Let's Sperg Darkest Dungeon Let's Sperg: Part 2 - A Quest of Autism and Lovecraftian Horror

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Jaimas

BIG AMERICAN FREEDOM
True & Honest Fan
kiwifarms.net
Joined
Jun 27, 2014
@Randall Fragg was nice enough to get a thread started on Darkest Dungeon, but it sort of petered out despite some damned fine comedy and he encouraged me to continue it in my own way. As someone who happens to be pretty experienced in this game and also has a firm understanding of how it works, I elected to pick up the torch and carry on in his stead, starting a secondary thread so if Fragg ever has the time and inclination, he can resume his thread (his shit with Tyce was amazing and worth a read).

So, Darkest Dungeon, then. It's an RPG, but not like most others. It's brutally difficult, has tons of atmosphere, and a unique set of game mechanics all its own. You must manage the health and mental health of your soldiers of fortune in a crusade to bring light back to the most god-forsaken corner of the world - a corner that only got as fucked as it was because your ancestor was a dick and unearthed shit that was better left alone. The descendant, who I have affectionately dubbed "Null," has begun hiring soldiers of fortune to take back the hamlet - to deal with the brigands, the monsters, and bring something resembling hope back again. There are generally two ways to play the game: treating your heroes as expendable and being a complete shithead, or fighting tooth and claw to keep the good ones and being willing to make sacrifices to keep them moving. Disease, mental illness, and more will lie in your path, but it's time to get this adventure started.


You will arrive along the old road. It winds with a troubling, serpent-like suggestion through the corrupted countryside. Leading only, I fear to ever more tenebrous places. There is a sickness in the ancient pitted cobbles of the old road and on its writhing path you will face viciousness, violence, and perhaps other damnably transcendent terrors. So steel yourself and remember: there can be no bravery without madness. The old road will take you to hell, but in that gaping abyss we will find our redemption.

A worn stagecoach approaches the ruined hamlet at breakneck speeds - the first two mercenaries working as part of a campaign to cleanse the world of the evil wrought by Null's Ancestor, who brought about horror untold. Some have come here to fight against new evil; others are here simply for a paycheck. the common thread is that they all are here and willing to put themselves in harm's way. And so it is into this that our first two heroes, Jaimas and @Ol'_Slag reveal themselves, after surviving a stagecoach crash, because the Caretaker drives worse than Jace:

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The hamlet lies just ahead, but the forest is overrun with brigands and monsters. The pair soon runs into their first encounter, whereupon the announcer chimes in:

Dispatch this thug in brutal fashion, that all may hear of your arrival!

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Slag and Jaimas make effortless work of the rogue, with Jaimas giving him a taste of pommel to the face and Slag tearing him to ribbons with his knife soonafter. Our heroes do not even take a hit. Good thing, too: this pair has no healing whatsoever beyond the rations they brought along, and combat at this stage is deadly. The pair press on, coming upon the Brigand's camp soonafter, and promptly raid it for treasure, which is now theirs by international law of go fuck yourself.

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The pair then encounter the last two bandits between them and civilization.

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This is a much harder fight. I need to cover Bleed, Blight, and Stun a bit since these are a huge part of gameplay. Bleed and Blight do basically the same thing: damage over time. Bleed tends to last shorter, but comes on attacks that do actual damage, whereas Blight tends to last longer but comes on less powerful attacks. These two conditions are the single most common source of character fatalities in Darkest Dungeon. The ability to treat them can save your characters a lot of pain, and the ability to inflict them upon enemies is invariably a good thing. Enemies killed by Blight or Bleed don't leave corpses, either, which makes combat management easier.

Enemies weak against one status effect are invariably strong against the other; Skeletons can't be Bled (you can bleed them with the right upgrades but it isn't worth it beyond bragging rights), but are critically vulnerable to blight. The abominations in the Weald are vulnerable to bleeding but resistant to Blight, and the horrors of the cove are also vulnerable to Blight. These damage types also bypass defense entirely, so for fuck's sake, use them. Stun just makes whoever lose a turn; it can take a lot of bite out certain enemies though some are immune, and it's very hard (if not impossible) to re-stun someone who just overcome being stunned once; use them wisely and some fights are completely trivialized. Fight accordingly.

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Anyway, we kill the brigands during the tutorial. Kudos.

Let's check out where our heroes will be staying now:

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If ever the Kiwi Farms were to close, this image would pretty much be the perfect synopsis. There'd probably be crude Sonichus drawn on things though. And Autism puzzles. But I digress.

Staying at the fugliest place on earth aside, the group now has a mission. Quickly, they wind up with two new recruits: the Plague Doctor @Shuu, surgeon and biochemist, who seeks to cure the fungal plague that taints this land, and the priestess Ambivalenz, come to silence the walking dead that plague the outskirts of this land. Every hero in Darkest Dungeon actually has legit lore reasons for being in the plot, from Jaimas the Crusader (fighting to eradicate the evil in general), to Slag the Highwayman, whose reason for questing is... Infinitely more personal. I'll be sure to point out these bits of lore, don't worry.

For characters themselves, we have some variety here. The Highwayman is a fast-moving and lethal threat who can fight at any range and has a lot of utility; I'll be quibbling with Slag's moveset for a more aggressive one, but he's solid for the moment. Similarly, the Crusader is a tough armored bastard who can perform a variety of tactical roles, from minor healer to frontline warrior. The Plague Doctor is a status-causer and curer, and I cannot, in any way, shape, or form, underestimate how useful she is, both as a healer and as a source of continual damage. The actual HP she heals is outright laughable, but the fact that she can cure both Blight and Bleed makes her far more vital than most players ever realize. The Vestal, which Ambivalenz is, is a solid healer who also doubles as an offense unit; with some retooling, she can work as a ranged damage dealer or as a support unit.

