Darkest Dungeon Dmg On Dots
DMG: Short for 'damage'. Determines how many health points, or HP, are removed from the target if the attack connects. DODGE: Dodge gets removed from the enemy's Accuracy to determine base chance to hit. DOT: Short for 'damage over time'. In Darkest Dungeon, this specifically refers to the effects of Bleed and Blight.
- Holy lance can still be pretty sweet (shambler, with jester, darkest dungeon shuffle) but yeah i usually prefer hellion (iron swan) to better deal with the back row. Usually vestal + double crusader or crusader/leper = longer fights but more control/safety with the 3 stress heals/3 heals making it pretty easy to stay ahead of the incoming assault.
- The area of the third mission is divided into dozens of rooms, filled with numerous enemies, traps and Curios. Like with the previous mission, you need to find specific keys in order to open locked passages and continue towards the boss. Fortunately, the dungeon layout is fixed - it's always the same (like in the Darkest Dungeon area).
Leper is very self-sufficient. He takes the role of a tank or a damage dealer. He has got lots of HPs, a big resistance and quite good base damage. He can also use his buffs to reduce his stress, boost or heal himself. As for his flaws - he does not have any ranged attacks whatsoever, thus he cannot be placed further than on the second position. He also will not be able to attack an enemy who will be standing on the third/fourth position.
Inarguably, the greatest weakness of Leper is his low accuracy of offensive attacks, due to which he misses often. This is compensated by the high damage he deals, and you can improve on his accuracy using other abilities, trinkets or with his Finale (unfortunately, everything comes at a price and it decreases his defensive abilities).
Darkest Dungeon Dmg On Dots Game
This character has one of the most powerful 'moving' abilities in the game - his Purge can move the opponent as far back as 3 rows, and move the character from the first row to the very back, which often makes him incapable of attacking. If, in the first two rows of the enemy party, there are warriors that deal high damage, you can use Intimidate, which decreases his accuracy and damage dealt.
Thanks to his extraordinary abilities, Leper is perfect in the first line of fire. This effect is further boosted by Withstand (which decreases his stress and provides with a considerable boost to defense)and Solemnity, which increases his resistance and restores quite a few Health Points. Unfortunately, he is completely useless in missions, where enemies may use 'moving' attacks - he is completely unable to attack, nor return from the 3rd and the 4th row and he needs to 'go on foot'.
Statistics
Level | Health | Dodge | Protection | Speed | Accuracy | Critical | Damage |
1 | 35 | 0 | 0 | 2 | +0 | 2,5% | 7-14 |
2 | 42 | 5 | 0 | 2 | +0 | 3% | 8-16 |
3 | 49 | 10 | 0 | 3 | +0 | 3,5% | 9-18 |
4 | 56 | 15 | 0 | 3 | +0 | 4% | 10-20 |
5 | 63 | 20 | 0 | 4 | +0 | 4,5% | 11-22 |
Resistances
Stun | Blight | Disease | Deadly Blow | Move | Bleed | Debuff | |
60% | 40% | 20% | 67% | 50% | 10% | 40% | 10% |
Tips:
Leper may be considered as the best tank in the game, thus it is best to use him specifically in this role.
This class has very good healing and boosting abilities, but they only are effective on self. Use Solemnity to restore some of your health and load the main healer, as well as for the boost to resistance, and Withstand, which heals a little bit of the character's stress and increases his resistance for a short period of time.
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All of Leper's offensive abilities are of relatively low accuracy, which is a good idea to use Revenge before the attack, which increases damage, critical damage and chances of hitting with the rest of the attacks.
Beware of the position changing when having a Leper in your party. He can attack only from the first two positions and moving him to the back will make him totally useless. Try not to combine this class with mobile characters, such as Grave Robber or Jester.
