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

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Burned Man, despite no perks of value whatsoever, remains a fucking powerhouse. I hope he develops Slugger, Quick Reflexes, and/or Tough.

I usually take along a holy water for this reason; there are curios that can remove a negative quirk and others that give you a positive quirk when you cleanse them.
 
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I usually take along a holy water for this reason; there are curios that can remove a negative quirk and others that give you a positive quirk when you cleanse them.

Even those are no guarantee.

By the way, for those interested, here's my personal picks for best quirks based on hero:

Crusader:
Best Choices: Warrior of Light OR Lurker, Quick Reflexes, Hatred of Unholy
Other Good Choices: Hard-Skinned, Slugger, Tough, Early Riser OR Night Owl
Decent Choices: Quickdraw, On Guard, Steady, Irrepressible

Warrior of Light/Lurker is the best offensive Crusader Quirk; Smite and Zealous Proclamation are melee and ranged respectively. Which to choose is based entirely on whether he's going to be fighting at night or during the day. I prefer to keep risk low, so Warrior of Light tends to work better for me. While Slugger may technically be the superior Quirk for a raw offensive Crusader, it doesn't benefit Proclamation which makes it a weaker choice in the long run. Hard Skinned is a good choice because of the Crusader's ability to self-bolster PROT stacking with his own inherent one (and trinkets, too)! Quick Reflexes is particularly good because the Crusader has fucking awful speed normally and anything above his measly starting score is an improvement. Irrepressible is solely good choice because the Crusader has the second-highest natural virtue chance after the Leper. Hatred of Unholy is self-explanatory. He already does bonus damage against them, best to crank that shit further upwards.

Highwayman:
Best Choices: Warrior of Light OR Lurker, Quick Reflexes, Evasive
Other Good Choices: Slugger, Unerring, Early Riser OR Night Owl, Deadly
Decent Choices: Tough, Steady, Quickdraw, On Guard

Same reason as Crusader; Highwayman is split between ranged and melee, so pick Dark or Light and go with it. Evasive is an amazing choice because he's already got a high evade; Quick Reflexes, as per usual, goes well on most classes. Slugger and Unerring, however, can work on a Highwayman, so it's definitely worth considering if you're feeling bold and get the chance; kit your bandit out accordingly and either shoot or stab your way to victory. Deadly is a good choice because the Highwayman has an excellent critical rate by default.

Vestal:
Best Choices: Unerring OR Slugger, Quick Reflexes, Deadly
Other Good Cholices: Evasive, Warrior of Light OR Lurker, On Guard, Early Riser or Night Owl
Decent Choices: Tough, Steady, Quickdraw, On Guard, Balanced

The Vestal is weird because you can actually outfit her for close-combat or ranged combat. Usually a frontline Vestal is a fucking awful idea - not because she's bad at it, but because her healing ability is considered by many players to be far too valuable to squander on the front lines, and while she's tougher than the more fragile party members, her evade rate is pretty mediocre. This is not quite the case; Give the Vestal the right skills (and Quirks and Trinkets) and she can actually, shockingly, match up as a close combat specialist by giving her Mace Bash, Divine Comfort, Illumination, and Hand of Light. In fact, the Profane Scroll basically exists to make this combat style work.

One may wonder then, if you're giving her these, why you would go with Slugger, since Hand of Light is ranged. The answer: Hand of Light is mostly a debuff. Warrior of Light thus would basically never be beneficial over Slugger. Conversely, a rear-guard Vestal should grab Unerring, since her strongest attack is Judgment and that's ranged. One thing you will want to grab (even if it's finicky) is Deadly, because it does effect the critical rate of healing spells. Quick Reflexes goes on every build, as ever, and the other choices are pretty self-explanatory. Balanced is there because you fucking don't want her losing the ability to beat on things or heal because some asshat shuffled your party. Life is hectic enough.


Plague Doctor:
Best Choices: Quick Reflexes, On Guard, Evasive
Other Good Choices: Slugger, Tough, Quickdraw, Healer's Gift
Warrior of Light OR Lurker, On Guard, Early Riser or Night Owl
Decent Choices: Tough, Steady, Balanced

There is never a time when you do not want a Plague Doctor going first, so giving her these is practically mandatory. Slugger is an option specifically because of Incision; this attack is hilariously strong if you use a Bleed Herb and capable of making the Plague Doctor capable of actual damage when required. Balanced is here for the same reason it is on the Vestal.


