recursal/Fanatic-Fandom huggingface dataset:
Death (Darkest Dungeon II)

**Death** is a mini-boss hunting the Flagellant in Darkest Dungeon II.

## Behaviour

Death has a 6% chance to appear at the end of a Resistance Encounter whenever the Flagellant is present.

She spawns with two indestructible, untargetable **Gravestones**. A number of her skills will cause her to move backwards through the Gravestones, and when she is in the back ranks she will use **Trample**, a devastating ability that  Shuffles,  Bleeds, and applies  Stress to the entire party.

Not only do many of her skills apply  Bleed, but she also has a permanent buff that boosts her damage against  bleeding targets. On the other hand, she is relatively less resistant against  Blight and  Burn.

## Rewards

In addition to the usual  Relics and  Baubles, defeating Death will also reward  Mastery Points along with one of the following **Death's Head** trinkets:

Indelible | On Entering Death's Door:
Remove All Negative Tokens, Remove , ,
Indelible | On Entering Death's Door: , , -2
Indelible | +100% DMG while on Death's Door
Indelible | On Entering Death's Door: , , -2

## Strategy

* Death spawns upon the death of the last enemy in the Resistance Encounter, but does not take actions until the *next* round. Thus if the last enemy is killed early in the round (by a fast hero or damage over time), then the party will get a few free turns to damage Death before she can act.

## Trivia

* The design of Death seems to take inspiration from the Bible verse that describes one of the four horsemen. *"And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him."*
* The move "Trample" is very similar to the move "Trample" used by the Plow Horse in The Color of Madness. They both are used from the back ranks and shuffle your party.
* The "Deathblow" icon and text does not show up when a Deathblow is dealt to Death. Instead, she is blown away in the wind, indicating that she is unable to be stopped or killed.
Highwayman (disambiguation)

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Highwayman** may refer to:

* Highwayman, a hero in *Darkest Dungeon*.
* Highwayman (Butcher's Circus), a hero in The Butcher's Circus DLC.
* Highwayman (Darkest Dungeon II), a hero in *Darkest Dungeon II*.
Images

This page contains various screenshot and images of Darkest Dungeon, including official comics on the backstory of some hero classes.

## Comics

* Abomination
* Antiquarian
* Arbalest
* Bounty Hunter
* Crusader
* Flagellant
* Grave Robber
* Hellion
* Houndmaster
* Highwayman
* Jester
* Leper
* Man-at-Arms
* Musketeer
* Occultist
* Plague Doctor
* Shieldbreaker
* Vestal
Fungal Scratcher

**Fungal Scratchers** are a common enemy found in the Weald. Likely a lost explorer transformed by the fungal infestation that lingers in the woods, these zombies can take a surprising amount of punishment while they poison anything they scratch. While they are more annoying than dangerous on their own, several of the Weald's inhabitants can cause the Scratchers to focus their attacks, turning them into deadlier fighters.

## Behavior

Fungal Scratchers, a Human/Eldritch hybrid that only appears in the Weald, while possessing formidable protection, is not terribly accurate, nor is it a heavy hitter by itself. However, if one of its allies Mark a Hero, it will know exactly where to strike for lethal damage, using Rend the Marked rather than its typical Groping Swipe. Killing it is no easy task either, because of its fungal infection that protects it. If you encounter these undead fiends it may be wise to destroy any enemies that can Mark your heroes, and have any Heroes in the front line retreat to the back if they become Marked. In veteran and champion areas, the Grabber and Crawler gain the ability to Blight. Caution should always be taken when fighting these vile zombies, or your heroes may never leave the Weald.

## Abilities

* Apprentice
* Veteran
* Champion

## Strategy

At all levels, these enemies can absorb a full party's worth of damage with relative ease, and they often come in pairs. Fighting them with raw damage is a losing proposition. However, they Bleed easily, and their Blight resistance is manageable with trinkets. Both of these forms of damage allow you to bypass their massive Protection, and hopefully finish the fight before reinforcements arrive. Their Move Resistance is also poor and their only option is to harmlessly swipe their way to the front, so any way to send them to the back rows greatly limits their threat. With some luck and a few speed debuffs, you can trap two fungal scratchers into using "Harmless Swipe" for a few turns.

Finally, at veteran and champion level, their "Groping Swipe" can blight your party members, but "Rend the Marked" will not. The blight damage can add up relatively swiftly since fungal grabbers and crawlers can take multiple turns to kill, so one option to mitigate this is to have a party member Mark themselves through some skill that also provides Protection. The extra Protection will offset the increased damage, and you won't have to worry about the stacking blight damage. The Leper's "Withstand" and the Crusader's "Bulwark of Faith" are both well suited to this strategy since these last the entire combat, leaving them free to mete out damage or support their allies.

## Related Enemies

### Weald

* Fungal Artillery
* Crone
* Unclean Giant
* Hateful Virago
* Necrotic Fungus

### Bosses

* Hag
* Cauldron

## Gallery

* Fungal Scratcher's combat animation
* Attacking
* Defending
* Corpse
Deep Stinger

Mysterious, elegant, ethereal, and even hauntingly beautiful, the Deep Stinger is a giant jellyfish-like creature that, like their marine cousins, gracefully floats through the salty air of the Cove. When they encounter prey, they attack and immobilize them with their paralyzing and disease-ridden stingers. Once rendered unable to flee or fight back, they then latch onto their prey and feast on their blood.