Merits | Flaws |
+ Very good resistance and health level. + Powerful melee attacks + Strong buffs and healing skills + Great class for longer missions + Powerful knockback that knocks the enemy from row 1 to row 4. | - Low Accuracy - No ranged attacks - Poor mobility - He can only attack the first 2 rows in the enemy party, while in either of the first two rows in the party |
Combat abilities
Name | Icon | Position | Targets | Description (successive tiers) |
Chop | Type: melee ACC base: 75 / 80 / 80 / 90 / 95 CRIT mod: 2 / 2 / 3 / 4 / 4% | |||
Hew | Type: melee ACC base: 75 / 80 / 80 / 90 / 95 CRIT mod: 2 / 2 / 3 / 4 / 4% DMGmod: -40 / -40 / -40 / -40 / -40% | |||
Focus | Hero | Type: buff ACC base: 85 / 90 / 95 / 100 / 105 CRIT mod: 0 / 0 / 1 / 2 / 2% DMGmod: -90 / -90 / -90 / -90 / -90% Knockback: 3 (100 / 110 / 119 / 129 / 139% base) | ||
Revenge | Hero | Type: buff Increase DMG: +25 / +27 / +30 / +32 / +35% Increase ACC: +10 / +11 / +12 / +13 / +15 Increase CRIT chance: +1 / +2 / +3 / +4 / +5% Dodge: -15 PROT: -25% | ||
Withstand | Hero | Type: buff Hero: increase deffence o 25 / 28 / 32 / 36 / 40% Decrease stress by: +9 / +9 / +10 / +11 / +12 | ||
Solemnity | Hero | Type: healing Hero: Healing: 6 / 7 / 8 / 10 / 12 punktów zdrowia Increase resistances: Blight: 25% Bleeding: 25% Debuff: 25% Move: 25% | ||
Intimidate | Type: melee ACC base: 95 / 100 / 105 / 110 / 115 CRIT mod: 0 / 0 / 1 / 2 / 2% DMGmod: -70 / -70 / -70 / -70 / -70% Target: Decrease ACC: -5 / -6 / -7 / -8 / -10 Decrese DMG: -20 / -23 / -26 / -29 / -33% |
Camping abilities
Name | Icon | Cost czasu | Target | Effect |
Encourage | 2 | 1 companion | Reduce stress by 15 | |
Wound Care | 2 | 1 companion | Heal 15% Removes target bleeding Removes target blight | |
Pep Talk | 2 | 1 companion | +15% Stress Resist | |
Let the Mask Down | 2 | Whole team | -25 stress on self +5 stress on other party members | |
Bloody Shroud | 3 | Hero | +25% bleed resistance on self +25% blight resistance on self +25% move resistance on self +25% debuff resistance on self | |
Reflection | 3 | Hero | -20 stress on self +10 ACC on self +5% CRIT on self | |
Quarantine | 3 | Whole team | +20% health damage on self -20 stress on other party members (50% chance) -15 stress on other party members (50% chance) |
“ | Let me share with you the terrible secrets I have come to know.. | „ |
Glossary is an accessible within the player's option menu screen with hints telling the player how certain game mechanics works.
Below the game's glossary content is described exactly as in the game.
