Darkest Dungeon: Exploring the Underground


Darkest Dungeon:

Darkest Dungeon is about the heroes, but its also about where the eponymous location. Dungeon's are comprised of four main characteristics; style, length, difficulty, mission, and. First one picks the style; Ruins, Cove, Weald, and Warrens. The style determines the different obstacles and monster one encounters. Length ranges from short, medium, or large (except for one of the 4 levels of the Darkest Dungeon which is exhausting). The difficulty of each dungeon is either easy, medium, difficult, or darkest (reserved for the Darkest Dungeon). Each dungeon is assigned one of five different mission types. After choosing heroes, equipping them, and picking a dungeon, the protagonist purchases supplies. The shop keeper sells a number of tinctures, ointments, and articles worth purchasing, but the most important are torches, supplies, and shovels.

In a dungeon light is not a commodity, it is a necessity. Light is measured from 0 to 100. More light confers bonuses to the heroes, while darkness aids the horrors within. Light decreases rapidly as the party moves about the dungeon, and some enemy attacks diminish it too. The player only receives one advantage from the darkness: chest contain more treasure. Because it increases the likelihood of survival, players will prefer to explore the majority of a dungeon in the light. When the darkness encroaches, activate a torch, which adds 25 to the squad's light. The amount added does not change depending on the remaining light, so one should use a torch every time the light falls below 75. At first a player might be unwilling to backtrack, fearing to waste light, but light fades incredibly slowly when retracing one's steps. There are almost no downsides to backtracking, except that sometimes (rarely, really), monsters appear in a cleared corridor.
Light is necessary to witness the horrors ahead, but provisions are a prerequisite to voiding one's stomach at the sight. Even surrounded by deadly Eldritch dangers the necessities of life can't be ignored. Semi-randomly hunger strikes, and friends must break their fast. The desire to eat can not be predicted. With proper provisions the gang can continue unhindered, but if food is scarce each member suffers 20% health damage and incurs 20 stress. Food is needed for more than random cravings. On medium and long dungeons the party carries firewood for camping. Camping restores the light to 100, and allows characters to use their camping skills. The most critical skill prevents nighttime ambush (a terrifying experience in which the heroes are awoken in complete darkness and under attack). Only five classes prevent night time attacks (Vestal, Crusader, Highwayman, Occultist, and Houndmaster), so each mission should include one of them. In addition to firewood, camping requires a morsel of food, otherwise the heroes suffer the penalty for starvation.

Less necessary than the prior two is the shovel. Shovels clear debris blocking the path. Heroes can clear obstacles by hand, but they suffer minor health damage, serious stress, and a loss of light.
Determining the appropriate amount of each supply to bring depends on one's willingness risk death to save a few gold pieces. Unused items purchased for exploring are sold back at a loss, but imagine trying to determine whether the red glow ahead is a brilliant ruby or the horrid eye of a Shambler without torch light, and thinking that 75 gold wasn't worth it. Without the proper preparation the party will stumble about with no light, no food, and no method of clear debris. After 110 dungeons I determined a reasonable amount of each item creating minimal waste, and minimal danger.

Dungeon Length Torches Provisions Shovels
Short 8 12 2
Medium 12 18 3
Long 16 24 4
One should also bring one key, and a few bandages and antivenom.

Upon entering a dungeon, a map appears in the lower right corner. Except in the Darkest Dungeon, the map displays every room and connective passageway. But it doesn't show what they contain. Curios, Battles, Secret Rooms, and Traps are scattered in the corridors and rooms. The two most common quests require exploring 90% of rooms, or defeating all room battles. Most quests necessitate a complete survey of the dungeon. Except for Boss missions linear dungeons are preferable, because they require no backtracking (though, as explained above, the penalties are minimal), but if one has the proper equipment (or against a Boss) an open dungeon is advantageous. Some heroes and items confer a scouting bonus. Every time the party enters a new room, Darkest Dungeon rolls a scouting check. Success reveals curios, battles, secret, rooms, and traps in nearby corridors and rooms. This knowledge allows the player to avoid unnecessary fights. In Boss missions, locating the Boss quickly and avoiding all other encounters is paramount to reserve one's strength. A frustrating feature relating to dungeons are the exploration quests. The description requires the player to visit 90% of the rooms, but don't specify the exact number. If there are 14 rooms, does the player need to visit 12, 13, or 12.6 rooms? If there are 19, is it 17, 18, or 17.1? The inexactness remains incredibly frustrating even after completing the game.