## Behavior

The Deep Stinger is an Eldritch-type enemy that is only found in the Cove and usually occupies the back ranks. On its first turn it will usually use *Shocker* to Stun a hero and apply a debuff that increases the likelihood of inflicting bleed with their other ability, *Salty Gouge,* or from other enemies that may be accompanying it.

On its own, it is not particularly dangerous or difficult to kill as it has fairly low HP, no protection and its attacks don't do much direct damage. However, because of the status effects and possible diseases it can apply, it should not be underestimated. Unless there are other, higher priority targets, try to take these creatures out as quickly as possible.

## Abilities

* Apprentice
* Veteran
* Champion

 Shocker

 Shocker

 Shocker

## Related Enemies

**Cove: The Pelagics**

* Pelagic Grouper
* Pelagic Shaman
* Pelagic Guardian
* Sea Maggot
* Uca Major

**Bosses**

* Siren

**Cove: The Drowned**

* Drowned Thrall
* Squiffy Ghast

**Bosses**

* Drowned Crew
* Drowned Anchorman

## Gallery

* Deep Stinger's combat animation
* Using Salty Gouge
* Using Shocker
* Defending
* Corpse
Ghoul (Darkest Dungeon II)

The **Ghoul** is an enemy in Darkest Dungeon II encountered in all regions except The Mountain.

## Description

Larger, stronger, and faster than the Gaunt enemies they can be found with, Ghouls are flesh-eating undead who pose a significant threat to your team in terms of both stress and physical damage. The morbid trophies it proudly hangs on its viscera-coated body are a clear challenge. Show this foul abomination no mercy, for you shall surely receive none from it.

The Ghoul attacks the heroes by swiping at them with his gargantuan hands, pelting them with thrown skulls, or screaming at them. His innate  Tokens are regained every time he acts, so be prepared for a long fight. It can be difficult to prevent him from mauling your party due to his decent speed stat and devastating abilities, so players are likely to leave Ghoul fights with high stress and possibly some diseases. One Ghoul is bad enough, pray that you don't run into two of them in the same encounter.

Though, it’s low resistance to DOT and Debuff alike may prove to be a weakness against this monstrosity. Blind can prove to be useful against the Ghoul’s howl ability so that you may avoid any horror that comes your way.

## Skills

Howl has a 5% chance to inflict The Horrors, while Rend has a 5% chance to inflict any random disease.

## Trivia

* The Ghoul is currently one of only three enemies without an Enemy Type. This is possibly a bug, as the Ghoul typically appears alongside Gaunt enemies.
	+ Despite not technically being a Gaunt, the Ghoul is still able to appear in battles at The Chirurgeon's Table, and even has his own unique Leucotomy buff, proving that the Chirurgeon, at least, considers him part of the family.
Fulgore

**Fulgore** is a Swine/Creature enemy in Darkest Dungeon II and the Champion version of The Swine Skiver.

## Description

*Best trained and equipped, one of the most brutal and ferocious swine warriors.*
***Location:*** Creature Den

## Trivia

* This enemy's name, Fulgore, is a reference to the elite cyborg soldier of the same name from the *Killer Instinct* franchise.

1. ↑ https://twitter.com/TheRealCLZ/status/1695886235862999087?s=20
Guard

Guard is a status effect that a character or monster can inflict upon an ally. It is signalled by a big light blue shield icon under the target.

## Effects and interactions

A guarded target will automatically redirect any direct attack to the guarding entity, avoiding all damage and effects from it. Any subsequent effects of the redirected attack, such as debuffs, stuns or any other effects will also be redirected to the guarding character. Riposte will be triggered by the guarding hero, and incoming damage will be determined by the guarding hero's dodge and protection. However, any pre-existing damage over time effects (such as blight or bleed) present on the guarded entity will continue to run its course as usual.

The guard effect generally lasts three turns, during which an additional use of the guarding ability will override the previous.

Area of effect attacks will hit a guarded character without redirection *if* the guarding character would *also* be hit by the attack, meaning that carefully placed area attacks can affect guarded characters.

A stun effect on the guarding character will also end the guard effect.

## Guarding and countering a guard

The Man-at-Arms can guard an ally in order to redirect all damage from it to himself, while also increasing protection to better receive the damage; a similar ability is available to the Houndmaster, who can improve his own Dodge value for the duration of the guard. This is an effective technique to prevent damage to weakened or fragile allies and allows a team with a healer such as Occultist or Vestal to focus their healing abilities on one target. In addition, the Antiquarian has an ability that forces an ally to guard her, giving a protection buff to them in return.

Some enemies, such as the Pelagic Guardian, are able to guard another enemy, preventing direct damage dealt to them and potentially rendering dangerous but frail monsters much harder to bring down. Several methods of countering this exist, such as area of effect attacks that hit both the guarded and guarding unit simultaneously (thus damaging both), or stunning the guarding unit to end the guard. Keep in mind that attacking the guarded target with a stunning ability will cause the attack to be redirected to the guardian, thus stunning it and ending the guard, even if the guardian is normally out of range of the stunning ability.

Alternatively, if you have a hero who can activate a Riposte and make guarded enemies attack them, hits from Riposte are not redirected by guard, and go straight to the guarded enemy. Be aware that the same is true of enemies that have Riposte as well.