Grave Robber:
Best Choices: Evasive, Unerring OR Slugger, Fated
Other Good Choices: Quick Reflexes, Tough, Natural Eye OR Natural Swing, Warrior of Light OR Lurker
Decent Choices: Tough, Steady, On Guard, Quickdraw, Early Riser or Night Owl

OH MY GOD, A CLASS WTIHOUT QUICK REFLEXES LISTED BEST. MADNESS. In the Grave Robber's case it's because she will never fucking need it. It can be nice to have, especially on Champion, but it's wholly unnecessary when she will reliably outrun everything except champion dogs and ADF. Unerring and Slugger for the same reason they are on Highwayman, Fated makes her hit more reliably. Everything else is seasoned to taste. Balanced Grave Robbers may get more mileage out of Warrior of Light/Lurker than Unerring or Slugger, but it's mostly a personal choice and I've found myself getting Grave Robbers with Unerring more often.


Man-At Arms:
Best Choices: Slugger, Quick Reflexes, Hard-Skinned
Other Good Choices: On Guard, Tough, Precise Striker, Warrior of Light OR Lurker
Decent Choices: Steady, Quickdraw, Early Riser or Night Owl

This dude is tough and you want him doing more damage, you want him tanking harder, and you want him to go first sometimes. Hard-skinned is great because it helps his ability to tank like crazy. Tough is also an option but stacking PROT with Protector is generally worth more than even the Man-At-Arms' massive HP increase at the level cap. Slugger is the best choice for offense because anything remotely useful offensively he has is a melee attack.


Arbalest:
Best Choices: Unerring, Eagle Eye, Quick Reflexes
Other Good Choices: Tough, Deadly, Warrior of Light OR Lurker, Early Riser or Night Owl, Evasive
Decent Choices: Steady, Quickdraw, On Guard, Tough, Healer's Gift

Exact opposite here: Anything worth doing on the Arbalest is ranged. More damage is her stock and trade and her evasion sucks a bit too hard to try to optimize it, though every little bit helps. Deadly can help because of increased critical odds and also increased heals. Eagle Eye gives increased ranged critical, which it goes without saying helps the Arbalest make things dead better. Healer's Gift is a good choice because of how ridiculously strong her camping heal is; over 50% healing to everyone except the Arbalest for 3 Camp Points is fricking amazing.


Houndmaster:
Best Choices: Unerring, Evasive, Hatred of Beasts
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard, Tough, Eagle Eye, Deadly

Another predominantly ranged fighter, The Houndmaster's only melee attack is a stun effect. Unerring, thus, is obvious. Already having a good dodge rate and speed, Quick Reflexes and Evasive are good choices here. Hatred of Beasts is fucking outstanding for the Houndmaster because of his innate anti-beast damage, as ever. Eagle Eye and Deadly are there for criticals.


Leper:
Best Choices: Slugger, Tough, Precise Striker
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Early Riser or Night Owl, Unyielding, Fated
Decent Choices: Steady, Quickdraw, On Guard, Hard Skinned, Natural Swing

All self-explanatory; the Leper has no ranged attacks, so Slugger is the best offensive choice. Massive HP count makes Tough an excellent choice, and Precise Striker gives him more melee crits, which you will always want from this guy. Unyielding is on because of his impossibly high synergy with the Martyr's Seal.


Occultist:
Best Choices: Hatred of Eldritch, Evasive, Quick Reflexes
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Early Riser or Night Owl, Eagle Eye, Natural Eye
Decent Choices: Steady, Quickdraw, On Guard, Deadly, Balanced

Entirely self-explanatory. More anti-Eldritch damage, more evasion, and higher speed. Everything else pretty much speaks for itself except for Deadly, which you might want solely because better heals.


Jester:
Best Choices: Slugger, Evasive, Quick Reflexes
Other Good Choices: Deadly, Warrior of Light OR Lurker, Early Riser or Night Owl, Resilient
Decent Choices: Steady, Quickdraw, On Guard, Deadly

The Jester actually can cause some good damage, especially if put in a "I don't give a fuck about position" party with other mobility specialists. Everything he has there is melee, so grabbing Slugger works. In fact, he has the single strongest modifeid attack in the game with Finale, an attack which I've seen critical for close to 80 damage on a properly-kitted Jester. Normally, however, he'll be a supporter, in which case go with the obvious quirk choices. Resilient is there to boost self-stress-heals.