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Starting out, your first two characters are locked; they will always have the same traits and always be the same class. You will always have a Highwayman with Hard Noggin and Quick Reflexes, and, likewise, always have a Crusader with Warrior of Light. However, they will also always start with Known Cheat (Highwayman), and God Fearing and Kleptomaniac (Crusader), respectively. Negative and positive traits are essential in Darkest Dungeon; you want to lock in particularly good ones as early as you can, and remove the especially bad ones ASAP, lest you wind up with a character that is unable to reduce stress or something similarly game-breaking. In this case, you want to lock in Quick Reflexes on the Highwayman, and should strongly consider locking in Warrior of Light on the Crusader. Similarly, you want to remove Kleptomaniac on the Crusader ASAP, because that trait fucking sucks and ranks among the worst in the game.

Your first two characters will always be a Plague Doctor and a Vestal, but their traits, skills, and even color will be completely randomized. In this case, Shuu and Ambivalenz start with mediocre perks but also relatively minor negatives; Shuu has Mercurial which lowers her virtue chance, but provided you aren't building too much Stress (more on Stress later), this won't be a problem. Scattering absolutely sucks on a Vestal, since it reduces ranged damage, but it's only 5% which isn't much and we can remove it later. There isn't much to do in town right now, so with that in mind, it's time for our first "real" mission.

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You do provisions next; always bring exactly what you need for every mission, lest you wind up having no ability to handle things. You've got to pay for them yourselves, so finance this adventure and let's get shit done.

I generally recommend every player bring the following for "Short" missions:

* At least eight food
* At least eight torches
* Antitoxins or Bandages, depending on mission (Weald: Bring Antitoxins; Ruins: Bring Bandages; Cove: Bring BOTH), usually 3 or so, just in case
* 2 Medicinal Herbs
* 1 or 2 Keys (at your option)
* 3 Shovels
* 2 Holy Water

All of these items are used for handling exploration. many items can give beneficial or even outstandingly useful results if you use the right item. For example, you can get better healing out of certain dungeon curios, or unlock coffers or chests with the right items. This means more rewards.

Doubling or tripling this for longer missions or higher difficulties is usually a good rule of thumb, but in time you'll get your own balance of how you want to roll.

Note that you will get freebie items depending on who you bring: Jaimas, for example, being a Crusader, comes with a free Holy Water with every mission. Similarly, Shuu, being a Plague Doctor, provides you with a free Antitoxin! Similarly Arbalests (or Musketeers for all you backers) will give you a free bandage, and Grave Robbers provide a free shovel.

Anyway, into the dungeon we march.

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The ruins are the "easiest" of the four explorable locations in the dungeon - but only at first. While the enemies here are the easiest and most straightforward - mostly being undead - the second you hit intermediate-level missions, it ramps up difficulty the hardest. Never grow too confident, Kiwis; caution is the watchword if you wanna keep your squad alive.

You may have noticed the white bar under the health gauges; this represents stress. Enemy attacks, loud noises, and general paranoia will increase stress in varying amounts; creepy areas may cause nervous characters to gain 1 or 2 at random; a powerful enemy attack can do 20 or more Stress in one go! If Stress reaches 100, the character becomes afflicted, and will act illogically, raise stress for the others, and generally be much less managable; if it reaches 200, they'll have a heart attack that will either reduce them to Death's Door (zero HP) or give a good chance to kill them outright if they're already there. Probably the least-known-about but most damaging bit of stress-causing is going into a dungeon that is too high in level; the higher the level, the more stress players accrue just by going there. A level 0 going into a level 1 dungeon can accrue about 10-20 stress; send that same character into a level 6 dungeon and they'll eat 60+ stress just by going in. Later on it's not such a big risk because you can mitigate stress, but early on, watch your ass.

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Stress management is thus key in this game; it's "sticky," and only a bit of it bleeds off with time. Give your heroes time off, and they'll reduce stress over time; put them in an activity to get their minds off shit (drinking, gambling, fucking whores, praying, whatever) and they'll recover lots of stress and even recover from Affilictions. There is one other way to recover from those; if you have characters that can reduce stress, reducing a character's stress to zero - even in a dungeon - will cure the Affiliction, making classes like the Jester especially vital. Killing enemies, causing critical hits, and so on can also cure some stress, as can various in-game events.

Target enemies with high-damage attacks (Skeleton Arbalests) and high-stress attacks (Cultist girls, Undead Nobles) first! The sooner you put these fucks down the less chance they'll have to wreck your party. Stun them if you must to delay them, but kill them ASAP.

The only other thing to cover is the light gauge. It's the bar at the top. It fades over time and can be refilled with torches. The darker it is, the more likely the enemies are to gain a surprise round, the more damage they will deal, and the more stress you will take - but your treasure find rate, likewise, will skyrocket. Similarly, if you keep the light high, you'll find less swag, but enemies will do less damage and less stress damage, and you will gain the advantage of surprise more often. Low Light or High Light - choose a playstyle and stick to it. Risk versus reward. Some player (and enemy attacks) will adjust the light level; as an example, Jaimas has a morale boost ability that he can unlock that boosts light slightly each time it's used.

Enough mechanic discussion. We fight through the first dungeon, Jaimas curiously manages to not steal anything. Soonafter we run into a good example of why you need to be prepared:

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This blockade requires a shovel. Didn't bring one? Fuck you, you're going to pay. Either fuck off or dig through it by hand, losing precious torchlight (because of how long it takes) and stress in the process. Later barricades will also damage you. Have fun with that. Shithead. Maybe you'll bring proper tools next time.

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Enemies that you kill but not with bleed/blight leave corpses. These take up enemy positions and have to be destroyed to get them closer (unless you use movement attacks). Just like the player, enemies have to be in certain positions to use certain attacks, and you can (and should) exploit this like a motherfucker. A bone crossbowman brought to the front two ranks can only use a dinky bayonet jab that does very little damage in an attempt to get back to the back ranks; a Bone Noble will use a much less threatening dagger stab. Use this, because it can seriously tone down the threat level of some monsters. Some player attacks, such as Shuu's Disorienting Blast, will destroy all corpses on the field.

