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Knight

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

## Description

Clad in impressive plate armor, Knights are the elite shock troops of the Lost Battalion. Their skillset takes advantage of their large health pool, allowing them to generate  and  to discourage attackers, while inflicting heavy  Bleed damage on frontline heroes.

### Death's Door Bonuses

Uniquely amongst enemies, the Knight gains powerful buffs when on  Death's Door:

* +50% DMG
* +5 , sufficient to negate the Death's Door  speed penalty
* The Knight does not gain any  tokens upon reaching  Death's Door.

And if all those buffs weren't enough, the Knight also has a *75%*  deathblow resistance, making him a very dangerous opponent when near death.

## ORDER: Slay the Wounded

Receiving an  Order token from a Drummer will enable the Knight to use a powerful cleave attack. The order will also grant the Knight the +50% DMG buff against  bleeding targets for 1 round.

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**
Food

**Food** is a crucial Item which can be bought as a Provision before entering a Dungeon. It costs 75 Gold. It also can be looted through Dungeon Interactions.

Food is used :

* while Camping
* to eat when your party gets hungry.
* to heal the party member selected(which is not recommended, unless your hero is at Death's Door, because it is very inefficient)

It is recommended to take at least 8 Food on a short mission, 16 Food on a medium mission, and about 24 Food for a long mission. Additionally, you can take more amounts of Food for missions longer than a short mission in order to benefit from feeding your party 8 Food during camping (if your current party consists of 4 heroes without any trinkets or quirks affecting food consumed) for more healing and stress healing, otherwise it would be suggested to take less Food to save more money but still be able to give your party Food through camping to use camping skills and also keep food tiles at bay from starving your party.

## Food and Hunger

On the occasion, the player will receive a popup message alerting them to the party's hunger. The exact mechanics of when the alert might pop up can be found on the Hunger page.

The *Eat* option will heal your party members by 5% of their HP, while *Starve* will have your party members suffer 20% of their maximum health in damage, and 20 Stress damage.

The party usually requires 4 Food per meal, 1 for each hero. A variety of Quirks, Diseases and Trinkets modify this value, namely:

* The Stress Eater Quirk(+100% Food consumed if Stress above 50; A single hero cannot have Stress Eater and Stress Faster at once)
* The Stress Faster Quirk(-100% Food consumed if Stress above 50; A single hero cannot have Stress Eater and Stress Faster at once)
* Tapeworm infection(+100% Food consumed)

* Bloodthirst Rings(Uncommon. -100% Food Consumed)
* Fasting Seals(Rare. -100% Food consumed, no damage from starvation)
* Hunter's Talons(Rare, Bounty Hunter only. +50% Food consumed)
* Viscount's Spices(Boss Trophy, +100% Food Consumed if has Crimson Curse)

You cannot have two identical trinkets equipped on the same hero, but you may wear two different ones to counteract a Tapeworm or Stress eater Quirk you cannot spare the time or money to remove. Equipping a character who has neither with two -100% Food consumption trinkets provides no cumulative benefit.

Do note, If you do not have at least enough Food for the *entire* party to be fed, the *entire* party is forced to starve, and *no* Food will be eaten, regardless of any Food you may have below the threshold. Remember to set Food aside for everyone who needs it.

## Trivia

* The Ruins have the lowest chance out of all dungeons to provide Food through Curios.
* It is possible to receive more healing from eating Food by increasing Healing Received (with buffs like Experimental Vapours from the Plague Doctor, or Battlefield Bandage from an Arbalest) on the hero that is going to consume said Food.
Critical Hit

A **critical hit** (usually shortened to *crit*) is a repeatable event during battle that causes targets to take more damage than usual, or be healed for more.

## Critical Hits

A critical hit's damage is equal to 150% of the maximum damage of a skill, both for heroes and enemies. All status effects applied on a critical hit have a 20% higher chance of applying, and bleed and blight will last 50% longer, rounded up. A hero's crit chance is determined by their weapon, with additional changes based on their selected skill, while enemies' crit chances are determined solely by skills.

