A full clear of the first Darkest Dungeon mission, We Are the Flame. Exploring all hallways, visiting all rooms, and doing all fights.
Darkest difficulty.
How stalling works on Rapturous Cultists:
The heroes must attempt two attacks that do damage (whether they hit the target is irrelevant) in one round. To the best of my knowledge, Vulnerability Hex (an occultist skill) is the only exception to this rule in that it does not count as a damaging attack. After two damaging attacks have been used, you have two full rounds after that to stall completely without attacking, then on the third, you have to attack again.
In short, the heroes have to use two damaging attacks (except Vulnerability Hex) every third round to reset the stalling counter and prevent reinforcements.
Hero quirks are visible at the start, feel free to pause to see what they have.
The team I chose to run this mission needed to be able to handle high health and stress damage, and be able to recover from a spike in both, but also be able to put down enough damage to end fights quickly.
The flagellant is here to serve as main healer and stress healer, and do damage when I need him to, he really flexes his healing potential in this mission.
The crusader pitches in some on damage and frontline stuns, but is mostly here to take some of the recovery weight off flagellant.
The bounty hunter is obviously here for big damage, and his powerful stun ability. He's not too great at stalling, but he does well enough regardless.
The plague doctor is here for blight damage and stuns, and to pitch in on heals when stalling.
The trinkets I chose were primarily to optimize speed or attack power. I was planning to use the chest in the middle of the dungeon as a dead drop (as you can see at the start, I sell the Ancestor's Handkerchief and get it back in the dungeon), but I forgot to put it on crusader before the Shuffling Horror.
Mods I use, all as named on Steam:
Unofficial Palette Expansion Pack
UPEP (Flagellant)
Larger Roster
Compact Circus Icon
Dungeon Background Variations All in One - Reworked
EC Dungeon Backgrounds
Longer Hero Names
Consistent Skill Icon Colors
Hero Resolve Level Icons
Faster Walking
Faster Scouting
Community Dialogue Project
Enabled DLC's:
Flagellant
Shieldbreaker
Districts
Color of Madness
Districts Built:
The Well (CoM) -- Increases Holy Water buffs
Granary -- Free food every expedition, increased food healing
House of the Yellow Hand -- +4% crit chance for bounty hunter, grave robber, and highwayman
Altar of the Light -- +10% stun resist and healing skills for crusader, flagellant, and vestal
Training Ring -- +4 accuracy for arbalest, houndmaster, man-at-arms, and shieldbreaker
Athenaeum -- +15% blight and debuff skill chance for antiquarian, occultist, and plague doctor
Performance Hall -- -10% stress, +2 speed for jester
Outsider's Bonfire -- +2 respite points at camp if at least one party member is a leper, abomination, and/or hellion
Chapters:
0:00 Hamlet
1:21 Wayne June's Immense Monologue
1:51 DD1 Start
11:02 Triple Cultist Fight
13:37 DD1 Continue
15:09 Stalling Time
19:42 DD1 Continue
20:08 Ancestor's Chest, Dead drop Trinket
21:53 DD1 Continue
35:00 Camp
36:13 Shuffling Horror
40:20 Victory
Darkest difficulty.
How stalling works on Rapturous Cultists:
The heroes must attempt two attacks that do damage (whether they hit the target is irrelevant) in one round. To the best of my knowledge, Vulnerability Hex (an occultist skill) is the only exception to this rule in that it does not count as a damaging attack. After two damaging attacks have been used, you have two full rounds after that to stall completely without attacking, then on the third, you have to attack again.
In short, the heroes have to use two damaging attacks (except Vulnerability Hex) every third round to reset the stalling counter and prevent reinforcements.
Hero quirks are visible at the start, feel free to pause to see what they have.
The team I chose to run this mission needed to be able to handle high health and stress damage, and be able to recover from a spike in both, but also be able to put down enough damage to end fights quickly.
The flagellant is here to serve as main healer and stress healer, and do damage when I need him to, he really flexes his healing potential in this mission.
The crusader pitches in some on damage and frontline stuns, but is mostly here to take some of the recovery weight off flagellant.
The bounty hunter is obviously here for big damage, and his powerful stun ability. He's not too great at stalling, but he does well enough regardless.
The plague doctor is here for blight damage and stuns, and to pitch in on heals when stalling.
The trinkets I chose were primarily to optimize speed or attack power. I was planning to use the chest in the middle of the dungeon as a dead drop (as you can see at the start, I sell the Ancestor's Handkerchief and get it back in the dungeon), but I forgot to put it on crusader before the Shuffling Horror.
Mods I use, all as named on Steam:
Unofficial Palette Expansion Pack
UPEP (Flagellant)
Larger Roster
Compact Circus Icon
Dungeon Background Variations All in One - Reworked
EC Dungeon Backgrounds
Longer Hero Names
Consistent Skill Icon Colors
Hero Resolve Level Icons
Faster Walking
Faster Scouting
Community Dialogue Project
Enabled DLC's:
Flagellant
Shieldbreaker
Districts
Color of Madness
Districts Built:
The Well (CoM) -- Increases Holy Water buffs
Granary -- Free food every expedition, increased food healing
House of the Yellow Hand -- +4% crit chance for bounty hunter, grave robber, and highwayman
Altar of the Light -- +10% stun resist and healing skills for crusader, flagellant, and vestal
Training Ring -- +4 accuracy for arbalest, houndmaster, man-at-arms, and shieldbreaker
Athenaeum -- +15% blight and debuff skill chance for antiquarian, occultist, and plague doctor
Performance Hall -- -10% stress, +2 speed for jester
Outsider's Bonfire -- +2 respite points at camp if at least one party member is a leper, abomination, and/or hellion
Chapters:
0:00 Hamlet
1:21 Wayne June's Immense Monologue
1:51 DD1 Start
11:02 Triple Cultist Fight
13:37 DD1 Continue
15:09 Stalling Time
19:42 DD1 Continue
20:08 Ancestor's Chest, Dead drop Trinket
21:53 DD1 Continue
35:00 Camp
36:13 Shuffling Horror
40:20 Victory
- Category
- Highway Men
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