Creeping down corridors, one is certain to encounter curios. Everyday, bizarre, or hideous objects, they litter the dungeons for the greedy, unwary, or obsessive traveler. Crates, alters, effigies, chests, and carcasses greet the traveler. Each type of curio is consistent in what it delivers. Chests can contain treasure or traps, crates are either empty or full of valuables, and carcasses can inspire or corrupt.
Despite all the other attractions one eventually ends in a desperate encounter. The Darkest Dungeon is built around wearing players down with each battle. While any individual battle can be deadly, the accumulation of stress and small loses of health threaten the entire campaign and forces the player end each battle with as minimal damage as possible. Either the player must destroy the enemy so quickly the party can't suffer any damage, or the team must be capable of healing its hurts. While the former is possible, the latter is the more successful option, and so every team entering the dungeon should contain either a Vestal or an Occultist (the two core healing classes).

A battle occurs when the party meets monsters in the corridor or a room (the location has no effect on how the battle functions). Darkest Dungeon uses the characters' speed to determine the turn order (though it isn't a flat use, because sometimes a slower hero attack before a faster one, and some heroes prefer a slower speed, like Vestals). On a hero's turn the player picks as skill to use, and watches it work. Most skills deal immediate damage with a chance to inflict critical damage. Some skills impose damage over time, either through bleed or blight. When a DoT skill hits it marks the afflicted with an icon, indicating the damage, and for how many turns it will continue to occur. Other skills stun their target. A stunned monster (or hero) skips its next action. Stuns are valuable because they disrupt a monster that is guarding another monster. Stuns can also be abused on a single remaining monster, to give the team time to heal any wounds (however it is very dangerous to stall a battle for too long, as additional monsters will appear to reinforce their allies). While Darkest Dungeon contains a massive variety of effects, the other two most common skills buff allies, or debuff enemies. And of all the debuffs, the most useful is the skill to mark a target. Marked targets take more damage, especially against certain attacks.
An fascinating feature of Darkest Dungeon is its willingness to divulge so much information to the player during a battle. Resistances, speed, dodge, armor, and skills are all displayed for the player. With no timer, Darkest Dungeon encourages careful planning, and tries to shift any blame for failure onto the player. But no, no, no! I screamed at this game. Screamed! Transparency! Ha! How dare you make me miss three attacks in a row when each has a seventy-five percent chance of success. Frack seventy-five percent! But it didn't stop there. Frack eighty percent! Frack missing two area of effect attacks against three enemies with a seventy-five percent chance of connecting! Frack missing three forced move attacks against an enemy with only a 25% move resist! If the game wants to be tough, fine. But don't cheat. If an enemy is difficult to hit say so, if an enemy can't be moved, give them a 500% move resist, but don't cheat!

Eventually one must consider the necessity of retreat (especially after they missed so many 75% chance attacks). Retreating from a dungeon is easy. It can be done immediately at any point except when in a battle. Escaping a battle is more difficult. There is a non-defined chance of escape. Pressing the escape button either results in skipping the hero's turn, or successfully retreating. Retreating from a battle isn't a choice to make lightly, because it means the campaign is over. Retreating for battle incurs a serious stress penalty, and any attempt to continue would have to go through the monsters that forced the retreat.

Retreat normally occurs when a hero has died (thought sometimes the player is foresighted to abandon the quest prematurely). Death isn't as certain as one would expect. It doesn't arrive swiftly when a hero is reduced to zero health. Instead the character suffers a debuff. The next hit could kill the hero, but every time a hero is attacked (when on zero health), there is only about a fifty percent chance they die. As soon as a hero is restored to at least 1 health, the debuff is lessened, and they are temporarily safe from death again.

In the end, the final result is death, madness, or temporary reprieve are the only possible results.

Next week, an obituary for the Darkest Dungeon.

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