Anyway. Some time later, we've cleared our first dungeon, and returned, battered but alive. The game decided that Jaimas wasn't being enough of a prick and thus saddled him with the Curious trait, the third most-annoying after Kleptomaniac and Compulsive. Thankfully Curious isn't as much of a game-breaker so provided I prevent it from becoming permanent it won't be a big deal.

Even better, three new heroes join our cause; @CasualSeppuku the Graver Robber, who seems to be a bored noblewoman in it for the lulz, @Cynical the Antiquarian, a historian with a rather troubling history who seeks to discover the mystery behind the censer she uses a weapon. Finally, our squad recieves @c-no, an Occultist from the east who clearly has trafficked with the dark powers - and now, as the gates of hell yawn open, is prepared to use the very powers they gave him to slam the door shut in their face.

These three new classes are boss. The Grave Robber is a solid fighter and can do a little of everything, but she excels as a second-line combatant. The Antiquarian is a relatively weak character, with poor offensive capability but solid defensive skills and the ability to earn us more cash - making her one of the most critical characters in the game. Finally, @c-no is one of the game's best healers and has both area-of-effect damage and damage specifically good against Elrdrich monsters, which will be more common as time goes on.

This one's a longer mission, so we'll be going camping. This I'll get into later. For now, just understand that this map is about twice the size of the previous.

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See? No beating around the bush in this mission.

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This is why the Occultist is the game's best healer. He's something of a high-stakes roulette wheel; he may heal basically nothing, and has a tiny chance to induce a weak bleed with his heal, but it often heals for a lot more than the other characters - to compare, Ambivalenz' heal spell heals 3-5 HP per use at base level; C-No's can heal as many as 14 and that's without a critical. Later on, C-No's variability will average out to him being about the same class as Ambivalenz gets the ability to heal up squads, but for now, courage.

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Seppuku can mess a Skelly up. Take note, Kiwis: This character rocks in any slot. Load her with ranged skills and she can fight from the back row. Load her with Toxin Trickery and a Pickaxe and she can act as a frontline tank. She relies on her mighty agility rather than raw HP to keep her in the fight, but that's just fine and makes her a damned solid fighter overall. Grave Robber is a class than can be brought on any mission without being a liability, and that's somewhat rare. The downside is that you need to completely retool her skills between missions.

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Antiquarians will cause these neat little stone discs to drop. They're basically salable like gems and are worth more and stack higher, so you can hold a bunch. Glorious. Like I said, even one Antiquarian makes stuff easier later, even if Cynical's starting skill and equipment set fucking sucks.

During a long mission, you can make camp. Here you can rest, and more importantly, de-stress and treat wounds.

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On long missions, this is why you carry a ton of extra food: it provides immediate healing equal to 25% of the team's max HP and cuts stress for everyone by 10%. It also lets you use camp skills, which can further reduce stress, or boost combat stats for a while. Correctly using camping can have dramatic effects on the survival odds of a party in a given dungeon, so make the most of it.

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Here you can see Cynical using one of her skills to provide a free torch.

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After breaking camp, everyone's much less stressed, much more healthy, and ready to resume adventure. We run into additional enemies, but thankfully Seppuku's drinking problem heals both bleeding and blights and makes her harder to hit. Unfortunately, she builds a lot of stress due to being gangbanged by a Cultist squad, but we make it through and back to town. We sign her into rehab (read: More drinking), and take stock of the situation.

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Two of Slag's more annoying quirks have metasasized, meaning it'll take longer to get rid of the fucking things, but with Seppuku in rehab, we've no choice but to move on and pull Jaimas back into the field whether he wants to be or not. Thankfully, we finally have access to the guild, which means we can finally retool skillsets.

Slag is now infinitely stronger by virtue of a much better and more aggressive set, and Shuu can now actually do her status-healing job. We need more people; we only get one this week, and it's @Cosmos, the daughter of one of the Ancestor's bodyguards who has never forgotten what happened to her because he sided with the Ancestor; nor the sacrifice he made to ensure she would survive. She's grown up to be one of the local militia; canny Kiwis might notice that her uniform greatly resembles those of the Skeletons in the Ruins - more on that later. Her class is something of a glass cannon; slow-moving but hits like a truck and does so from the back lines. She doubles as an eminently useful combat medic; with some retooling she can also work as a support unit, debuffing enemy squads and clearing marks.

The Kiwis prepare to advance into the depths once again, this time with Jaimas boasting his new healing ability. What dangers lurk in the darkness?
 
This adventure will prove to be quite deadly (and autistic) for our Kiwi's. Any returning from the Temple of Elemental Evil (Temple of Elemental Evil) and the planet of Dominus (Wizardry 8) will end up dead or at least insane by what is to come. Also, whoever named the estate should be dragged into the street should anyone get autistic over the being repeated as the the Kiwi Farms estate.
 
With the new team ready to go, Jaimas teams up with @Ol'_Slag, @Cosmos, and @Ambivalenz to cleanse the Ruins once more.

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Thanks to Cosmos, we get a critical success on our first scouting check and half the fucking map is exposed. Excellent! I knew she'd be worth it!

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Slag is now ready to fuck people up. He now uses a brutal tactic of attack and retreat, using Duelist's Riposte to dart up ahead of Jaimas and stab the enemy in the face. Any enemy can be hit, and though the attack isn't very strong, Slag will then, for the next two rounds, automatically do retaliatory damage if attacked, which can add up quickly. Woe betide the enemy in the front, however, if Slag gets up close and personal....

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Because he will fuck you up. Point Blank Shot does huge damage and knocks the enemy back, at which point Cosmos can pick off anyone who survived it since they're now in the back lines. This is a pretty potent team all things considered.

Interesting note: these bandits happen to be the ones Slag used to truck with, and he's 110% done with their faggotry.

