Strategy: Make sure your party has high bleed/blight resistances. There is also a guarenteed chance that your party will be suprised at the beginning of the fight, so expect your party's positions to shuffle. It is highly recommended that you are not wearing any trinkets that require a light level above 75 to be effective. Warning: When/if you decide to spawn The Shambler, he'll teleport you to a hidden area and the light level is reduced to zero and cannot be increased. Most people decide to fight The Shambler for a chance to get ancestral trinkets (Ancestor's Map, Ancestor's Bottle, Ancestor's Candle, Ancestor's Tentacle Idol, Ancestor's Scroll). Thankfully, the only way to fight him is to use a torch at The Shambler's Alter (a curio that randomly spawns in any dungeon). The Shambler is harder than most bosses you'll encounter. Stun the Collected Man-at-Arms to remove the guard buff if he's guarding The Collector. Ignore the Collected Vestal (you should be able to outdamage her heals), make it a priority to kill Collected Highwayman (almost all of the damage comes from this spawn) and try to keep The Collector in the third position. Strategy: Assuming you've followed the dungeon guidelines above, a decently prepared team shouldn't have too much of an issue with The Collector. He drops always Puzzling Trapezohedron (worth 2,500 gold) and has a small chance to drop a very rare trinket (Barristan's Head, Dismas' Head, and/or Julia's Head all of them are pretty good) these trinkets can also be found in secret rooms so fighting The Collector isn't necessary. The Collector has a random chance of spawning when your inventory is more than 60% full. Special trinket/Puzzling Trapezohedron x3 The rewards of each dungeon will pay for the provisions used to complete the mission (and extra provisions will be sold upon completion), but you should expect to make money off of what you find in the dungeon and not based on the reward of the mission. Almost all of the numbers are excessive, but it's better to be over-prepared than under-prepared. The following table is a quick and dirty list of provisions to bring into a dungeon. Crests are needed to upgrade virtually everything, but have the highest stack and are quite common.Busts are useful for upgrading the sanitarium, but pretty much worthless after that.Portraits are the second most useful heirloom until you've upgraded the guild.Deeds are the most useful heirloom until you've finished upgrading the the carriage and blacksmith.Which mission offers the most useful heirlooms?.Trinkets for light or dark runs (Sun/Moon Ring, Solar/Dark Cloak).Most very rare and rare class specific trinkets are worth picking up.Tier 1 trinkets are almost always useful (Legendary Bracer, Tough Ring, and Focus Ring).Which mission offers the most useful trinket right now?.Level 5 heroes (fully upgraded weapons, armor, and skills) can complete any champion missions (lvl 5).Level 4 heroes should complete long, intermediate missions (lvl 3).Level 3 heroes should complete short/medium, intermediate missions (lvl 3).Level 2 heroes should complete long, apprentice missions (lvl 1).Level 1 heroes should complete medium, apprentice missions (lvl 1).Level 0 heroes should complete short, apprentice missions (lvl 1).Can your team complete the mission? Are your heroes properly leveled and upgraded? Do you have enough money for provisions?.Prioritizing dungeons each week using the following guidelines: Note: Due to the length of this article, I strongly encourage you to take advantage of your browser's find feature (CTRL+F) to find the what you are looking for (especially curios, just CTRL+F and type the name of the curios that you are looking for). If you want to make Darkest Dungeon as challenging as possible, you probably shouldn't be reading this guide (or at least ignore the content about the bosses). This guide contains spoilers, but you probably already knew that when you clicked on the guide.
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