Glossary | Icon | Description |
---|---|---|
ACC: | Short for 'accuracy'. Base chance to hit is ACC minus the enemy's DODGE | |
Activity Log: | A log of major events that occur at the Estate each week. Can be accessed while in the Hamlet. | |
Affliction: | A temporary condition that may be triggered when a hero reaches 100 stress. Afflicted heroes act on their own and suffer stat penalties. Afflictions can be cured in town by reducing the hero's stress at the Abbey or the Tavern. | |
Affliction Check: | Made whenever a hero reaches 100 stress and results in an affliction or virtue state. | |
Affliction History: | A hidden log of which Afflictions a particular hero has a tendency to develop. | |
Antivenom: | A type of provision used to remove Blight. It also has uses on many dungeon curios. | |
Armor: | A type of equipment used by a hero to protect themselves from the dangers found in dungeons. A hero's armor determines her base DODGE and MAX HP. Armor can be upgraded at the Blacksmith. | |
Auto-Action: | Certain enemies have abilities that are used automatically without using up their turn, usually at the beginning or end of a round. If the enemy is stunned, the ability is still used, but the stun remains. This term is only used on the wiki. | |
Bandage: | A type of provision used to remove Bleed. It also has uses on many dungeon curios | |
Bleed: | Heroes or enemies with Bleed take damage each combat round or hallway step. It will eventually go away, but can be cured early with bandages, combat skills, and Camping skills. | |
Blight: | Heroes or enemies with Blight take damage each combat round or hallway step. It will eventually go away but can be cured early with antitoxin, combat skills and Camping skills. | |
Buff: | A temporary stat increase. | |
Bust: | An heirloom typically found in the Ruins. Used to upgrade buildings in Town. | |
Camping Skill: | An ability used by a hero during Camping. | |
Cleansing: | Some curios will activate specific effects if a certain item is used on them. This is referred to as 'cleansing.' | |
Combat Skill: | An ability used by a hero during combat. | |
Corpse: | Most dead monsters leave a temporary corpse. Corpses preserve the enemy order for a time and require heroes to use skills to attack around the corpses, move other enemies in reach, and so on. Alternatively, corpses can be attacked and cleared manually. | |
Crest: | An heirloom found in all dungeons. Used to upgrade buildings in Town. | |
CRIT: | Short for 'critical hit chance'. Critical hits do extra damage and provide stress relief (when a hero crits) or stress damage (when a monster crits). | |
Curio: | An interactive prop found in a dungeon or room. | |
Death Blow: | A hit taken by a hero on Death's Door that permanently kills the hero. | |
Death's Door: | A hero with 0 HP is at Death's Door. Each subsequent hit taken while at Death's Door has a chance of permanently killing the hero. | |
Debuff: | A temporary stat decrease. | |
Debuff Resistance: | Bonus towards resisting incoming debuffs. | |
Deed: | An heirloom typically found in the Weald. Used to upgrade buildings in Town. | |
Disease: | A temporary sickness that debilitates the hero in some way. Can be cured by some Camping skills, but usually needs to be treated in town at the Sanitarium. | |
DMG: | Short for 'damage'. Determines how many health points, or HP, are removed from the target if the attack connects. | |
DODGE: | Dodge gets removed from the enemy's Accuracy to determine base chance to hit. | |
DOT: | Short for 'damage over time'. In Darkest Dungeon, this specifically refers to the effects of Bleed and Blight. | |
Equipment: | Commonly refers to the weapon and armor equipped to a hero, but can also include Trinkets. Weapons and armor cannot be unequipped but can be upgraded. | |
Food: | A type of provision used for Camping meals and other meals while wandering. Can be fed individually to a hero for a small boost in HP. | |
Gold: | The basic currency of the Estate. Used to purchase Trinkets, learn and upgrade skills, and upgrade Equipment. | |
Heart Attack: | A heart attack occurs when a hero reaches 200 stress. This will drop a hero to Death's Door, or kill one already there. | |
Heirloom: | A special currency type that is most often used to upgrade buildings in Town. There are four types of Heirlooms: Busts, Deeds, Portraits, and Crests. | |
Holy Water: | A type of provision used to temporarily increase a hero's resistances. Also can be used on dungeon curios. | |
HP: | Short for 'health points'. HP is removed as damage is taken. A hero with 0 HP is at Death's Door. | |