A profusion of encounters with high-stress enemies take their toll on @Cosmos, however, and as the lowest-level character, she draws most of them (enemies are predisposed to target lower-level chars first with Stress). Then one of these assfucks shows up:

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Madmen are dicks. They do tons of Stress damage, inflict a debuff that boosts stress damage and never wears off unless you camp or use a medicinal herb, and can do fucktons of stress to the entire party. Kill this bastard quickly, and make sure you do; he rarely can drop one of three unique prizes - music boxes - that are ridiculously good accessories and worth equipping.

Later in the mission Kleptomaniac sets in, showing exactly why it's one of the worst negative traits in the game:

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Those items are fucking gone. Thankfully he didn't take anything important.

Needless to say, the mission wraps up after a hard fight. Cosmos got afflicted, but there's no need to put her on the sidelines; Jaimas managed to break her out of it by bringing her stress back to zero - quite an accomplishment considering we didn't really have a dedicate stress healer, and it almost made up for Jaimas randomly activating items and stealing shit like a dumbass.

Afterwards Jaimas has a nice visit with the nuns in the nice white habits, so they can lock in Warrior of Light and get rid of Kleptomaniac.

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Not cheap, but it at least will make him stop being a dick.

Back at town, our fellowship grows, as @KidKitty, a murderous Jester joins the party, as does @Ravelord, a Man-At-Arms. KidKitty has no reason for being here, other than entertaining people and murdering others. When asked, he said he wanted to simply live a quiet life and the Ancestor's bullshit threatened that. None of the party dared contest this claim.

Ravelord, however... Is a different story. The lone survivor of a militia squad that fought a war machine brought by the brigands, he was the was one of the only survivors of the attack that leveled half the village. Sworn to get even on the bandits who did this, his battle has also become a personal one - for the skeletons that the group has been facing are none other than the men he once commanded, as indicated by their robes and heraldry.

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The Jester is, unbeknownst to many, one of the game's best classes; he can work in a dozen or more ways by boosting party effectiveness or by bleeding enemies en masse. He also has tons of mobility moves, so if you get him the skills and pair him with @CasualSeppuku and Slag, you can have an entire team who doesn't give a damn about what line of the party they're on and will constantly change them up during fights. This, alongside the "Marker Party" tactic, is one of the most efficient combat styles around.

The Man-At-Arms, meanwhile, is a frontline tank; a heavy hitter with huge damage, the ability to tank for allies, stun effects, and he can order allies around to make them stronger. He's sluggish but a tougher and better frontliner you will never encounter.

With our party organized, it's time to descend into a new dungeon for the first time; the Weald awaits.
 
@Jaimas I am truly honored you included me in this foray into the Darkest Dungeon.

Any idea how you gonna spec out slag? Trinket choices?

What do you think about the new "radiant" mode?
 
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Throw me in man.

You're coming, my dear, don't worry.

@Jaimas I am truly honored you included me in this foray into the Darkest Dungeon.

Any idea how you gonna spec out slag? Trinket choices?

What do you think about the new "radiant" mode?

Generally I'm going to take trinkets as they become available. You haven't seen me use any yet because Sun Crown aside, they've all been complete trash and I've sold them to finance operations and upgrades. Generally speaking offensive characters will get damage boosters, speedsters will get dodge boosts, and everyone will get sanity-protecting trinkets, but only once I get 'em. Similarly, new characters will come as I get 'em.
 
The Junia's Head trinket + Medics Greaves are what I put on arbalists. +63% healing in total, at the cost of +20% Stress. However, paired up with a Crusader or Plauge Doctor, it makes the Arbalist into a straight up healer class.
Beat the Swine King with a marking team of a Arbalist (for healing and stun/mark clearing), an Occultist (more healing, and marking), a Houndmaster (extra damage against beasts and marked targets and bleed? Fuck yeah), and a Bounty Hunter (more marking buffs). Everybody lived (although I got a little cocky at the end because King was about to die to bleed damage and I pulled up Wilber, which pissed him off. That put a good chunk of the team on Deaths Door).
 
A critical mission arises, and this one is the toughest yet. Whilst I had intended to plumb the Weald, the prize for this one was a rare treasute that is a nigh-perfect trinket for Jaimas and cannot be ignored. Further, it's a boss fight, and those are always dramatic as fuck.

Mastery over life and death was chief among my early pursuits. I began in humility, but my ambition was limitless. Who could have divined the prophetic import of something as unremarkable as a twitch in the leg of a dead rat?

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Tyce has risen from his slumber and the source of the undead army is now known.

Rallying our troops, @Ravelord takes command, backed up with @CasualSeppuku, @c-no, and @Cosmos. This is not like other missions - unlike scouting missions (where you have to explore a percentage of rooms) or extermination missions (where you need to win all room fights), and the related objective missions (where you're doing a specific task), these missions are assassinations - you are going in for one grim purpose; to find the heart of the corruption and cut it out.

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Our troops arrive in the depths. A monster stalks these halls. For Ravelord and Cosmos, this battle is a personal one; Jaimas would undeniably be making this battle easier but he's kind of busy getting tazed until he stops stealing shit. The team's a bit underequipped and doesn't quite have the level of skills I'd hoped to have by now, but I'm an old hand at this game and I'm not letting this shit beat me.

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The images from this battle really get across just how legit the ties between the undead soldiers and their former friends are. Note the cuirass, the purity seals, the baggy sleeves and pants. These undead... Things were once men - good men, like our heroes, turned into mindless horrors doomed to patrol these halls.

Ravelord is having none of this.

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Though sluggish in movement speed, Ravelord gets shit done and is easily mops the floor with his former men, laying them to rest once more - hopefully forever, this time. Hell hath no fury quite like a team of angry humans that are pushed to the breaking point.

They advance - slowly at first, through the halls of this hellish basement, destroying monsters as they go, and facing tough opposition. Crossbowmen quickly take their toll on even Ravelord's heavy armor; thankfully the team has the ability to make camp on this one and recover from their injuries.