When a hero receives a critical hit, they receive 10 stress and every party member will have a 50% chance to receive 5 stress themselves.

A hero who lands a critical hit heals their own stress by 3, and every party member has a 25% chance to heal 3 stress as well. Stress healing will not occur if the crit is against a corpse, unless landing it through an AoE skill that hits at least one living target. Additionally, heroes receive a 2 round buff depending on their class. If a hero lands multiple critical hits through an AoE skill, the received stress heal and buff are still the same as if only one crit was landed.

Enemies who die to a critical hit do not become corpses.

## Critical Heals

A critical heal will double the amount healed, as well as reduce the target's stress by 4 (which stacks with any other stress healing from the skill). Unlike standard crits, critical heals always have a set chance that cannot be modified; single-target heals (like the Occultist's *Wyrd Reconstruction*, or the Crusader's *Battle Heal*) have a 12% chance, and multiple-target heals (like the Vestal's *Divine Comfort* skill) have a 5% chance on each target.

Restoration, being a heal over time (HoT) can crit, doubling the heal. This is distinct from damage over time (DoT) which can never crit.

## Crit Buffs

With the release of *The Color of Madness* DLC, heroes will now receive short buffs when they deal a crit, effectively lasting until after their next action.

\* Lasts an additional round.
Hero Paths

Each Hero has up to 4 potential paths to choose from. Paths act as specializations that imbue heroes with wildly different strengths and weaknesses, influencing how each hero is played.

Paths are unlocked for use at the Altar of Hope through each Hero's progression track in The Living City . Once unlocked, they can be manually assigned at The Crossroads when assembling a party.

## Wanderer

At the start of the game all heroes will have the path Wanderer. This path doesn't have any modifier and is considered to be the default path. Playing Wanderer will give extra candles to the player.

 Effect
Reach the 2nd Inn

## Unique Hero Paths

Each Hero has 3 Paths unique to them. Listed below are all the unique Paths included in Darkest Dungeon II.

### Plague Doctor

Melee Skills: +50% DMG
Healing Skills: +33% Healing Given
-33%  Chance
+33%  Chance
Blight-Causing Skills: +10% CRIT
+50%  RES
+20%    RES
+33%  RES
Bleed Skills: -2  Dealt
Disorienting Blast: +20%  Chance
Target:
Ounce of Prevention: +15%  RES
Emboldening Vapours:

### Hellion

If Rank = 1: +25% DMG
-33%  ChanceTurn Start: 3 (25%)

### Occultist

Cursing Skills: +10%  Chance
Self:
Cursing Skills:  (15%)
 (15%)
 (15%)
Turn Start:
 (33%) | -20% Max
Ranged Skills: +25% DMG
Turn Start:
 (33%) | +25% Max
Melee Skills: +25% DMG
Anamnesis Skills: +125% DMG
Cursing Skills: -15%  Chance
-15%  RES
Combat Start:

## Defunct Hero Paths

Before the update which introduced the Altar of Hope, Hero Paths were randomly assigned to Heroes at The Crossroads instead of being manually chosen by the player. Among the four paths that were available to all Heroes, two more were previously available, which were Apprentice and Master.

*"I search for purpose in the withering dark."*

 Effect
Firemouth

MAX HP | 15
   Bleed | 20%
  Blight | 30%
  Burn | 50%
 Size
 1

The **Firemouth** is a Pillager enemy in Darkest Dungeon II.

## Description

As the name suggests, the Firemouth specializes in the use of fire as a weapon. Her skills allow her to inflict  Burn and  Blind on her targets from the back ranks.

## Strategy

The Firemouth is relatively slow and deals most of her damage through the  Burn effect. Like most back-rank enemies, her move set becomes extremely restricted when pulled to the front.