Also, if you hear his theme song, fucking run.


Antiquarian:
Best Choices: Hard Skinned, Evasive, Quick Reflexes
Other Good Choices: Slugger, Tough, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard

You have no need of offense here unless you're relentlessly spamming Nervous Stab, in which case maybe consider grabbing Slugger. Survival boost first and foremost. Your Antiquarian will thank you.


Hellion:
Best Choices: Slugger, Evasive, Precise Striker
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Tough, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard, Hard Skinned

Boldy has the perfect trio. Everything the Hellion does of value is melee, and she relies more on Evasion than actual toughness. Precise Striker is more crits for more damage, which she definitely can use. Everything else pretty much explains itself, and is embodied by our favorite Hellion.


Bounty Hunter:
Best Choices: Slugger, Precise Striker, Quick Reflexes
Other Good Choices: Evasive, Warrior of Light OR Lurker, Tough, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard, Hard Skinned, Robust

As is the case for other melee fighters, the Bounty Hunter benefits from Slugger first and foremost because almost all his ranged attacks are summarily debuffs or status effects (Flashbang, Hook, etc). As such, mostly self-explanatory with one exception: Robust. For some reason, despite having the same general disease resist as everyone else, I've constantly had my Bounty Hunters catch everything when the diseases start making the rounds. Sometimes this is good (Rabies); otherwise it's very bad indeed.

Consider Robust if you absolutely, positively, are not getting anything else of value.


Abomination:
Best Choices: Warrior of Light, Evasive, Steady
Other Good Choices: Quick Reflexes, Slugger, Tough, Early Riser or Night Owl
Decent Choices: Resilient, Quickdraw, On Guard, Hard Skinned

Another character with range and melee attacks, but which he's going to use depends on form. While his chain whip is a debuff, it's also fairly strong so having it doe some actual harm isn't a drawback. Resilient is a great choice because it will boost Absolution's stress reduction, but Steady is even better because it will mitigate stress gains from Transformation! This is too cool and extremely useful in its own right. Definitely worth considering!

I may do one for Trinkets way later.
 
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I usually take along a holy water for this reason; there are curios that can remove a negative quirk and others that give you a positive quirk when you cleanse them.
Pffft. I don't need no quirks, just need a target to smash. Oh and something to finally give me a meaningful death and end my agonizing existence.
 
Pffft. I don't need no quirks, just need a target to smash. Oh and something to finally give me a meaningful death and end my agonizing existence.

Or to make the burning hurt less. What dear Burned Man fears is not death, nor the horrors that lurk beyond, but finding something to live for.

For better or worse, Alex came dangerously close to making that happen.

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It's a heavy experience.
 
Well Jaimas, you managed to get me to play this game again. Although i'm still not the best (I think I had 5-6 casualties) because I'm not that knowledgeable. At least I managed to kill some of the bosses this time. Swine price was done without deaths by the skin o' my teeth though.

So thanks for getting me engaged again.
 
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How's my loadout looking so far? That I had Slow Reflexes right off the bat seems like a bad omen.
 
That which lurks stirs in the dark once again, and our veteran team of @Burned Man, @lolwut, @RJ MacReady, and @Ruin are sent to locate the foe and exterminate it. Back to the Warrens it is.

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I could not store such a prodigious amount of offal, nor could I rid myself of it easily, possessed as it was by unnameable things from outer spheres. When excavations beneath the manor broke through into an ancient network of aqueducts and tunnels, I knew I had found a solution to the problem of disposal.


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We keep seeing this iconography throughout the dungeons and beyond. The Necromancer's Collar, the gateways in the Warrens, even the little pattern around the torch. I wonder what it means?

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The Warrens are a main place where Beast-type enemies are found. More than just the swinefolk, Spiders are rather common down here as well, presumably growing huge on a diet of similar giant vermin and the errant pigman. They are no match for our team of heroes.

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Oh look, it's this asshole again.

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In addition to bleeds, marks, self-heals, and damage, MacReady, uniquely, has the only group sanity heal. Its success rate is relatively low but he can strip quite a bit off the team at once. This ability is what makes Fated such a good choice for a Houndmaster.

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The team punches the old bastard square in the balls and kills him in three turns after Ruin stuns him with a blast from her mace.

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The spider population is truly getting out of hand down here. Thankfully these are easy fights.