Mark: | Marks can be placed on heroes and enemies through combat skills. They do nothing on their own, but certain combat skills get bonus DMG, ACC, and CRIT when targeting marked targets. | |
MAX HP: | Short for 'maximum health points'. | |
Medicinal Herbs: | A type of provision used to cure a hero's combat debuffs. Also can be used on dungeon curios. | |
Mortality Debuff: | Heroes who are healed off of Death's Door are shaken for the rest of the quest and receive a mortality debuff. This lasts until the quest is over, or is removed by certain Camping skills. | |
Move (effect): | An effect that moves the target forward or backwards in the party lineup. Certain hero combat skills can be used to move around enemies or the heroes using them. Certain enemy skills can do the same. | |
Move Resistance: | Bonus towards resisting enemy moves that cause a position change. | |
Obstacle: | An object found in dungeons that impedes the party's progress. They can be removed by hand or with a shovel. Clearing an obstacle by hand inflicts DMG and stress on the entire party, as well as reducing the light meter. | |
Portrait: | An heirloom typically found in the Warrens. Used to upgrade buildings in Town. | |
PROT: | Short for 'protection'. Indicates what percentage of incoming damage is mitigated. DOTs (bleed, blight) ignore PROT. | |
Provisions: | An item that can be added to the player's inventory before embarking on a quest. | |
Quirk: | A character trait on a hero. Quirks can be benefical (positive) or hindering (negative). All heroes start with some quirks but acquire more through adventuring. | |
Resistance: | A stat that influences how likely a hero is to resist a particular status, such as Stun or Bleed. | |
Resolve Level: | The veteran level of a hero. A hero with higher Resolve Level can better resist stress, learn higher level skills, and wield higher level equipment. Higher Resolve Level heroes will not waste their time on lower level quests. Low Resolve Level heroes adventuring in higher level dungeons will find it more stressful. | |
Resolve XP: | Earning Resolve XP progresses a hero toward the next Resolve Level. Resolve XP can only be earned by completing quests. Heroes do not earn Resolve XP if they abandon or fail quests. | |
Roster: | The Collection of all the player's hired heroes. | |
Scouting: | A Scout Check happens whenever a room is entered the first time, including the entrance. If successful, nearby rooms and corridors on the dungeon map will be revealed, showing their contents. | |
Shovel | A type of provision. Used to clear obstacles to prevent taking DMG and stress. It also has uses on many dungeon curios. | |
Skeleton Key: | A type of provision used on curios in dungeons. | |
SPD: | Short for 'speed'. Speed influences the order in which combatants act along with a hidden initiative dice roll. Initiative is re-rolled each turn. | |
Stress: | Accures as heroes travel through dungeons and engage in combat. When a hero reaches 100 stress, she acquires either an Affliction or a Virtue. At 200 stress, the hero suffers a heart attack. | |
Stun: | An effect that forces the hero or enemy to pass on his/her next turn | |
Stun resistance: | A bonus toward resisting stunning attacks. Heroes and enemies who are stunned will gain resistance after recovering from being stunned. | |
Surprise Check: | Made at the beginning of each battle to determine which group is surprised. Surprised heroes have their order jumbled. Surprised enemies act last in the first round. | |
Torch | A type of provision. Used to increase the current torchlight within a dungeon. It also has uses on many dungeon curios. | |
Torchlight | The amount of light in a dungeon. Adventuring in brightness is safer but less rewarding, while adventuring in darkness is more dangerous but more rewarding. Can be increased by using torches. | |
Trap Resistance: | A bonus towards avoiding or disarming traps. | |
Trinkets: | Trinkets are equippable items that heroes can wear that confer stat bonuses and penalties when worn. Heroes can hold up to two Trinkets, but cannot hold two identical trinkets. | |
Virtue: | A temporary condition of increased effectiveness that a hero acquires after passing an Affliction Check. Virtued heroes have buffs and may buff or otherwise increase the power of themselves and/or their allies. | |
Weapon: | A type of equipment used by a hero to combat the dangers found in dungeons. A hero's weapon determines his/her base DMG, CRIT, and SPD. Weapons can be upgraded at the Blacksmith. |
Trivia[editedit source]
- Not all glossary entries work exactly as they are described. For example PROT is not mentioned to cap at 80% and heroes won't suffer a heart attack upon reaching 200 stress if they are virtuous.