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Huddled together amidst the fire, the horrors lurking just outside this room seem so much further away. the team patches themselves up, eating a hearty dinner and listening to Ravelord's war stories - he tells the young recruits of his glory days on the battlefield and the best way to avoid attacks, giving them a bonus to their dodge rates for the next few battles. It renders Seppuku well-nigh unhittable and helps the group maintain cohesion, with healing from Seppuku and C-No, as they advance further down the hall.

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A chance encounter with a bookcase proves useful, and Seppuku gains a freebie trait. Not a great one but still quite helpful.

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Finally after a fucking long trek (and a lucky find), the group reaches the Necromancer's lair. The group drinks holy water flasks (to boost their resistance for a few rounds), and use torches to max the light (to maximize the chance of going first), and prepare to battle the abomination head-on.

Before the fight a sole voice echoes:

"You know who this is." :tyceknife:

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Tyce hangs tough. The head of the Skeleton Armies, this student of sorcery was killed and then brought back by unseemly processes. He is not undead himself; rather he is a terrifying blend of black magic and otherwordly essence, marking him as a creature of the Eldritch type. the group cares not; this monster must die.

Tyce has more than tons of HP (105 by this point); being a boss, he's more than a simple monster. His tactic is simple; summon allies to back him up (Skeletons) and use them, along with his powers, to murder your ass. There's a few ways to take Tyce down, depending on your squad; area-of-effect damage is excellent at taking him down, and, unlike his minions, he can be bled. This group, however, has no time for subtlety; their combat tactic is going to be to fight this as a rushdown fight. This is usually the best way to do it; if not via raw damage, then by stacking Blight and Bleed on him until he's trailing fluids best not described.

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Every attack tyce does will summon at least one Skeleton, until he has three. The skeletons he summons are random; at lower levels (him right now), he will only summon Bone Rabbles and Soldiers. Stronger versions will summon Guardian and even Commander skeletons - the most powerful and dangerous of their breed. Generally the best tactic is to focus all damage (or bleed/blight) on Tyce until he eats it, then deal with any remaining skeletons; the Marker party can actually kill Tyce's high-level version in like 6 rounds.

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He does some pretty meaty damage, and almost everything he does builds up plenty of stress, so be prepared for this guy's offense, especially when he tells you that you can't blend a skeleton and you should know what he's talking about when he discusses the media's hatred of skeletons, and how he's never using a blender again.

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But our heroes battle on, with Ravelord leading the charge. C-No focuses on patching everyone up when he's not marking the Necromancer for Cosmos to take pot-shots at. Bit by bit, the group picks away at Tyce's seemingly limitless vitality as the group is assailed by an ever-growning army of skellies.

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Eventually, calling in his dark magic, C-No fucking obliterates Tyce with a storm of tentacles, ripping apart one of his Skeletal minions in the process. The battle, though vicious, is not over - for the bones continue to attack until they too are destroyed.

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The remainder of his forces are #TYCED soonafter.

With no living sinew to actuate them, will these walking bones finally fail?

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Back at town, there's an announcement; we've had an upswing of recruits and there's thus fucking nine of them to pick from now. Holy shit. We'll be checking on that in a moment, but for now we'll be checking in on other events that happened during our absence.

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Jaimas is finally out of treatment and Ravelord gained a level for his gallantry, as well he fucking should have. Motherfucker carried that battle. Old Slag is put on the sidelines for the moment until the other candidates catch up to his level (and he can have his more crippling quirks removed too, since all three have become symptomatic).

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Holy Orders is a fucking amazing prize, giving you a massive bonus to Virtue Chance, a meaty stress reduction, and a sizable death blow resist all in exchange for a relatively small reduction in status resistance. With this Jaimas is much more likely to stay in the front line, and much more likely to go Virtuous as opposed to gaining an affliction. This can happen when stress hits 100; a Virtuous character is immune to stress for the rest of the mission and gains sizable benefits in combat. It's quite useful. Jaimas can now officially be brought along on missions once Curious gets purged.

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Of the new recruits, most are useless. In fact, they all are, except for two who immediately make their presence known: @Solzhenitsyn the Houndmaster and @Burned Man the Leper. These two are very powerful classes with serious potential in and out of combat.

The Houndmaster is a constable; a long-time enemy of the Brigands and a damned good cop. Solzhenitsyn has declared he will not rest until the leader of the brigands has been captured and brought to justice (and subsequently hanged for his crimes). The Houndmaster does bleed damage, is excellent against Beasts (making him a threat in the Warrens) and is captain ubiquitous; there is no role he can't be tuned for with some quibbling with his skills. Need someone with one of the best stun skills? He's got it. Need a bleed effect? Where do you want it? Need raw damage? Dog Biscuits mean he can do enormous damage with his canine companion. Squad-damage? Oh he has that too. Second-best marking skill in the game? Yeah, he also has that. He also can heal sanity and heal his own HP by a sizable degree. The downside; his defense is a joke and his actual staying power is a worse joke, but he's otherwise amazing.

The Leper, meanwhile, is a tragic figure. A former royal, poet, and warrior, afflicted with an ailment slowly killing him, he seeks to martyr himself for the sake of redeeming this corrupted world. He can't dodge worth a damn and his accuracy is poor, but his damage output is astronomically high and he can tank like a motherfucker. He also has the best self-heal in the game and can also restore his own stress at a fairly high rate, making him one of the easiest characters to break out of an Affliction in a long dungeon. He's the perfect frontline for our next objective - this time, we go to the Weald for real.
 
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I think what captured my interest the most about this game was the class roster. Not only is Leper a class but hes a monstrous tank to boot. Its an odd choice but fits the world perfectly.
I've barely had a chance to play since the game came out of early access. I can't wait to see whats changed.
 
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Close to death and yet I summoned a relative of Cthulhu to drag Tyce down for a possible one-night stand with tentacles. @Jaimas, how long will it be before I actually die or go mad from whatever horrors there are? Also, what kinda makes it funny is that my character has a turban. That could make for a joke of Tyce and :islamic:.
 
