
Some monsters have DEATHBLOW RESISTANCE just like heroes. Many SKILLS or COMBAT ITEMS can cure DOTs. DOTs cause damage at the beginning of the combatant's turn until they expire or are cured. Some attacks inflict a DOT (damage over time). To see more info about tokens on a hero, the hero during combat and. Meltdowns have several undesirable effects: the hero suffers immediate AFFINITY loss with all other heroes, and then the hero also drops to low HP. If a hero's STRESS bar fills up completely, that hero will suffer a MELTDOWN. Try to keep stress low in order to promote a harmonious party. Īs STRESS mounts, a hero will become more irate and this increases the chances of NEGATIVE AFFINITY changes with other heroes. Stress can be lowered with various items and treatments at the INN. Heroes begin the expedition at zero stress, but gain stress through a wide variety of game events. In addition to HP, heroes also have STRESS. If the heroes survive the fight, then the expedition will continue with a tiny flicker of Flame still alive. When the FLAME reaches 0, the heroes are ambushed by fiendish Cultists. Visit ASSIST ENCOUNTERS to raise the Flame. The waning flame also increases the chance that heroes will develop negative affinities with each other. Monsters get combat bonuses, and there are increased chances that BATTLE MODIFIERS will further increase the monsters' power. When the FLAME gets below 40, things start to get significantly more dangerous for the heroes. The lower it gets, the harder things will be for the party. It will gradually diminish as you drive, but various actions can refill it. The stagecoach carries the FLAME, which is the last hope for the world. Even when an expedition is surely lost, it's often worth pressing on to get more hope. Hope is used to increase your PROFILE LEVEL. When the journey ends (via victory or defeat), you are awarded HOPE based upon how well you did. This replacement hero will be randomly chosen from classes not selected at the start of this expedition. If a hero has died but you have unlocked additional hero classes on your profile, a reinforcement hero will await you at the next INN. ĭead heroes remain dead for this entire expedition but will be available for use again on your next try. Conditions are usually long term buffs or debuffs that result from INN ITEM use at the INN. This tab shows any CONDITIONS present on the hero. Any further damage has a chance to kill the hero depending on their DEATHBLOW RESISTANCE ! Use a helpful COMBAT ITEM or a HEALING SKILL to restore some of the hero's HP before they can be slain! When a hero is reduced to 0 HP, they are on DEATH'S DOOR. Spend your points wisely-they are shared amongst the entire party. Improved skills can yield dramatic results. Most of those effects are shown by TOKENS. In addition to doing damage, skills can cause a variety of effects. These are "area of effect" ( AOE ) skills. Some skills can target multiple enemies at a time, which is shown by pips joined together. A solid pip means the skill is valid in that rank. The circular PIPS tell you this information. To see what ranks a skill can target, look at the tooltip of the skill. They also can only be used against valid enemies in the correct TARGET RANK. Skills can only be used if the hero is in the correct LAUNCH RANK. You may also use the number key corresponding to the skill slot. Either way, on the item/skill in the displayed skill bar.

On a hero's turn, you may first use a COMBAT ITEM, if they have one equipped.

Only a partial turn order is shown-you can plan ahead a little, but not completely.

The turn order is shown by the PORTRAITS in the top right of the screen. Įach hero or enemy rolls INITIATIVE at the beginning of each round, and this is modified by their SPEED. In most cases, the fight lasts until one side is completely defeated. Once you’ve done that, you’ll be put back in the Stagecoach to roll out towards whatever horrible enemies are waiting to mutilate and traumatise you.Combat is turn-based. After selecting the mission of your choice, you need to click on the little quill/signature line at the bottom of the contract itself to essentially confirm and commit to the quest. Once you’re at the screen itself, there’s a little user interface bug/quirk that’s throwing some people. Once that’s done, the quest will be over and you’ll be sent back to the Complete Your Confession screen (though with a lot more rewards unlocked via Hope/EXP gains).

This is the first and only mission quest so far, a path that’ll take your team through roughly half a dozen randomly chosen locations before having a boss fight against an enemy called the Shackled Brain. Unfortunately, at time of writing there’s only one option available, what with Darkest Dungeon 2 being recently released in early access, and that’s Denial. Darkest Dungeon 2 Complete Your Confession contract explained