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That night, MacReady sends his doggo to scout ahead as the team plans their next move. Ruin continues to prove herself the best way of keeping random encounters at bay (and giving massive heals to anyone with a Death's Door debuff), and Lolwut comes up with a strategy to take this new threat down. Burned Man, meanwhile, is allowed to let his mask down. His is a lonely road, but made easier by good companions.

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Resistance intensifies as the team progresses deeper into the twisting passages of the Warrens. Creeping worms, legions of armored swinefolk, and more exist in these squalid tunnels, and every single one of them has designs on making a meal of us, though Ruin insists they have other, darker plans.

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Lolwut quickly disarms the traps that he may or may not have set up himself before the party ever got there in an ill-starred attempt to kill the Swinefolk himself. It would certainly explain both why his trap disarm rate is so high and why the ones in the warrens seem to shoot gigantic circular saws out.

The beast is ahead.

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The Flesh is unusual because other than proc rates, damage, and HP, it's entirely the same fucking fight. However, it shifts more often and has less rote vulnerabilities. It remains arguably the game's easiest boss in spite of its plethora of actions per round because you can exploit something mercilessly here.

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Mac remembers well his experiences from fighting previous horrors; if you can't get a flamethrower, then your best bet is to as much massive and direct trauma to the target as you possibly can. In this case, he sends his pupper to rend the thing's flesh with Hound's Harry; those this attack is not powerful, it puts a weak bleed proc on all enemies. On a multi-part boss like the Flesh, this adds up quick, and it's possible for him to 8 bleed damage a turn from one single attack. Throw in additional stacks from Lolwut, and this boss is in serious trouble.

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Ruin continues the assault by blinding parts of the boss that haven't taken turns yet, reducing the number of attacks the boss gets in turn. If I can get a Profane Scroll, Ruin will be one mighty powerful frontline Vestal, which is both a rare and beautiful thing.

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MacReady does not let up. His constant bleed stacks keep taking their toll, first boosting to 16 damage a turn, and finally, 24.

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The boss knows who the biggest threat is, but Mac has fought far worse and easily tanks their anal attacks.

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Not wanting to be outdone by MacReady nor let the rookies think he's slacking off, Burned Man proceeds to carve through the boss's immense defense.

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Around later, the boss dies when it isn't even the group's turn, due to the massive amount of bleed MacReady and Lolwut hit it with which accounted for about 65% of the boss's HP. The rest was done by Burned Man slicing the shit out of it.

The group returned home after, victorious, alive, and in good spirits, and was greeted with good news:

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The Blacksmith had a breakthrough, allowing him to upgrade one character's weapon for free. Jaimas now possesses a maxed-out Longsword - the Last Crusade - and @BOLDYSPICY! has upgraded her Glaive into the powerful Wolf's Tooth in turn. Our team finally is starting to reach the finish line as far as their gear is concerned, but maxing out their skills and equipment will be a long, arduous, uphill battle.

I pray it's enough.
 
The last of the Veteran-level bosses are ahead. With this, our teams leave the minor leagues behind. It will not be long at all before the entire roster consists of level 5 and 6 heroes.

The Drowned Crew rises again. Quickly, the new B-Team is organized, led by @AnOminous, and featuring @Meowthkip, @A Random, and back from the exchange program, @Wallace, who was exchanged for @lolwut in an effort to give Burned Man's team some heavier punch.

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I employed a crew of particularly unsavory mariners, who for a time sailed the four corners at my behest, retrieving many valuable artifacts, relics and rare texts. Predictably, they increased their tariffs to counter my intense stipulations of secrecy. Such resources had long been exhausted, of course, and so I prepared an alternative payment.

No sense beating around the bush here. These guys are assholes, and so is the Ancestor. Let's do this thing.

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The cove has never been a place to chill out at, but I admit some of the visuals in it are very pretty. These ruins in the background beg the question: Do they connect to the Ruins above? Are they simple necropolises and charnel-houses, set here in time immemorial? One never truly knows for sure.

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These guys have shown up every single week without fail, and Random immediately leads off with a volley of arrows, lowering their accuracy. This debuff kind of sucks but when paired with Meowthkip's ability to boost team evasion, it can actually be pretty handy.

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Wallace can do one thing very well that Lolwut can't, and that's shuffle enemies around. He can drag back-row enemies into range for AnOminous to pound on, or he can scatter the entire enemy party with his flashbangs. The helmet he has helps his success rate. Good stuff.