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Close to death and yet I summoned a relative of Cthulhu to drag Tyce down for a possible one-night stand with tentacles. @Jaimas, how long will it be before I actually die or go mad from whatever horrors there are? Also, what kinda makes it funny is that my character has a turban. That could make for a joke of Tyce and :islamic:.

It all depends on the RNG, really. That determines whether you get good quirks, annoying downsides, or bad ones. More below the spoiler box.

Most of the time, Postive Quirks are straightforward: There's seven in particular you want:

* Slugger: +10% Melee Damage
* Warrior of Light: +10% Damage when Light is High
* Unerring: +10% Ranged Damage
* Quick Reflexes: +2 Speed
* Early Riser: +2 Speed when Light is High
* Evasive: +5% Evasion
* Tough: +10% HP

Note: If intentionally making a low-light character, replace Warrior of Light with Lurker and Early Riser with Night Owl.

There's another few that are considered great for certain characters:
* Eagle Eye: +3% Critical for Ranged Attacks (Good for Houndmasters, Arbalests)
* Natural Swing: +5% Accuracy for Melee Attacks (Good for Lepers)
* Hard Skinned: +10% Protection (Good for any frontliner)
* Quickdraw: +4 Speed the first round of Combat (Good for Healers and Buffers)
* On Guard: +5% Evasion and +4 Speed on First Round of Combat (Amazing for Healers and Buffers)
* Beast Hater: +15% Damage Versus Beasts, -15% Stress from Beasts (Good for Houndmaster)
* Unholy Hater: +15% Damage Versus Unholy, -15% Stress from Unholy (Good for Crusader)
* Mankind Hater: +15% Damage Versus Humans, -15% Stress from Humans (Good for Bounty Hunter)
* Eldritch Hater: +15% Damage Versus Eldritch, -15% Stress from Eldritch (Good for Occultist)
* Steady: -10% Stress (good for high stress risk characters)

Similarly negative quirks fall into a few categories - in this case, I group them like this:

HARMLESS - Basically no real impact on gameplay.
* Ablutomania: Obsessed with cleanliness. Fountains only help you and the proc rate is low. No biggie.
* Sitiomania: Obsessed with food. Can fuck you more often but again, proc rate low and it basically never happens in ruins or the hardest areas.
* Dipsomania: Intense craving for booze. Booze curios basically only help you so this one's no problem.
* Known Cheat/Deviant Tastes/Resolution/Witness: Prevents you from using Gambling/Brothel/Booze/Prayer and Meditation. Not really a big deal because even if you lose one there's like four other ways to lose stress. Especially funny if you already have one of the other stress-reduction-limiter quirks in Minor, at which point this is mostly 100% harmless.
* Tither/Bad Gambler: Minor cost increase for using the former and chance to lose a bit more at the tables. Just consider them softer versions of the disallowance quirks. Note that getting one of these if you already have Known Cheat or Witness means these negative quirks do nothing.

MINOR - minimal impact on gameplay.
* Love Interest/God Fearing/Enlightened/Flagellant/Gambler/Tipper: The exact opposite of the disallowance quirks in Harmless; these mean that character will only accept going to the Brothel/Church/Cloister/Torture Chamber/Card Tables/Bar to reduce stress. This limits your options way more (the Town Crier and Caretaker will both also use these services for free), but is generally not a big deal. Even better, it makes the first batch of stress reduction quirks basically pointless (having Deviant Tastes and God-Fearing means nothing), as it does stuff like tither, though if you get Gambler and Bad Gambler this escalates to "annoying."
* Lygophobia/Diurnal (Day characters), Phengophobia/Light sensative (Night Characters): Not really that dangerous unless you're planning on taking on foes that can fuck with the light level, since you're going to be doing most of your fighting with either very high or very low light.

ANNOYING - Irritating but negotiable.
* Thin-Blooded/Anemic: Minor reduction in Blight/Bleed resist. You can manage.
* Any Other Obsessive Quirk except Dark Temptation, Egomania, Compulsive, and Curious (Dacnomania, Hieromania, etc): Will investigate curios occasionally. Remove it when time permits basically.
* Stress Eater: More food eaten with high stress. Duh.
* Mercurial: Minor inconvenience with virtue chance reduction. Nothing to worry about.
* Claustrophobia: 20% more stress damage taken in corridors. Managable but a pain.
* Winded: -1 Speed at 50% or less health. Not hugely crippling.

VEXING - Problems. Remove these.
* Any quirk related to damage or accuracy (Scattering, Tuckered Out, Etc): Damage buffs are life. Remove these ASAP.
* Critical debuffs (Weak Grip, Flawed Release, Misses the Spot): Fuck these. Get rid of 'em.
* Fear Quirks (Fear of Mankind/Unholy/Eldritch/Beast): Lowered damage and stress resist against these. Ditch it.
* Curious: Fuck you. Randomly checks out items in hallways. Like a dumbass.
* Egomania: Investigates and steals from shiny curious. Also like a dumbass.
* Clumsy: -5% Evade. Fuck this.
* Accuracy Debuffs (Lazy Eye for example): Sucks. Remove.
* Weak Grip on Life: Death's door mostly happens when you first get to bingo health; so long as you keep them off Death's Door and on Death's Front Porch (with healing), they're at no real risk. Still dangerous, but not as much as the next category...
* Phobe: More stress in these locations. Deal with this.
* Slow Reflexes: -1 Speed. Goddamn.
* Disallowance Quirk on Allowance Quirk: Love Interest/Deviant Tastes, Tippler/Resolution, Gambler/Known Cheat. Remove one or the other or you can't recover stress in town.

LETHAL - Fuck these. Remove them immediately or pay the price.
* Soft, Fragile: 5% and 10% less max HP respectively. Stack. Fuck both of these.
* Compulsive: Curious but worse. Will investigate anything. Annoying as shit.
* Kleptomania: Will steal items. Nuff said. Deal with this one or you'll be wanting to hang them from the walls of the estate.
* Dark Temptation: Would be Annoying except will potentially activate a certain Curio best left alone, goddamn.
* Nervous: +10% Stress from everything. Fuck you.
* Slow Draw/Off Guard: -4 Speed on first turn and also -5% evade in the case of the latter. FUCK. YOU.
* Calm: -15% damage on the first round. ASSHOLE.