The Shieldbreaker's *Puncture* ability bypasses and removes a guard from the target, and applies a debuff that prevents this enemy from being guarded for 2 rounds. The Jester's *Dirk Stab* also bypasses but does not remove guard. In the Butcher's Circus DLC, the Abomination's *Slam* performs similarly to *Puncture*, but cannot be used outside of PVP.
Her Ladyship

**Her Ladyship** is an elite Fanatic enemy in Darkest Dungeon II.

## Description

Similar to her counterpart, the Immolatist, Her Ladyship is a tall and slender woman armed with gauntlets of heated-metal that are loosely connected to her waist with chains. Strapped to her hips are multiple severed arms, blackened by flames. Her Ladyship is adorned in white, hooded robes and a curved metal cage atop her head.

Her Ladyship commands her allies by Igniting them, providing them with Tokens, and healing them. Her offensive abilities are vicious and deal heavy DoT. Her medium-sized HP pool, Deathblow Resistance, and restorative abilities make her a difficult target to kill. Be wary of Heroes that are Combo primed, as Her Ladyship is capable of dealing massive damage to Combo'd targets.

## Combat Skills

Carrion Devourer  Carrion Eater  Gander  Rabid Gnasher  Spitter  Webber
**Gaunts**
Lost Soul  Patient  Urchin  Widow  Woodsman
**Pillagers**
Firemouth  Implication  Mongrel  Pillager Crackshot  Pillager Hatchetman  Spearman (DLC)  Spiked Barricade (DLC)  Swordsman (DLC)  Weapon Rack (DLC)
**Cultists**
Darkest Dungeon II Wiki/Section 4

**Handy Wiki Game Pages**

Heroes
* Stress
* Affinity
* Quirks
* Diseases
* Hero Paths
* Death's Door

Regions
* Enemies
* Locations
* Narrator
* Flame
* Loathing

Items & More
* Combat Items
* Inn Items
* Stagec. Items
* Trinkets
* Inns

Miscellaneous
* Patch notes

**Fandom's Wiki Community**

* The Official Website
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* On Steam

**Joining in*** Register
Fish Monger

The Fish Monger is a Fisherfolk enemy in Darkest Dungeon II.

## Description

An aging woman who once made an honest living gutting and deboning seafood; the Sea God's blessing has melded a jellyfish to her back, replacing one of her eyes with a horrifying upgrade located in the sea creature itself. Cackling, she gnashes her teeth and sharpens her chipped knives, eager to ply her trade with or on those unfortunate souls who find themselves on the coast.

The Fish Monger is a backline unit with multiple actions per turn and powerful self-buffs. She specializes in applying stress and bleed damage.

## Strategy

Fish Mongers are backline fighters, first and foremost. They have 2 actions a turn, and though their direct damage isn't great, their consistent Crit attacks make up for that, as well as applying stacks of Bleed and negative tokens to debilitate your heroes. Their most unique ability is Whetstone, allowing them to gain Crit Tokens and Dodge for self-protection. This is generally what they start fights with, before going into Flense or Debone, which with their second action, they can do both in one round, gaining the edge for their team.

They are generally weak health-wise, so bursting them down is more than possible. The dodge from Whetstone, that they will likely use early, will help protect them, but with enough firepower they tend to not last. Pulling them or pushing the other enemies is helpful, however due to the double action and having a natural back 1 attack, it can tend to fall flat compared to the other Fisherfolk getting moved. Forms of Bleed removal are effective against Fish mongers, due to that being their primary source of damage, as well as minor stress heals such as Raucous Revelry or Bolster to prevent their consistent Crit attacks and usage of Debone from getting to your heroes.

It's generally good to deal with Fish Mongers early, as their effects can be more detrimental in the long term of the fight than some other targets. They regularly spawn in the back lines, never naturally occurring in the front 2 ranks and having other units take those ranks.

Carrion Devourer  Carrion Eater  Gander  Rabid Gnasher  Spitter  Webber
**Gaunts**
Lost Soul  Patient  Urchin  Widow  Woodsman
**Pillagers**
Firemouth  Implication  Mongrel  Pillager Crackshot  Pillager Hatchetman  Spearman (DLC)  Spiked Barricade (DLC)  Swordsman (DLC)  Weapon Rack (DLC)
**Cultists**
Crystalline Aberration

**Crystalline Aberrations** are Husk type clusters of crystal that grow from any corpses left on the battlefield in the Farmstead. They are also spawned every round by the Thing from the Stars.

## Behavior

Crystalline Aberrations act similarly to corpses, and replace any corpses on the field at the end of every other round during battles in the Farmstead. If not destroyed in time, they will explode for heavy damage, stress, and blight on one hero, or inflict a party-wide Horror. They are completely immune to stuns and debuffs, and have a significant resistance to bleed, but have no resistance at all to blight or being moved.

Their negative SPD means they will likely act last on any given round, but this is not guaranteed—bad turn order rolls could mean that an Aberration may go *before* any low-SPD heroes like the Crusader, meaning it is important to destroy these things quickly.

Their low HP, lack of protection, and *negative* dodge means they will almost certainly be destroyed in one hit with most abilities.

Any hero that kills a Crystalline Aberration will heal for 2, 4, or 5 points of health for Apprentice, Veteran, and Champion respectively. Crystalline Aberrations will also not trigger "On Kill" effects from trinkets like the Miller's Pipe or Coat of Many Colors.

## Abilities

* Apprentice
* Veteran
* Champion

 Unstable Resonance

 Unstable Resonance

 Unstable Resonance

## Gallery

* Crystalline Aberration's combat animation
Imperfect Reflection

*This article or section may contain **spoilers** about the final boss. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

This is one of two copies that the Ancestor will summon during the first phase of his fight.

