk/reward as you allow your torchlight  to decrease. If you drop your torchlight to zero,   it gives a bonus to the loot you collect but  it makes everything significantly harder as a   trade-off. When you're still new and getting  used to the game, stick to 75+ light instead. You'll earn a bit less, but you'll survive, level  up and live to take on bigger risks in the future. • Skip curios initially, clearing the dungeon of  all enemies as your main focus. Then snuff your   torch, and loot the curios. The game does not  generate loot until the moment it’s interacted   with, so you can cheese the snuffed torch  benefits. This is a super effective way to rake   in money if you don’t want to give up a slot for  The Antiquarian Do be wary of backtrack fights;   consider saving a few torches till you're almost  done backtracking in case a fight does pop up. You will suffer a fair deal of stress at  this point too. Hopefully staying well lit   on your first pass, and avoiding fights  in the dark will mitigate this tradeoff. Consider camping early for scouting and  buffs. Scouting is utterly broken. It   has been nerfed a little in various updates  but it's still very stackable and prevents   some of the most common cases  of RNG blowing your game up. Following that up, 95% of complaints about RNG are  solved by scouting comboed with speed. Scouting   prevents you from being surprised and allows you  to plan a route that avoids fights if you want,   while speed allows you to go fast and  stun or kill enemies before they act. At the beginning of each Round, the game rolls  a 1d8 dice roll for each hero and monster,   which is then added onto their Speed stat.  Turn order then goes from highest to lowest.   So a Hero with 10 Speed could roll a 1 and be  outsped by a 7 Speed monster that rolled a 5. If   you don’t want to run the risk of being outsped,  a Speed difference of +8 ensures your opponent   can never outspeed you. However, it’s a bit  difficult to reliably reach that on most heroes. Hunger tiles are generated when the dungeon  is made, and rarely when you re-enter an   explored hall. They stay in the same place and  don't disappear, so plan around them when you   hit one. You're immune to Hunger tiles for 2  rooms after triggering one or after camping. You can change your combat and camping skills  mid-dungeon. A lot of people don't know this,   but it's a pretty useful thing; for example,   in Endless, you can take a battle-limited  skill off your bar until it refreshes,   or you can swap skills before a boss  fight or camp based on what you need. Remember before when we mentioned The Crusader,   Highwayman, Houndmaster, Occultist, and  Vestal have Ambush prevention skills?   It’s very advantageous to be able to swap  these in and out depending on current need. Similarly, you can swap trinkets  around using your inventory.   Luna likes to swap recovery charms around on  no-healer runs to boost healing from food,   and move stress healing trinkets around  to maximize camp skill effectiveness. Proper inventory management there opens  up so many new party possibilities. Boss fights (outside of minibosses,  and certain bosses like CC/DD bosses)   will always spawn at the farthest room from  the starting room, counting individual rooms   instead of hallway tiles. If you're dealing  with a very large map and don't know where   to go to reach the boss fight, just look  to see where the farthest room is located. Don’t worry too much about losing  trinkets. Once you’ve lost enough of them,   a certain someone can appear and give you  the chance to earn those trinkets back. So now you should be a master of exploring the  dungeons. Inevitably, you're gonna get in a scrap   or two, so let's look at a few effective battle  tips. It should help you understand how to get   the most out of your team and turns. You may hear  players refer to "action economy". This is the   idea of getting as much out of every hero's action  in a given situation. Don't waste turns on buffing   in battles aside from Bosses or Endless. It's  certainly not worthwhile given the pace of fights. Exceptions are things like Ballad or  Command. Ballad from the Jester and   Command from Man-at-Arms. Each apply to the  entire party and carries hefty bonuses. That's   part of that action economy - you're getting  a lot out of an individual skill in each use. Stuns are pretty good but require some  commitment if you wanna spam them. That said,   stun things when possible, it's good for your  action economy Stunners include the Occultist,   Plague Doctor, Abomination, Houndmaster and  Bounty Hunter. You may stun-lock dangerous   targets until your damage dealers kill them off,  or disable low priority targets while you focus   down bigger threats . Whatever works best  for your party to quickly dispatch the   biggest threats. In addition, it could  buy an extra round or two for healing. In general, it’s a good idea to target position 3  and 4 first, as they are usually Stress dealers,   which is more difficult to heal than health. While  focussing damage there, stun the front 2 enemies,   who are typically damage dealers. If you  cannot stun both, focus fire to kill one   so you don’t have to fend off 2 damage  dealers. Be aware that the game gives a 40%   stun resist buff to enemies coming out  of a stun to stop you from stunlocking. Understanding some of the math  behind the game could go a long way.  