Darkest Dungeon Speed Mod

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Rojo Scherer

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Aug 20, 2024, 6:52:35 PM8/20/24
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Heroes, or Adventurers, in Darkest Dungeon are characters used by the player when assembling parties and expeditions to explore dungeons. They are divided into several classes, specializations that define their appearance and abilities. Each character has different skills and can fill different roles in combat. Each class also has unique barks as a reaction to many situations. Different heroes from the same class have the same base stats and can access the same skills; they differ by what they have learned and (more importantly) what quirks they have.

Each character has six different stats, normally determined by their class and their equipment. Stats improve when the hero's Resolve level increases or their equipment is upgraded, but can also be augmented through the use of trinkets. Stats are also influenced by quirks and diseases, either positively or negatively, and it is possible to acquire temporary effects influencing a hero's stats as a side effect of several Hamlet activities or curio interactions. Stats are also used by monsters, but only defensive ones (Dodge, Protection, and Speed) are displayed to the player.

Darkest Dungeon Speed Mod


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Abbreviated as CRIT, critical chance determines the chance of an attack scoring a critical hit. A critical hit will cause the attack to inflict 1.5 * maximum damage (note that the actual maximum damage is not an integer and might be less than what is shown), prolong the duration of any blight or bleed inflicted by 2 turns, and apply a unique self-buff based on the hero's class. Critical hits inflicted by enemies will also cause 10 stress damage to the victim (subject to multiplication by applicable Stress modifiers), along with a 50% chance to cause 5 stress damage to each party member. Conversely, when a hero lands a critical hit on the enemy, the hero will receive a 3 stress heal, and each other party member has a 25% chance to receive the same. If an enemy is killed with a critical strike, the stress heal from both events is added up, and the enemy will leave no corpse. If the hero deals a critical strike to a corpse, they will not regain any stress, unless the critical strike comes from an AOE.

In addition to using trinkets and abilities to improve hero CRIT, all heroes will also gain a bonus to critical chance when fighting at low light levels, as a reward for a more risky approach. However, monsters also get a bonus to critical chance at low light.

It is also possible for a heal to score a critical, in which case the hero being healed will experience 4 Stress heal in addition to a doubled amount of health points recovered. The chance of a critical heal does not use a hero's CRIT stat, but instead has its own fixed critical hit chance. The critical heal chance for single target heals (excluding self-heals) is 12%. Every other heal skill (including self-heals) has a 5% chance to be critical. Critical heals will double the amount of heal (a heal for 0 is never considered as a critical heal by the game). Certain abilities combine both a health heal and stress heal, in which case, the crit doubles only the Health portion of the heal (although the 4 Stress recovery from the crit heal will be added onto the skill's own Stress relief).

Damage, or DMG, determines the amount of hit points removed from the victim's health when successfully landing an attack. The damage of any attack is calculated on the base damage of the character, which is a range showing a minimum and maximum damage value. This range of values is determined by the hero class and the tier of the weapon upgrade the hero possesses. When successfully hitting with an attack ability, a value between the minimum and maximum damage is determined randomly, and then modified by any quirk, trinket, buff, debuff, and by the attack ability's modifier if any. Finally, before lowering the victim's health points, damage is reduced by the victim's Protection percentage. This mechanic works similarly for heroes attacking enemies, and vice versa.

Dodge indicates the chances of avoiding an attack directed at the unit; it is directly subtracted from an attack's Accuracy, and the resultant number will be the percentage chance of the attack landing successfully. As all heroes and monsters have a hidden +5 ACC, minimal result value of 95 is needed to have a guaranteed hit (displayed as 95% hit chance). This mechanic works similarly for heroes attacking enemies, and vice versa.

Protection, or PROT, is a value that reduces any direct damage suffered by the character by a percentage. Protection does not influence damage caused by blight or bleed, only direct damage. Protection can be increased by certain abilities that apply buffs, and conversely, it can be reduced by means of some debuff abilities (many of which also inflict a mark). Many enemies make use of protection, and heroes can gain protection values as well by equipping certain trinkets or utilizing certain abilities. The Hard Skinned quirk also provides a base protection value to a hero. Protection is capped, and can't be raised higher than 80%.