## Behavior

The Imperfect Reflection will usually be summoned by the Ancestor via his **Imperfect Reproduction** skill after dealing deathblows to a few Perfect Reflections. These have lower hit points compared to the Perfect Reflections and serve a supportive role in the fight.

* **It Chooses**: This ability will Stun and Mark your heroes which synchronizes with the Perfect Reflection's ability **Reunion**.
* **We Are the Same**: This ability will be used occasionally to stress out your party members.

In addition, the Imperfect Reflections are the only way to damage the Ancestor himself, who is otherwise immune to all damage during this phase of the fight -- each Imperfect Reflection you kill deals one point of damage to the Ancestor upon death.

## Gallery

* Ancestor Imperfect Reflection's combat animation
* Using It Chooses
* Using We Are the Same
* Defending

## See Also

* Ancestor
* Perfect Reflection
Game Tips

Having issues within the Darkest Dungeon? Below are some **Game Tips** to help you find your way through the long nights, and endless Afflictions that might come your way. These tips are provided within the game itself.

* Afflictions
* Bandage
* The Blight
* Camp
* Death's Door
* Firewood
* Get Help
* Interactive Objects
* Navigating The Dungeons
* Resolve
* Retreating
* Stage Coach
* Stress Bar
* Items
* Virtue
Cove

The **Cove** is the second to last dungeon that can be explored. It is a water-logged nightmare filled with pelagic horrors, once used by the Ancestor for unsavory deliveries - and unspeakable pacts.

The Ancestor once used the Cove as a means to deliver some of his more controversial artifacts, as well as a location to perform his pacts with the ancient beings in the water when money was scarce. The ancient fishmen that lived there were roused by the activity around their home, making it a habit to sink and kill any sailors that come near their domain, making them a threat to the marine shipments of provisions that the Hamlet relies on.

## Cove Music

The music that plays during combat in the **Cove** is The Cove Battle.

## Cove Strategy

Order of target elimination varies depending on the party's health and stress level. If the party is low on health, consider finishing Groupers first. If the party is reaching high stress, target back-row shamans. It is recommended to kill the Thrall as soon as possible no matter the circumstances, however. Leave maggots, stingers, and heavily armored enemies for last, as they are the least dangerous.

### Provisions

* Medicinal herbs are extremely useful to debuff traps and attacks, as well as curios, like Eerie Coral (to heal negative quirks) and the Fish Carcass (which gives you food).
* Bring a few extra shovels for chests and oysters.
* Bandages are useful for occasional bleed attacks, specifically from Uca Crushers, who have "arterial pinch".
* Holy Water may be useful for Fish Idols.
* Antivenom may be useful for Brackish Tide Pools.
* Skeleton Key is occasionally needed for locked chests.
* If you have a Houndmaster in your team, Dog Treats can be used on oysters for a dodge buff.

### Party Composition

Bleed is less effective due to fish scales. Conversely, blight damage is extremely useful due to low resistances and the presence of high PROT enemies with the ability to guard weaker foes. Stun resistance is useful as many Cove enemies use stun attacks. Increasing the PROT value of frontline heroes can be invaluable here, due to high damage enemies and lack of DOT attacks. It's also worth noting that the Occultist does increased damage against eldritch enemies, which can be very useful here.

### Things to watch out for

* Thrall explosions
* Grouper damage
* Uca bleeds
* Trap debuffs

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## Trivia

* The Cove was the only one of the main four areas not initially released in Early Access
* While every other area gets two extra monsters at Veteran level, the Cove only gets one: the Uca Crusher.
* The pelagic monsters may be based on the fish-human hybrid monsters from H. P. Lovecraft's novella *The shadow over Innsmouth.*
Currency (Darkest Dungeon II)

**Currency** refers to multiple resources that can be used to gain something from various locations of the game. There are three currencies in the game, their type determining their sources of gaining and things they can be traded for: **Relics, Mastery** and **Baubles.** A fourth, special currency known as Candles of Hope is a special case, not immediately usable during the run, but important one nonetheless. Each currency type has a unique symbol and, in case of Relics and Baubles, visually changes in the inventory depending on the amount of them stacked at once. The amount of Relics and Baubles stackable in one inventory slot can be increased by various Stagecoach Items. Moreover, delivering trophies from Creature Dens may allow player to buy items at the discount price, this reducing the amount of currency spent.

## Relics

Represented by the golden square, Relics are pieces of gold that used to have great value before the apocalypse. Now, at the time of the end, they have no meaning or value whatsoever, used even by the most common folk for trading. They can be gained from Resistance Encounters, Lairs, Academic's Caches, Road Battles, as well as looted from debris on the road. Upgrading Resourcefullness at the Altar of Hope allows the player to gain a great amount of them at the very first Inn at the Valley. The amount gained varies depending on the source.

Relics can be used to:

\*Buy Combat Items and Inn Items from the Provisioner at the Inn, Hoarder at his node, as well as specifically medical-related items at the Field Hospital.

\*Change the Path of the selected hero atat the Inn, resetting any skill upgrades assigned.

\*Heal partially or fully, as well as cure any diseases at the Field Hospital.

\*Lock up positive and remove negative quirks at the Field Hospital.

\*Activate effects of multiple trinkets when a certain amount of them is held in the inventory.

## Baubles

Represented by the purple triangle, Baubles are various objects that, while not having any monetary value, present a great treasure to avid collectors and so are used for trading in exchange for powerful artifacts and items. Unlike Relics, Baubles have different look depending on the region they are found in and so will only stack with the Baubles of their own kind. Their sources of gaining are shared with Relics.