Hit Chance = Accuracy - Dodge. So, 90 Accuracy  against 10 Dodge gives 80% Hit Chance. The   game constantly adds a hidden extra 5% Hit  Chance bonus to all Hero and Enemy attacks,   turning that 80% into an 85% instead.  This also means that reaching at least   95% Hit Chance guarantees all attacks will  land. That hidden 5% pushes it to 100%. So,   make sure to stack Accuracy trinkets, quirks,  or buffs to try to reach that 95% threshold. Protection is more reliable than Dodge,  but Dodge can also make the game a joke   if you can stack 100+ - potentially with the  Antiquarian, Houndmaster and Man-at-Arms.   Damage is worse than crit point-for-point  but is much easier to stack   since most trinkets and buffs give  significantly more damage than crit. Guarding is over powered. The  Protection nerfs did help with that   but enemies now also target  ‘Marks’ more than before,   so Withstand or Bulwark and especially  Defender are amazing at drawing enemy fire. Healing in the early phases  of a fight is generally bad.   When you're down to 1-2 enemies, that's when  you heal, ideally, before stall timers kick in. The stall timer is to combat dragging out a fight.  If there is only 1 enemy left, this timer begins,   and in a few turns, you will accumulate  stress, and enemy reinforcements arrive. So either get it down to 1 heal and end things  or get the enemies down to two and take a little   bit more time with those considerations. Some  recent changes to Vestal have made her healing   ridiculously good, so you can now get away with it  mid fight, but try not to rely on this too hard,   as it generally makes you take  more hits and stress over all. DON’T stand around waiting  for your heroes to get wiped,   the retreat option is almost always  available. Even when badly injured,   it’s always better to let your heroes live  to fight another day. There is a small   chance for retreat to fail, but your chance of  retreating increases with every failed attempt. Keep in mind if playing Stygian difficulty, you  can get a game over by allowing 12 heroes to die.   In Bloodmoon, it's raised to 16, since  they're more likely to die from their curse.   It’s not worth contributing to that tally! Think of dungeons as a marathon,   and battles as a sprint. It is not sustainable to  suffer massive damage and stress in every battle.   Minimize these factors rather than maximizing  damage by preventing as many enemy action as   possible. Stun and kill enemies whenever you can.  Prioritize those that have a remaining action. We now know how to effectively explore  dungeons and a few considerations   to weigh in battle. So how about a few  quick things outside of the dungeons?  Upgrade the Stagecoach, Blacksmith,  and Guild first, as they’re the most   important buildings available in the  Hamlet, providing you a constant supply   of heroes along with the means to upgrade  them. Other buildings like the Sanitarium   and Nomad Wagon aren’t worth upgrading until  the mid-to-late game, while the Abbey, Tavern,   and Survivalist shouldn’t be or won’t be used  nearly often enough to be worth upgrading at all. Ideally, you're managing things well enough  that they're not particularly needed.  If you are playing without districts, you need  to rely a little more on the usual upgrades.   And if so, its better to upgrade  the Abbey for stress relief rather   than the tavern because the tavern  shares heirloom costs with the guild. The Crimson Court DLC adds districts, which are  especially important for late-game planning. They   are expensive, but can offer some major buffs! Here’s a recommended prioritization : The best   districts to get are Cartographer's Camp,  Sanguine Vintners, and Puppet Theatre. The Cartographer’s Camp makes the whole game   easier. More loot and improved  scouting. That will go a long way!  The Vintners means you don't have to gather blood.  That's crucially important for managing the curse. Puppet Theatre provides ideal stress relief in  town. That essentially means you never need to   use stress heal activities again. Meaning  that if you have the Crimson Court DLC   bought and installed, at a minimum you  should be activating these districts. The Bank is a trap, it is  going to eat up your heirlooms;   if you have no money it won't help you, if  you have a lot of money you don't need it.   All it does is mildly reduce the late-game  grind. And as we established earlier,   there are far better ways to earn gold. The Color of Madness adds a few districts   of their own. They can be fun but  ultimately not that big of a deal.   Focus elsewhere first and if you don't have  access to them, you're not missing out on much. I want to round out this video  with some BIG ADVANCED TIPS!   It is my hope that even veteran players  will have gotten something out of this video   at this point, but if not, these are the most  big brain considerations of the whole thing. Farm Apprentice Shamblers for trinkets  using level 2 heroes. Shamblers have 5   ancestral trinkets they can drop, including  the much sought after Map, Candle, and Scroll.   