Notable for its rarity, there are a handful of hero abilities that ignore enemy PROT in part or in whole. These are the Shieldbreaker's "Pierce" skill or partially by her "Snake Eyes" camping skill, as well as the Grave Robber's "Pick to the Face" ability.

Speed, or SPD, determines the priority the hero has over other characters and enemies during battle. At the very start of each round of combat, a random number ranging from 1 to 8 is determined for each character, and the SPD value of the character is added to this; the likeliness of order that each character takes their turn is based on this number, starting from the highest and ending with the lowest. A hero/monster with speed of 8 is more likely to act before someone with speed of 5, but this is not guaranteed. For heroes, speed is determined by a base value depending on class and weapon level, modified by any applicable trinkets, buffs, debuffs, diseases and quirks. Taking an action before an enemy unit is advantageous, as it provides the opportunity to disrupt that unit's turn by stunning it, moving it to a disadvantageous position, debuffing its damage, or simply killing it outright, before it can act. In certain specific situations, it is beneficial to have heroes to take their turns in a certain order; for example, using one hero to mark an enemy before performing a follow-up attack with another hero that can take advantage of marks.

Each character is created with a set of random quirks, both positive and negative, influencing their effectiveness in various situations inside and outside expeditions. Quirks can be treated in the Hamlet by using the Sanitarium, to make positive quirks permanent ("lock" the quirk) or remove negative quirks. New Quirks are acquired upon finishing an expedition, or interacting with some curios. Characters can have up to 5 quirks of each type; acquiring more will replace an old non-locked quirk.

In addition to quirks, heroes may contract diseases during their adventures, giving them various penalties, with some diseases being more debilitating than others. Diseases will never expire on their own, and will have to be cured either by giving Medical Treatment in the Sanitarium, or by applying particular camping skills available to certain classes, namely the Plague Doctor and Grave Robber. Diseases can be acquired as a result of being hit by certain monster attacks (especially the Swine Wretch's Vomit, by far the attack with the greatest chance of causing disease), or by interacting with some curios, or lastly, they can be acquired randomly at the end of any expedition. Along with stress treatment and upgrades at the Guild and Blacksmith, disease removal is one of the main source of repeated expenditure of the Hamlet's funds.

As a result of roaming dark dungeons, heroes will gradually accumulate stress. If a hero is too stressed, they will develop an affliction, causing them to acquire heavy penalties, occasionally disobey orders, and regularly inflict stress damage on their companions. Extreme amounts of stress may also cause a heart attack, possibly killing the hero on the spot.

Stress can also be inflicted by some monster attacks and by any suffered critical strike, plus a variety of other events and situations. Stress will not deplete when concluding a quest and will normally need to be healed by using certain hero abilities, or by paying a fee in gold to place the hero in a stress relief facility such as the Abbey or Tavern. Leaving a character idle in the Hamlet for a week will let them automatically recover a very small amount. This amount is tripled once you unlock the Puppet Theatre District, making for a viable alternative to paid stress relief.

The death of a hero in Darkest Dungeon is permanent. A dead hero will not return from an expedition, causing all their abilities and upgrades to be lost. When a hero dies, any equipped trinkets will be dropped and can be picked up by surviving heroes if they win the current battle.

Death will most likely occur during combat as a result of excessive damage taken, but it is also possible to die as a result of excessive stress causing a Heart attack or by influence of damage over time, such as bleeding and blight, which persist through battles. Traps and hunger can also result in death if a Hero is at Death's Door. Certain boss battles or dungeons can cause a hero's death if a retreat or quest abandonment is performed at an inopportune moment, essentially abandoning the hero to die. Death can be avoided by healing the hero when they are on Death's Door (by using an ability, or by using food when not in combat) and by preventing them from reaching 200 stress.

The only way a dead hero can return is via a rare town event called From Beyond; even so, the heroes offered for possible resurrection are randomly selected from the Hamlet's graveyard list. The resurrected hero will retain their Resolve Level and any Quirks they had, including locked-in ones. However, they will only have four random abilities at level 1, and no equipment upgrades.

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