Baubles can be used to:

\*Buy Trinkets and Stagecoach items from the Provisioner at the Inn, Hoarder at his nod and medically-associated Trinkets and Stagecoach Items from the Field Hospital.

\*Repair Wheel Points and Shield Points with the help of the Wainwright at the Inn.

\*Activate effects of multiple trinkets when a certain amount of them is held in the inventory.

## Mastery Points

A unique Currency represented by the light blue rhombus, Mastery Points are not physical resources, but rather a representation of your heroes mastering their combat prowess. Gained from the various combat scenarios, including mini-boss battles, as well as from some Creature Den Trophies, they can later be given to Mastery Trainer at the Inn to gain upgrades for the skills.
King Flavius

**King Flavius** is one of the Bosses in the game The Metronomicon. He can be found on The Moon. He can change his Element at any time.

Defeating King Flavius for the first time will unlock the Downright Mooninite achievement.

## Attacks

* Fire his 9.1k lasers, doing damage to the whole party, with a chance to Blind.
* Rev up, self-casting Inspired and changing his  element to a new random magical element.
* Head-butt one hero, doing strong damage.
* Meteor Attack

## Strategy

King Flavius is known for being really trigger-happy with the meteor showers, he can (and will) really cast a lot of them. Again, to counter-act them, stun him before he can fire them off.

However, his signature is that his Element is NEVER fixed. You can play through his stage multiple times and he'll probably end up with a different element all the time. Not only that, but he can also change it mid-song. Bring a party well-rounded with abilities of all types so you can counter whichever element he is at the moment - or you can try a different combo where you Neutralize his type before attacking with Physical attacks.

## Drops

* Wisp-Soaked Cape
* Dem Chains
* Creepy Mechano Ring
* Force Field Pants

## Trivia

* King Flavius is voiced by John Mondelli.

## Gallery

NOTE: Flavius's "aura" will change colour depending on his current element: blue for water, pink for physical, yellow for lightning, red for fire, and green for earth (pictured below).

## See also

* Flavius
	+ The playable version of this boss
* Enemies
Grave Robber Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Pick to the Face
* Lunge
* Flashing Daggers/Thrown Dagger
* Shadow Fade/Poison Dart
* Toxin Trickery
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Pick to the Face
* Lunge
* Flashing Daggers/Thrown Dagger
* Shadow Fade/Poison Dart
* Toxin Trickery
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted

## Palette 3

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Pick to the Face
* Lunge
* Flashing Daggers/Thrown Dagger
* Shadow Fade/Poison Dart
* Toxin Trickery
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted

## Palette 4

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Pick to the Face
* Lunge
* Flashing Daggers/Thrown Dagger
* Shadow Fade/Poison Dart
* Toxin Trickery
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted

## Trivia

* The Grave Robber is the only hero with different palettes on her Afflicted and Virtuous portraits.
Defensive Growth

Defensive Growth is a part of the Eldritch interior of the Darkest Dungeon. Always residing in the back ranks, it fills the support role, with guarding, buffing and healing. Because of its minimal offensive capabilities, it is recommended to stun the Growth out of the combat, while dealing with more dangerous enemies.

## Behavior

* Cooldowns: The Defensive Growth cannot use Grand Guard more than once every three turns.
* On a full health party (enemy party), the Growth will use 5/6 times Grand Guard (5.0 chance). Bolster has a 1.0 chance of being used while Ritualic Restorations has a 3.0 chance of being used but may only be done so if one of the enemy members has an actual HP value of equal or under 50%.
	+ That means, for instance, that if the Growth has guarded an ally the last turn and all of them have their HP over 50%, it will **ALWAYS** use Bolster. In case the HP condition is fulfilled, 3/4 times the Growth will spend the turn healing an ally. Other combinations can be deduced from the values provided above.
* Unbearable Tremors: If there are other monsters alive, the Growth will **NOT** use this skill, meaning it will be his last resort after the rest of the enemy party has been wiped out. There is, however, an exception. If a single Rapturous Cultist is alive it will most likely ignore guarding or buffing it and instead use this skill (20.0 chance).

## Gallery

* Defensive Growth's combat animation
* Buffing
* Defending
* Corpse
Crest

A **crest** is one of four heirloom currencies in Darkest Dungeon.

Crests are used in all building upgrades, with the following buildings requiring crests and another heirloom type, dependent on the building:

* Stage Coach (with deeds)
* Blacksmith (with deeds)
* Sanitarium (with busts)
* Abbey (with busts)
* Tavern (with portraits)
* Guild (with portraits)

However, the Survivalist and Nomad Wagon use only crests to upgrade.

Crests can be found in Heirloom Chests, as combat rewards, and as a completion reward in the Ruins, the Weald and the Warrens.
My Tunes

**My Tunes** is one of the pieces of Equipment in the game The Metronomicon.

## Text

* Wow, thanks! I thought I'd never see this again!!

## To Acquire

* After obtaining the five ingredient pieces of this item, from each of the Timed Boss Kill challenge Sidequest, pass Song 10 in Endless Mode.
	+ A Broken... Thing?
	+ A Broken... Thing? (2)
	+ A Buzzy Thingy
	+ A Humming Device
	+ Song Saver Machine?