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Behold the most dangerous enemy in the Cove. Crabmen are fucking evil. In addition to having a fucking annoying theme song, these fuckers have exactly two attacks - a moderate-damage slam that has an insanely high knockback and stun chance, and Arterial Pinch. Pray he does the former.

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With 50% PROT and over 60 HP on Veteran, this shithead will virtually always get in a shot or two, which makes him all the more irritating. Arterial Pinch, his main threat, does all of 1-2 points of damage, and will often fail to inflict any actual damage at all. So why is he dangerous?

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THAT IS WHY. He leaves a goddamned 8 HP/round Bleed proc with it, as well as a -33% healing recieved debuff on any character he uses it on. Not only does this mean 24 damage over the course of three rounds, it means trying to shovel against the tide to patch up a character hit by it becomes ridiculously hard. Worse, this guy loves to stack the debuff and bleed on one character. If you can believe it, the Champion version of this shithead is even worse. ALWAYS carry more holy water and bandages in the Cove from Veteran onwards than you think you will ever need, or this bastard is going to do unspeakable things to your survival rate.

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He has one really easy vulnerability to exploit: The Houndmaster or Bounty Hunter's marks are capable of stripping him of some of his insanely high PROT, rendering him more-or-less vulnerable to the team's attacks, especially those that will gain boosted damage from marks, like Random's Sniper Shot. The other marking skills, such as Vulnerability Hex (Occultist) and Sniper's Mark (Arbalest) are less useful because they debuff Dodge (making the enemy easier to hit) rather than PROT. He's also very vulnerable to blight. Stun his ass and grind him down with either marked attacks or status effects.

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You can expect to run into the crabs pretty often, too. One thing you can do is the tactic I mentioned earlier, wherein you debuff their accuracy while boosting evade. This can make it very hard for them to land hits on you, which, of course, mitigates the damage you'd take from Arterial Pinch.

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Make no mistake: The crabs are bad news. Even after battle, the bleed procs, if they remain, can devastate a hero's health in ways that will leave you scrambling for bandages. Few things are scarier than seeing the bleed from these things deplete a character's HP entirely after a battle is over, or even pushing them past Death's Door because you just lacked any way to mitigate the damage. Don't become a statistic.

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But onwards fights our party, AnOminous hacking his way through the opposition and leading the charge. Under his leadership, the team marches on, through more crabmen and fishfolk.

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Other enemies can be found down here as well, including the always-inexorable cultists. Here, Meowthkip shows off her Flashpowder attack; though this is single-target, she has the distinction of packing the best accuracy debuff in the entire game. If Meowthkip spends all three turns debuffing an enemy's accuracy, only critical hits will really have any chance of hitting the party, especially if you pair this with evasion boosts. Putting Varg in their team might prove effective at a later juncture.

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That night, the team camps out, and Wallace elects to scout ahead for trouble. Random patches up the wounded and AnOminous keeps watch that night. Our team has a relatively short rest, before pushing onwards towards the boss of this waterlogged hellhole.

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The group finds Psychedelic Healing Coral (tm), allowing Random to shed a negative quirk.

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Moments later, a second one allows Wallace to shed one as well. Goddamn this stuff is handy.

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One last encounter before the boss, and our team takes the time to stall a bit - and with good reason. These Cultists are little to fear, but they offer us an excellent opportunity.

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Our team quickly patches themselves up using their healing skills, in preparation for the battle ahead.

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Another boss fight that doesn't really change except for the strength of the procs/debuffs, how much HP the boss has, and how much stress it causes. But that doesn't mean we can get careless.

Directed heavy firepower into the boss is a key to killing the Crew quickly. Marking helps, but the summoned Anchorman clears any marks, and with 2 turns a round the crew will break out of lockdown pretty reliably.

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The Crew attempts to spike Wallace's stress by trying to peer pressure him into drinking with them, because only complete squares don't drink skeleton ale. Wallace declines.

By stunning the Anchorman when he appears, the team manages to keep the Crew from getting his defensive buff, and is able to keep hammering away on his impressive HP stockpile. Despite this, the bleed procs just keep piling up and he actually is doing some pretty meaty damage to the team through the constant trickle of health damage. Those little 2-6 damage ticks add up quick.

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But the team is not to be thwarted, and the barrage of attacks gradually wears down the beast, while Wallace's grenades keep the Anchorman from making any real actions. Finally, a strike from AnOminous chops him down like an internet, and the beast lies dead.