These can be dropped from any Shambler difficulty,  so there’s no need to fight the big ones!  Shamblers can replace any enemy  encounter when your torchlight is at 0.  Bring Riposte (HWM/MAA) and some AOE - then  you can be less concerned with shufflers.  For Endless mode - Battle Ballad is  basically a cheat code. Vestal + Jester   is a solid backline if you find yourself stuck. If you're gonna go on dark runs above Apprentice,   I highly recommend both high scouting and  riposte - riposte in case you get shambled,   scouting so you don't get  constantly surprised and shuffled. A lot of people use Jester as dedicated stress  healer. Jester is glass cannon/buffer every   attack and move fueling his damage in finale. He  is 3rd or 4th slot character where he buffs and   stress heals while buffing himself. And as  classic RPG rule goes.."Never focus a tank"   he is the character that gets rid of the tank...  Once the enemy party is weak enough that only tank   or boss remain, instead of slowly chipping down  his HP, your Jester (who has been buffing himself   the whole encounter for just this one attack)  moves himself forward (by dagger attack or solo)   and oneshots or at a minimum inflicts huge  damage to the tank or boss While trinkets are   helpful throughout the game, having well equipped,  blinged out teams without any wasted slots will go   a LONG way. It’s not a bad idea to target missions  solely on what will deliver you the best trinkets. Others may disagree with this, but choosing  trinkets that boost SPD first, DMG second,   and ACC third is generally beneficial.  There are exceptions, but it’s hard to   go wrong prioritizing those stats in that order. It’s a good idea to carry around medicinal herbs.  Not only are the good for many curio interactions,   but they can also cure trap debuffs! While they  can’t do anything for monster inflicted debuffs,   those accumulated from traps shouldn’t be  ignored. They can be incredibly crippling,   and last 12 rounds. Trying to ride  out a penalty that big is a huge risk. Be mindful of disease management with the  Sanitarium. It will remove all diseases   from a hero in a single stay. So if you  are carrying 1 or 2 weaker diseases,   you might want to wait to make a trip after  acquiring something more harmful to save time   and money. You want that hero to be out of  commission for as little time as possible.   Maybe you just have to grit and bear  some minor debuffs in the meantime. The Sanitarium can also remove negative quirks -  but if you are feeling bold, you may instead farm   long Cove runs. Using medicinal herbs on Eerie  coral curios will allow you to remove a negative   quirk. If this is your goal on a long run, do  not waste the herbs on other curios along the   way - as several of them may have negative  effects that will end things quickly. Most perks are relatively insignificant.  But definitely target the removal of   forced-interaction quirks as quickly as possible!  They are usually named like <blank>mania.   There are a few named differently, and  specifically Photomania, and Nymphomania   are not forced-interaction quirks. But  these are specific quirks that force Curio   interactions without the player’s input. Heroes have a chance to trigger these,   often resulting in diseases, damage, and  occasionally looting the found items. Your party   will suffer greatly from these and you’ll miss  out on lots of gold and items in the long run. And with that, that is every tip I can possibly  give at this point. We obviously have the release   of Darkest Dungeon 2 around the corner, so I  figured now is a good time for this video. There's   probably some renewed interest, maybe people  checking out this series for the first time.   I don't know how much of this is going to  apply to that sequel, but if you become a   more well-rounded, more confident dungeon  diver, then hey, I’m sure it won't hurt. Please, let me know if you have any tips of your  own down in the comments. I'd love to know if   you're a new player who's been debating playing  the game and now feels confident enough to get   into it or maybe a long-term veteran who learns  something new. I would really love to hear that. Huge thank you to the patrons of  the channel. This style of video   isn't something I really have ever  done, but I just love this game and   wanted more people to feel that it was  accessible. So please, go check it out. Thank you all so much for watching. I  wish you guys the best of luck in your   Dungeoneering and I hope to see you again soon.
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Channel: 2 Left Thumbs
Views: 253,871
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Keywords: 2 left thumbs, darkest dungeon, darkest dungeon guide, ultimate darkest dungeon guide, darkest dungeon tips, darkest dungeon tips and tricks, darkest dungeon tips for new players, darkest dungeon guide for beginners, darkest dungeon guide for all players, how to improve your darkest dungeon success, how to beat darkest dungeon, get good at darkest dungeon, how to get good at darkest dungeon
Id: 14TuQ8J8804
Channel Id: undefined
Length: 23min 27sec (1407 seconds)
Published: Sat Jun 12 2021
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