## Trivia

* This item resembles an Apple iPod (classic), and its name sounds like its associated software iTunes.
Darkest Dungeon Wiki 1/Section 2

**Fandom's Darkest Dungeon Wiki Community**

* Community portal
* Admin noticeboard
* Data to confirm
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**Ancestor's Archives**

Quirks
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Locations
Items
Curios
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**Character Comics**

* Abomination
* Antiquarian
* Arbalest
* Bounty Hunter
* Crusader
* Flagellant
* Grave Robber
* Hellion
* Houndmaster
* Highwayman
* Jester
* Leper
* Man-at-Arms
* Musketeer
* Occultist
* Plague Doctor
* Shieldbreaker
* Vestal
Crusader Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Smite
* Zealous Accusation /Bulwark of Faith
* Stunning Blow
* Battle Heal
* Holy Lance
* Inspiring Cry
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Smite
* Zealous Accusation /Bulwark of Faith
* Stunning Blow
* Battle Heal
* Holy Lance
* Inspiring Cry
* Defending
* Camping
* Investigating

## Palette 3

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Smite
* Zealous Accusation /Bulwark of Faith
* Stunning Blow
* Battle Heal
* Holy Lance
* Inspiring Cry
* Defending
* Camping
* Investigating

## Palette 4

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Smite
* Zealous Accusation /Bulwark of Faith
* Stunning Blow
* Battle Heal
* Holy Lance
* Inspiring Cry
* Defending
* Camping
* Investigating
Foreman

**Foremen** are Husk/Human type enemies found only in the Farmstead. They will typically appear alongside Farmhands, and have unique buffs that are only used when a Farmhand is present.

## Behavior

Foremen have three skills, two of which are buffs. *Stir The Rabble* will be automatically used on a Farmhand if any are present; this will not take up the Foreman's turn, and will give the targeted Farmhand a low damage Riposte and a buff to its blight ability *Sow the Seeds*. *Many Hands* can be used on any ally (except the Foreman itself), and will give a PROT and SPD buff.

The Foreman's only offensive attack is *No Trespassers*, which is a high-damage ability with a powerful bleed and minor stress debuff. It will additionally mark heroes, which will likely cause Farmhands to target them with *Ceaseless Labor*. It is twice as likely to use *No Trespassers* over *Many Hands* on any given turn.

Both *No Trespassers* and *Many Hands* have a cooldown of 2 turns, meaning it will be forced to alternate between the two.

## Strategy

Foremen are fairly tanky, with a good amount of HP and PROT for a size 1 enemy. While their buffs are not that significant aside from the blight buffs on *Stir The Rabble*, *No Trespassers* inflicts high damage and bleed to any member of the party; since other enemies are likely to just be weak Farmhands or stealthed Scarecrows, this makes Foremen easy choices as a priority target. They will typically either spawn or be pushed to the back rows, so use any backline damage from heroes like the Arbalest, Hellion, or Crusader to clear them out.

Another note is that the Foreman's resistances are very low, particularly for bleed; this makes it particularly vulnerable to characters that damage primarily through DoTs like Plague Doctors.

## Abilities

* Apprentice
* Veteran
* Endless

\* Can only target a Farmhand.

## Gallery

* Foreman's combat animation
* Idle stance
* Foreman using *Stir the Rabble*
* Foreman using *No Trespassers*
* Foreman using *Many Hands*
* Foreman defending
* Foreman's corpse
Darkest Dungeon II Wiki

Welcome to the Fandom Darkest Dungeon II Wiki

We currently have 9 active editors maintaining 8,480 pages (684 articles).
Current patch version is May 8 2023 for Retail and Experimental. See the latest Patch Notes for more information.

**About Darkest Dungeon II**Darkest Dungeon II is a rogue-lite Gothic RPG created by Red Hook Studios and was released as an Epic Games exclusive early access title on Epic Games Store on October 26, 2021. In Darkest Dungeon II, the player character, known as the Protégé must ride along with 4 heroes in a stagecoach through a broken and dying world. The party will travel through various new locations, help the survivors of the new apocalypse and face the horrors that now roam the decaying landscape. Heroes will suffer physical and mental damage, get sick, develop new quirks all while fighting in the renewed turn-based combat with new mechanics and abilities to explore. Assemble your team and ride out to find your redemption from the Darkest Dungeon.
Darkest Dungeon 2 is available through early access on the Epic Games Store and is set to be released on May 8 2023. [Read more...]

**Fandom's Darkest Dungeon Wiki Community**

* Community portal
* Admin noticeboard
* Data to confirm
* Create an account
* Gamepedia Help Wiki
* New pages
* General disclaimer
* Getting Started
* Missing pages

**Academic's Journal**

Quirks
Enemies
Pets
Stagecoach Items
Combat Items
Inn Items
Tokens
Locations
Stagecoach
Trinkets
Academic's Study
Relationships

**Altar of Hope**

The Intrepid Coast
The Working Fields
The Living City
The Timeless Wood
The Recollection

**Shrine of Reflection**

Plague Doctor
Grave Robber
Highwayman
Man-at-Arms
Hellion
Runaway
Jester
Leper
Occultist
Vestal
Flagellant

**Heroes**

Plague Doctor
Grave Robber
Highwayman
Man-at-Arms
Hellion
Runaway
Jester
Leper
Occultist
Vestal
Flagellant
Bounty Hunter

**Handy Wiki Game Pages**

Heroes
* Stress
* Affinity
* Quirks
* Diseases
* Hero Paths
* Death's Door

Regions
* Enemies
* Locations
* Narrator
* Flame
* Loathing

Items & More
* Combat Items
* Inn Items
* Stagec. Items
* Trinkets
* Inns

Miscellaneous
* Patch notes

**Fandom's Wiki Community**

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**Joining in*** Register

Main page sections: 1 · 2 · 3 · 4.
Glossary

**Glossary** is accessible within the player's option menu screen in *Darkest Dungeon*. It features hints telling the player how certain game mechanics work. All glossary content is provided below.

