![]() ![]() Suffice to say however, the odds will not usually be in your favour if you go around grabbing or opening every single little thing you find. ![]() ![]() A lot of these objects will grant specific things depending on state percentage, and who touches them. As i'm sure you already know, Darkest Dungeon's zones are litterd with objects which you can interact with, these are called 'curios'. It will also call for different items prior to going into the dungeon itself. As already stated, each zone will have different enemies and thus, will require a different party compositon. Obviously, this doesn't work the same when I am doing pitch black runs, or looking for the shambler alter.Buy more stuff to get more stuff: Provisions and pickupsApart from pure stat boosts from quirks, trinkets and inventory items will be your main way to stay alive in the field, espcially on long or difficult dungeons. If I really want to pick up some extra loot from the dungeon, I will either camp to open up a slot, or dump all my torches because camping brings the torch back to max. Sometimes on Long missions I will camp very early for this reason.įourth, and finally, is inventory/torchlight management. Third, reason would be if I really needed the health boost, or felt my group was a little underpowered for the dungeon and wanted the buffs. Second, if there is a boss, I would like to camp immediately before fighting the boss, because they typically cause a lot of stress and damage, and camping buffs can usually help a great deal, so if I've scouted the boss room, I'll plan to camp just one or two rooms before it. Also, if I've nearly finished the dungeon, I'll just camp so that my heroes have less stress when they get home, possibly saving me both the cost and time of removing stress at the manor. Generally I don't risk picking up an affliction, because it just makes more things difficult. First, if stess gets too high, like 2 heroes somewhere in the 60s-70s or higher. ![]()
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