With this, all of the Veteran-level bosses lie dead. Only Champion remains.
 
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Was I always a Necromaniac or did I get it from traipsing in these dungeons?
 
Was I always a Necromaniac or did I get it from traipsing in these dungeons?

Last dungeon out, unfortunate encounter with a bas-relief that gave her it as negative trait.

When it activated, Random was like: "I HAVE TO FIND OUT HOW THEY DIED SO WE DON'T" randomly when encountering dead bodies.
 
So, I beat Vulf with a team of a Hellion, Crusader, Occultist, and Arbalist, without any deaths. It was really close, and everyone had some kind of healing ability.
Am I ready to take on the Darkest Dungeon?
 
So, I beat Vulf with a team of a Hellion, Crusader, Occultist, and Arbalist, without any deaths. It was really close, and everyone had some kind of healing ability.
Am I ready to take on the Darkest Dungeon?

Make sure you have multiple teams ready to go...
You're going to need them, due to something you might not be aware of and I'll cover in a later section.

Moving along, however:

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@Solzhenitsyn is the next one to get a Level 5 weapon, and he's now armed with Lawbringer. Woe betide the ruffian who pisses this bleed-inducing dog-equipped fucker off. The collar he has for his doggo substantially increases damage and bleed chance but reduces healing recieved by 33%; Stone of Healing counteracts this with a +40% heal rate, so he has no downsides. He also currently has rabies, but his dog doesn't, because that makes sense.

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Our team of @Ruin, @RJ MacReady, @lolwut, and @Burned Man continue their advance in the drive to reach the level cap; with no reason to stick around in the lower tier, the team can focus all their energy on getting stronger. As we can see, a bit of a windfall already as the team finds the hidden room right away.

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The team advances, slashing through everything in their path; though much of the team is underleveled, Lolwut isn't, and his presence is enough to give the group a fighting chance against these horrors, and keep his teammates from suffering stress penalties while they go for the level-up.

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It's a good thing, too, because the team hits harder than ever. Burned Man's new trinket gives him better damage and criticals, but only in melee, and at the cost of 10% bonus stress - which is essentially offset by him taking 20% less stress if the light remains high. His feather charm boosts his abysmal speed and dodge rates to more satisfactory levels.

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At camp that night, MacReady shows that Dog therapy works at reducing stress for everyone.

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For some reason opposition has been strangely light this go-round, as if the enemies are afraid. Perhaps we really are making ground against the forces of darkness.

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Our favorite re-occuring trio appears, but this time, they're no longer fucking around. Inducing some truly vicious bleeds, and packing brutally high critical rates, the team suffers serious abuse in this battle, which due to mostly it falling on Mac and Burned Man, the team heals up almost as quickly. Due to a stun charm, Ruin is now readily able to daze these fucks to make them easier to kill.

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After slaughtering the enemy opposition, Lolwut uses a shrine to ditch a negative perk. Everyone gains a level and the team returns to base triumphant. Burned Man finally deigns to get a perk worth locking in (Natural Swing), and when we get there, an event occurs that is cause for celebration.

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The nuns are holding classes so the entire Sanitarium is free. Team members flock to the place to lock in expensive perks and remove metastasized ones, and what would normally be 15000+ gold becomes free. Glorious. Several also make full use of the Sanitarium's disease treatment facilities as @c-no elects to burn off some stress by beating himself in the Flagellant Chambers.

A great deal of gold is spent in town leveling up skills; no longer can we afford to half-ass and keep team members at lower levels of skill when the goal is starting to come into view. We save enough cash due to the Caregivers Convention that we can also do something that I'm pretty sure harbinges the end times:

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Burned Man now has his best weapon, and a fucking reckoning is coming to anything that gets in his way. He now rivals @BOLDYSPICY! for raw ass-kicking potential.
 
Make sure you have multiple teams ready to go...
You're going to need them, due to something you might not be aware of and I'll cover in a later section.

Moving along, however:

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@Solzhenitsyn is the next one to get a Level 5 weapon, and he's now armed with Lawbringer. Woe betide the ruffian who pisses this bleed-inducing dog-equipped fucker off. The collar he has for his doggo substantially increases damage and bleed chance but reduces healing recieved by 33%; Stone of Healing counteracts this with a +40% heal rate, so he has no downsides. He also currently has rabies, but his dog doesn't, because that makes sense.