## Trivia

* 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.
Drummer

The **Drummer** is a Cadaver enemy in Darkest Dungeon II.

## Description

Even in (un)death, Drummers still coordinate the movements of the soldiers of the Lost Battalion.

Passively, the drummer's steady beat keeps feet firmly planted in the ground, providing a 200%  movement resistance buff to all allies. This effectively means you are never moving them out of position, so bring what ranged skills or corpse clear you can to reach them. Every round, the drummer gives an  Order token to an ally, alongside some minor buffs and debuff clears. This order enables some of the strongest abilities of the Cadavers, or in the case of Foot Soldiers, increased durability and protection for the Drummer. Drummers also get regular initiative moves, providing buffs to allies and marking heroes for death. Finally, what should be an easy kill as the last unit standing becomes a flash of humanity and honor as the Drummer kills itself before the heroes can respond, chilling your heroes to their cores. If you cannot kill the Drummer before his retinue is dead, at least angle to have as many actions and skills as you can ready to burst him down before he can perform Death before Dishonor.

## Skills

### Notes

**Death Before Dishonor** is used if and only if the Drummer is the last enemy alive.

## Trivia

* The Drummer is the only know enemy that has a different animation when one move gets resisted (If Focus Fire's taunt is resisted it will play another animation than the normal one)
* An unused ability for the Drummer called "Sound and Fury" can be found in the localization files.

Carrion Devourer  Carrion Eater  Gander  Rabid Gnasher  Spitter  Webber
**Gaunts**
Lost Soul  Patient  Urchin  Widow  Woodsman
**Pillagers**
Firemouth  Implication  Mongrel  Pillager Crackshot  Pillager Hatchetman  Spearman (DLC)  Spiked Barricade (DLC)  Swordsman (DLC)  Weapon Rack (DLC)
**Cultists**
Hellion (Butcher's Circus)

## Combat Skills

"Exhaustion" debuffs (From *Breakthrough* and *Bleed Out*) cannot be cleared by "Clear Debuffs" skills, but can easily be made up by using *Adrenaline Rush* to recharge the Hellion’s stats.

(All buffs and debuffs last for 3 rounds unless otherwise specified.)

## Tactical Analysis

### Using a Hellion

The Hellion is a unit that didn't exactly do well in the transition to PvP. Though an adept frontline fighter, her restrictive positions of her skills and some of her Exhaustion debuffs makes her one of the less-used classes.

The Hellion mainly favors being in the forefront of the formation, but since she becomes extremely vulnerable to shuffles, her skills with more loose position restrictions see more use. *Wicked Hack* is a standard attack that has an appreciable increased Deathblow chance to help secure kills. *If It Bleeds* lets her attack position 3, and also gives her some bleeding synergy with the rest of the team. *Terrifying YAWP!* exchanges its Stun and exhaustion debuff for Stress and ACC debuff to the enemy front lines, which makes her a good participant in a Stress team. In addition to this, YAWP is a melee attack, so it will apply Blight if Crushed Hemlock is equipped. *Breakthrough* is the movement skill of choice which comes with a drawback of a guaranteed Daze, leaving her less able to react after pushing back into position. *Iron Swan* has very limited usability; *Bleed Out* has an expanded range and wears down the target's Deathblow resistance but the exhaustion debuff and restrictive position may make it less ideal for use.

Trinkets to choose for the Hellion are straightforward - pick those that improve her damage and accuracy. The Crushed Hemlock is nice on her, allowing her *If It Bleeds* to inflict both types of DoT ailments at once. You may want to consider the Exotic Snuff if getting shuffled proves to be too much of an issue for you. Her personal Bone Vest trinket is a staple for Stress-focused Hellions as it increases the Stress output of YAWP!

### Fighting a Hellion

The Hellion, much like the Leper, favors being in the front to use her skills. Unlike the Leper, she has a very low Move resistance, so a good knockback can put her out of the fight as she has to reposition with *Breakthrough* and deal with exhaustion. While she's dazed herself you can move to take her out before she gets another turn to resume attacking the team.
Critical Hit (Darkest Dungeon II)

In Darkest Dungeon II, most hero or enemy skills have a chance to become a **critical hit**, or **crit**, dealing more damage or healing more than normal.

## Critical Hits

When attacking an opponent, a critical hit deals damage equal to 150% of the maximum (non-critical) damage of the skill. Skills that do damage over time have their durations extended by 2 turns. Furthermore, critical hits have 20% higher resistance piercing for any effects they may apply, including damage over time, debuffs, and movement.

When a hero receives a critical hit, they also gain 1  stress; each party member also has a 15% to gain 1 . Likewise, a hero who lands a critical hit on an enemy has a 50% chance of reducing their  stress by 1, and each party member has a 5% chance to do the same.