TL;DR: Max the fucking sanitarium when you get the chance; you'll be using the fucking thing a lot.
 
No fucking around this week. We have a Weald mission and that means we're going to go play in the woods.

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@Burned Man takes up the helm on this one, backed up with @Solzhenitsyn, @KidKitty, and @Ambivalenz. Don't let the fact that he's wielding a broken sword fool you; dude hits goddamned hard and will chop through most defenses in seconds. Also pay close attention to the Stress levels on this one, because you're going to see the magic that is KidKitty in action.

The Weald is different than the Ruins; rather than corridors linking rooms, the Weald tends to have more long, sprawling trails. Even short-duration missions have a bad tendency to take longer here because of it, making it the exact opposite of the Warrens, which are very short but convoluted. Be prepared, Kiwis.

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Generally speaking, each dungeon type has its own unique enemies. Ruins has undead, Warrens has pigmen, Weald has infested, and Cove has killer sea life. Some enemies, like Spiders, Bone Rabbles, and Maggots will appear fucking everywhere though, shaking things up a little and giving you a reason to always keep your senses around you. There's one particularly noisome enemy that can and will show up everywhere that you need to watch out for, but he only shows up on Medium difficulty and up, so he gets discussed later.

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The barricades in the Weald are one reason you should always carry more shovels than you think you need. Unlike the barricades in the Ruins, the Weald ones will cause you physical harm (and a ton of stress) if you try to clear them without the proper tools.

Did you notice the stress levels? Keep watching as we go.

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One really nice thing about Houndmasters is that they have the third-highest scouting chance and the second-best chance of disarming traps as well. Even at entry level, Solzhenitsyn will disarm these explosive mushrooms every time, shredding some stress off in the process.

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These fungal dickheads are some of the most annoying things in existence. The ones in the back will mark targets and repeatedly blight your back row; the mushroom-head guys will do fucktons of damage to anything that happens to be marked. The enemy dogs are a mixed blessing; lightning-fast and hard hitting, and they're also disease bearers. Why is this a mixed blessing? The disease they pack is Rabies - which is the only disease in the game which is arguably beneficial for the player. Basically it boosts damage at the expense of accuracy. That's usually good for you, and as such, these guys are a welcome addition.

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Burned Man makes short work of their frontline opposition, letting the others tear into the other fungal horrors.

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Sol's dog does some pretty good damage to beasts, which makes him uniquely well-suited to taking those down.

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Behold, the secret to lowering everyone's stress. Kidkitty is armed with the power of rock, and when he's not being a murderous Jester Ninja, He's rocking the fuck out and lowering stress. He's better at it than Jaimas is, though ideally you can put the two together and basically unafflict an entire squad one battle at a time.

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Everywhere you go, these shitheads appear, usually 2 and 2. With courage and strength, our heroes force their way past, dealing with these horrors nd pushing forward. Kidkitty keeps morale high and when he isn't boosting the party's speed and critical rate or reducing stress, he's stabbing and hacking away with his sickle and dagger. He's one of the most vicious bleed-inducers in the game at this stage, so power to the Motley.

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By the time we're most of the way done with this mission, KidKitty has successfully purged all stress from the entire Squad, meaning these guys will be good to go again the second they get back to town if necessary. Or would be if Kid hadn't contracted The Runs from a Maggot. This disease, unlike Rabies, is purely fucking awful and lowers both dodge rate and max HP. For a Jester, that's crippling, so Kid will be taking a nap in the sanitarium's hospital ward until he sleeps it off.

Our heroes wrap up soonafter and without incident. Some more grinding cash for upgrades and skills is ahead, and then we move on to the next "big" mission.
 
What traits do I have?

So far, Diurnal, Eldritch Hater, Eagle Eye. He's been solid so far. I make it a point to not show grinding levels, since there's a lot of that, but if something of humor happens, I'm going to show you guys. So that said, let's talk turkey. It happened one fateful afternoon when @Burned Man led an expedition into the Ruins along with @Solzhenitsyn, @Ambivalenz, and @Cynical.

This asshole showed up.

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Showing up randomly when your inventory is close to full, the Collector is an absolute asshole who fights like Tyce. He'll show up if your inventory slots are more than 75% full, so - yes - it's possible to run into this dumbass right out the gate if you're heavily supplied for a Medium or Long mission that has an objective. Fighting him is optional (unless you run into him on a Darkest difficulty mission, in which case you can't) and you're often advised to flee if you aren't up to it, but kicking his ass can yield great treasures.

This time, though, the asshole fucked with the wrong team, because I remember what he did to @Randall Fragg's party, and a fucking reckoning is due.

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He fights like a mix of Tyce and one of the later bosses. His first action will be to use Collect Call, which summons forth the severed heads of dead adventurers. Which ones he calls are random but will always be chosen from the Highwayman, Man-at-Arms, and Vestal classes. Afterwards he will use Life Drain (to leech health) and Show Collection (to add stress) as his heads go to work. The Man-At-Arms guards, the Vestal Heals, and the Highwayman uses a bleeding slash with high damage.

The same basic tactic applies; kill this shithead since any heads he summons will keep coming back. The difference here is that you basically need either crowd control or stuns; He hits hard, and the Vestal heads and Man-At-Arms heads will drag this fight on for years if you let it.

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Thankfully a dog biscuit later and a barrage of attacks from the party, and the Collector is no more.

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His minions die soonafter. An earlier encounter with this asshat got Ambivalenz Junia's head, the severed head of a Vestal which somehow boosts her healing abilities substantially. If you get an item to offset the stress increase she'll also get, this is one of the best accessories in the game for her.