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Our team of @Ruin, @RJ MacReady, @lolwut, and @Burned Man continue their advance in the drive to reach the level cap; with no reason to stick around in the lower tier, the team can focus all their energy on getting stronger. As we can see, a bit of a windfall already as the team finds the hidden room right away.

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The team advances, slashing through everything in their path; though much of the team is underleveled, Lolwut isn't, and his presence is enough to give the group a fighting chance against these horrors, and keep his teammates from suffering stress penalties while they go for the level-up.

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It's a good thing, too, because the team hits harder than ever. Burned Man's new trinket gives him better damage and criticals, but only in melee, and at the cost of 10% bonus stress - which is essentially offset by him taking 20% less stress if the light remains high. His feather charm boosts his abysmal speed and dodge rates to more satisfactory levels.

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At camp that night, MacReady shows that Dog therapy works at reducing stress for everyone.

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For some reason opposition has been strangely light this go-round, as if the enemies are afraid. Perhaps we really are making ground against the forces of darkness.

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Our favorite re-occuring trio appears, but this time, they're no longer fucking around. Inducing some truly vicious bleeds, and packing brutally high critical rates, the team suffers serious abuse in this battle, which due to mostly it falling on Mac and Burned Man, the team heals up almost as quickly. Due to a stun charm, Ruin is now readily able to daze these fucks to make them easier to kill.

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After slaughtering the enemy opposition, Lolwut uses a shrine to ditch a negative perk. Everyone gains a level and the team returns to base triumphant. Burned Man finally deigns to get a perk worth locking in (Natural Swing), and when we get there, an event occurs that is cause for celebration.

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The nuns are holding classes so the entire Sanitarium is free. Team members flock to the place to lock in expensive perks and remove metastasized ones, and what would normally be 15000+ gold becomes free. Glorious. Several also make full use of the Sanitarium's disease treatment facilities as @c-no elects to burn off some stress by beating himself in the Flagellant Chambers.

A great deal of gold is spent in town leveling up skills; no longer can we afford to half-ass and keep team members at lower levels of skill when the goal is starting to come into view. We save enough cash due to the Caregivers Convention that we can also do something that I'm pretty sure harbinges the end times:

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Burned Man now has his best weapon, and a fucking reckoning is coming to anything that gets in his way. He now rivals @BOLDYSPICY! for raw ass-kicking potential.
I gotta flagellate the autism out of me. That said, what team is most likely to do the final dungeon?
 
All of them. You'll understand when we get there.
I wouldn't be surprised if most of them end up dying. Then again, I have a hatred of the eldritch and might be useful against them.
 
I'm really good at the game, but trust me: it's entirely been dumb luck.

For some reason the team members that have come the closest to death have just steadfastly refused to die, even when barraged with attacks. The most notorious offender has been Kidkitty, who survived 4 successive hits (3 attacks, bleed), without dying before Shuu dragged him from Death's Door with Battlefield Medicine. That one was on Veteran, too.

At least four times I've done things that have had every potential to eviscerate the team, only for the group to hold fast and win anyway (see: Shambler Fights). I've lost entire teams previously during other runs and I've had to restart dozens of times, but luck's been on our side this run. Only time will tell if that holds out. I nearly flipped my shit with how long the Veteran Siren mission took because I kept having to rely on Death's Door to even get anywhere on that mission.

There is one sort-of-exploit you can use, however, if you want to make things negligably easier:

Most buffs and debuffs will go away if you reload your save. This includes ones that don't ordinarily wear off (such as the debuff from the Madman's Accusation) or last a certain number of fights. This can work for or against you; If you're loaded down with annoying debuffs like the heal-weakening one from the Crab People, Death's Door Debuffs, or the long-lasting speed and dodge crippling of the traps in the Cove, this can be a godsend and I would suggest doing it if you need the help. It can suck, however, to lose the buffs from Curios, holy water, or camp events.

Even potentially losing Death's Door Debuffs can be a bad thing; players suffering from it are healed dramatically from certain skills, such as the Vestal's Sanctuary. It's risk versus reward and up to taste. Choose for yourself.
 
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I was about to say, before my internet glitched and did some weird stuff to my posts, I was pleased with myself for reaching this point with two hero deaths. I'm kind of in a state of perpetual awe. Kiwis must be made of strong stuff.
I guess the bizarre shit we see on this site has inoculated us against the eldritch horrors of The (The) Kiwi Farms Estate?
 
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