## Critical Heals

Almost all healing skills and items have a 5% chance to critically heal, restoring 150% the normal amount of  HP. There are two notable exceptions:

* The Flagellant's  and  tokens can never critically heal.
* The Occultist's **Wyrd Reconstruction** has a number of unique interactions with critical healing.
Ectoplasm

It is not uncommon for an RPG to feature a relatively weak slime-based enemy, and the **Ectoplasm** is no exception to that. These oozes still carry within them the skeletons of the last humans they have consumed, and any valuables that those corpses would have carried are likely long digested or heavily damaged. While the Ectoplasm is a weak enemy on its own, it is capable of rapid reproduction, potentially overwhelming a party that cannot keep its numbers in check. If left few unattended for too long, they can summon a stronger form, a sure sign of a battle going awry.

## Behaviour

Ectoplasms are fairly weak in that they possess low HP and no protection, but it would be a mistake to underestimate them. Their *Cytokinesis* ability allows them to continually summon reinforcements, making the battle last longer and causing more potential problems for your party. If there are 2 empty spaces (or partially/fully taken by corpses) then they can use *Ectoplasmic Profusion* ability to summon far more dangerous Large Ectoplasm.

Try to take advantage of their slow speed and relatively low Stun resist to quickly cull their numbers before they overrun your party.

Ectoplasms never contribute to any post-battle loot on defeat.

## Abilities

* Apprentice
* Veteran
* Champion

\*Require 2 empty spaces.Corpses of Any monster will also count as free space and allow to use Ectoplasmic Profusion.

\*\*It isn't true that ectoplasm require other ectoplasm or corpse to use that skill.

\*\*\*If the slime attacks and is killed by a Man-at-arms (Retribution) or Highwayman (Duelist's advance) with Riposte active, then a slime will not be summoned.

## Gallery

* Ectoplasm's combat animation
* Attacking
* Defending
* Corpse
Houndmaster (Butcher's Circus)

## Combat Skills

(All buffs and debuffs last for 3 rounds unless otherwise specified.)

## Tactical Analysis

### Using a Houndmaster

Two kinds of builds exist for the Houndmaster. The first build, designed for a Mark team, typically carries *Target Whistle* and *Hound's Rush* to Mark enemies and capitalize on Marks respectively. These builds favor use of the Target Whistle to increase the raw damage done. The second build, designed to spread Bleeds and Stress, typically spams *Hound's Harry* for almost the entire battle since the skill can be used anywhere. These builds favor the Attack whistle and Crimson Hook to raise the bleed rate and Stress output respectively.

The other skill slots are typically filled by the Houndmaster's support skills, customized based on his expected position. Frontline Houndmasters take *Blackjack* as a long-reaching Stun and supplant it with the Brass Knuckles to raise their Stun rate. *Guard Dog* is a useful defensive tool to save allies under threat, and combined with the Padded Armguard can push the Houndmaster's DODGE stat to near-untouchable levels. *Lick Wounds* also sees use to give the Houndmaster self-sustainability, and can be augmented with the Tattered Chewtoy. *Cry Havoc* is rarely used due to its chance of failure but with the Brass Bugle it can provide AoE Stress relief to counter enemy Stress teams.

### Fighting a Houndmaster

Since there are a number of useful skills available to the Houndmaster, how you deal with him depends on what skills the opponent is using and where he's located. If you see an enemy Houndmaster in a Stress team and their only skill is *Hound's Harry*, consider setting up a Riposte effect. Some players can be very insistent on using *Hound's Harry* due to how easily spammed it is, and Riposte damage will easily punish those Houndmasters. If *Lick Wounds* is of concern, bring the Houndmaster to the front and deny them their healing ability.

Houndmasters found in position 2 will usually carry *Blackjack* with them. This lets them shut down your units with a good-ranged Stun, and can be disastrous if, say, a healer is disabled. For Houndmasters with these capabilities, knock them back to disable use of *Blackjack*. You will still have to contend with things like *Hound Rush* or *Hound's Harry* but you won't be stunned as much.

Houndmasters in Mark teams usually try to make up the brunt of raw damage before a Bounty Hunter, Arbalest or Musketeer comes in and finishes the job. If you shuffle the enemy ranks so that they are all the way at the front, you deny them the use of *Hound's Rush* and reduce the overall damage being thrown around. The opponent may instead relegate the Hound to Marking, Guarding, or Stunning depending on the remaining skills available to them.
Graveyard

The **Graveyard** is one of the Hamlet's locations. The graveyard holds a log of all fallen heroes, stating their name, level, class, and the circumstances of their death.

## Headstones

The headstones in the death log will change depending on the status and importance of the dead hero.

## Other

There is one specific Town Event that targets the Graveyard, being From Beyond. When this event is triggered, you are presented with three randomly selected fallen heroes. You get to choose one of them, and the chosen hero will be returned to the living, and into your Roster. There are a few things to consider:

1. There has to be space in your Roster in order for the Hero to return. If you really want to revive a certain Hero and your Roster is full, you must dismiss one Hero in order to make space.
2. The revived hero keeps the Resolve level and Quirks they had on death, but all of their skills and equipment will be reset. This means that if you bring back a high level Hero, you will have to spend a lot of gold to fully restore them back to how they were.
3. This event will not trigger until you have at least 3 Heroes buried in the Graveyard. There are no specific triggers for this event and, while rare, it can occur multiple times in one campaign.
4. Heroes with the 'Never Again' trait (i.e. Heroes who have succesfully completed a Darkest Dungeon mission) do not lose this trait when they die. As a result, they still do not fill a slot in your roster, and can thus be revived even with a full roster.

## Achievements

Because of the nature of the Graveyard, listed below are the non-hidden achievements related to both the building and hero death. For hidden achievements, please check the Achievements page.