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Some time later, a newcomer arrives: @BOLDYSPICY! arrives and is prepared to show you assholes how it's done. At this point she joins a team with Jaimas (who is finally out of rehab), @Shuu Iwamine, and Solzhenitsyn to explore the ruins and finance Slag's medical treatments.

CoLocN8.jpg


Boldy is a Hellion, a beserker class that fights with a glaive as big as she is. She excels at tearing into big things and can charge up for devastating melee strikes. Paired with defensive fighters like Jaimas or Ravelord, she can tear enemies limb from limb, though her defense is kind of shit. Storywise, she's nothing less than the relative of one of the game's most formidable villains, whom you will see later.

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Being on the back line is no defense against Boldy, who can and will rip open some sniper camping in the back like a shit.

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With Jaimas being out of the loop so long, I had forgotten just how good he is at crushing enemy ranks. Anyone else wonder what's on that scroll he has? Must be pretty terrifying if it can damage skeletons like that.

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....Damn man, that's cold.

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Moving forward, we're almost past the formative phase of Dankest Dungeon, with most of our team starting to thicken out. We'll need more relics, better upgrades for our weapons and armor, and of course, tons of heirlooms to level the town up, but as we progress gradually things will improve. Right now, @Ol'_Slag is in the Sanitarium getting Slow Release removed and Fast Reflexes locked in. A bit more and everyone will be level 2.
 
So far, Diurnal, Eldritch Hater, Eagle Eye. He's been solid so far. I make it a point to not show grinding levels, since there's a lot of that, but if something of humor happens, I'm going to show you guys. So that said, let's talk turkey. It happened one fateful afternoon when @Burned Man led an expedition into the Ruins along with @Solzhenitsyn, @Ambivalenz, and @Cynical.

This asshole showed up.

kQ5M85c.jpg


Showing up randomly when your inventory is close to full, the Collector is an absolute asshole who fights like Tyce. He'll show up if your inventory slots are more than 75% full, so - yes - it's possible to run into this dumbass right out the gate if you're heavily supplied for a Medium or Long mission that has an objective. Fighting him is optional (unless you run into him on a Darkest difficulty mission, in which case you can't) and you're often advised to flee if you aren't up to it, but kicking his ass can yield great treasures.

This time, though, the asshole fucked with the wrong team, because I remember what he did to @Randall Fragg's party, and a fucking reckoning is due.

Zzq7dDy.jpg


He fights like a mix of Tyce and one of the later bosses. His first action will be to use Collect Call, which summons forth the severed heads of dead adventurers. Which ones he calls are random but will always be chosen from the Highwayman, Man-at-Arms, and Vestal classes. Afterwards he will use Life Drain (to leech health) and Show Collection (to add stress) as his heads go to work. The Man-At-Arms guards, the Vestal Heals, and the Highwayman uses a bleeding slash with high damage.

The same basic tactic applies; kill this shithead since any heads he summons will keep coming back. The difference here is that you basically need either crowd control or stuns; He hits hard, and the Vestal heads and Man-At-Arms heads will drag this fight on for years if you let it.

43WXJ4S.jpg


Thankfully a dog biscuit later and a barrage of attacks from the party, and the Collector is no more.

mhSJWZY.jpg


His minions die soonafter. An earlier encounter with this asshat got Ambivalenz Junia's head, the severed head of a Vestal which somehow boosts her healing abilities substantially. If you get an item to offset the stress increase she'll also get, this is one of the best accessories in the game for her.

H4GoMuQ.jpg


Some time later, a newcomer arrives: @BOLDYSPICY! arrives and is prepared to show you assholes how it's done. At this point she joins a team with Jaimas (who is finally out of rehab), @Shuu Iwamine, and Solzhenitsyn to explore the ruins and finance Slag's medical treatments.

CoLocN8.jpg


Boldy is a Hellion, a beserker class that fights with a glaive as big as she is. She excels at tearing into big things and can charge up for devastating melee strikes. Paired with defensive fighters like Jaimas or Ravelord, she can tear enemies limb from limb, though her defense is kind of shit. Storywise, she's nothing less than the relative of one of the game's most formidable villains, whom you will see later.

JdpOmua.jpg


Being on the back line is no defense against Boldy, who can and will rip open some sniper camping in the back like a shit.

UoY5jjj.jpg

With Jaimas being out of the loop so long, I had forgotten just how good he is at crushing enemy ranks. Anyone else wonder what's on that scroll he has? Must be pretty terrifying if it can damage skeletons like that.

ssnbMT6.png


....Damn man, that's cold.

TETJ9cS.jpg


Moving forward, we're almost past the formative phase of Dankest Dungeon, with most of our team starting to thicken out. We'll need more relics, better upgrades for our weapons and armor, and of course, tons of heirlooms to level the town up, but as we progress gradually things will improve. Right now, @Ol'_Slag is in the Sanitarium getting Slow Release removed and Fast Reflexes locked in. A bit more and everyone will be level 2.
Considering what happened, is the Collector the remains of Micolash and is @Jaimas an elite knight of some kind. That said with traits and all, what do I have?
 
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Considering what happened, is the Collector the remains of Micolash and is @Jaimas an elite knight of some kind. That said with traits and all, what do I have?

So far?

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Last Gasp (+1 Speed when below 50% health), Robust (+15% Disease Resist), Slugger (Not as useless as it seems; +15% melee damage), and Warrens Scrounger (more item drops in Warrens). He has Zoophobia, which is 20% more stress from Beasts - a pittance.

I have his accessories as a damage-boosting cauldron and an incense item that cranks his damage vs Eldritch, which C-No is pretty optimized for fighting. I plan to rip out Vulnerability Hex in preference for giving him Sacrificial Stab, which will let him absolutely curb-stomp Eldritch-type monsters if needed (Abyssal Artillery is also good for this but does less damage because it's area-of-effect).
 
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I forgot how fun screenshot LPs are. Do you have access to any of the Kickstarter class reskins or just the base content?
 
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