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**
Flagellant (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.*

**Flagellant** may refer to:

* Flagellant, a hero in *Darkest Dungeon*.
* A quirk in *Darkest Dungeon*.
* Flagellant (Butcher's Circus), a hero in The Butcher's Circus DLC.
* Flagellant (Darkest Dungeon II), a hero in *Darkest Dungeon II*.
Foot Soldier

The Foot Soldier is a Cadaver enemy in Darkest Dungeon II.

## Description

Foot Soldiers are the durable infantrymen who form the front line for the Lost Battalion. Resilient to the last, or possibly too uncaring to be fazed by injury, they are one of the few weak fodder enemies to have Death Armor, making them much more durable compared to their compatriots from the other factions. They start each battle with  tokens, and can gain more when guarding their Drummer allies. Their attacks do a moderate amount of damage while inflicting penalties on hero defenses. These men are not your priority in most fights, but like the rest of the Lost Battalion, they are likely the first to fall from collateral damage as they defend their drummers and expose the heroes for their fellow cadaver's synergy.

## Trivia

* An unused ability for the Foot Soldier called "Life on the Line" 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**
Darkest Dungeon Wiki 1/Section 4

**Handy Wiki Game Pages**

Heroes
* Health Bar
* Stress Bar
* Quirks
* Afflictions
* Camping Skills

The Dungeons
* Monsters
* Locations
* Light Meter
* Narrator
* Dungeon Interactions

Items & More
* Weapons
* Armor
* Provisions
* Items
* Trinkets
* Town Events
* Patch notes

Miscellaneous
* Curio
* Glossary
* Status Effects
* Game Tips
* Achievements
* Screenshots
* Modding

**Fandom's Wiki Community**

* The Official Website
* Fandom's Wiki Community
* On Steam

**Joining in*** Register
Drowned Thrall

**Drowned Thralls** are enemies found in the Cove, and are bloated, animated corpses of those lost at sea. These lumbering zombies may lack the protection of other abominations, but they are resilient enough to endure a good deal of punishment. Their bloated bodies are rather unstable, though, and if not dispatched quickly, the Thralls explode in a shower of gore, delivering grievous injury to the party in a frightening fashion.

## Behavior

The Drowned Thrall is an Eldritch/Unholy type that appears in the Cove. The Thrall will use both of its abilities in a row. The first time it acts, it will use Gargling Grab, which does respectable damage and inflicts stress. The second time it acts, it will use *The Revenge*, self-destructing and dealing massive damage to your entire team. The Revenge is one of the most devastating abilities in the game, mirroring the Brigand Pounder's BOOM! ability in the severity of its damage and stress - always kill the Thrall first (or at least stunlock it while you deal with other opponents), or risk a party wipe.

Killing the Thrall is not usually a problem, but be especially mindful of parties containing both a Thrall and a Pelagic Guardian. If the Pelagic Guardian uses Barnacle Barrier on the Thrall, you may not be able to kill him before he explodes! One tactic is to make sure that you bring at least one stun (or a Shieldbreaker with Puncture) to the Cove so that you can break the Guard.

## Abilities

* Apprentice
* Veteran
* Champion

 Gargling Grab

 Gargling Grab

 Gargling Grab

## Related Enemies

**Cove: The Pelagics**

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

**Bosses**

* Siren

**Cove: The Drowned**

* Squiffy Ghast

**Bosses**

* Drowned Crew
* Drowned Anchorman

## Gallery

* Drowned Thrall's combat animation
* *The Revenge* animation
* Drowned Thrall using *Gargling Grab*
* Drowned Thrall defending or using *The Revenge*

## Trivia

* In the game files Thrall's folder is named bloated\_corpse.
Farmhand

**Farmhands** are Husk/Human type enemies found only in the Farmstead. They are very weak in terms of direct damage, but can inflict blight and stress.

## Behaviour

Farmhands can only use *Sow the Seeds* and *Ceaseless Labor* by default, with a slight bias toward *Ceaseless Labor*. They will use the skill *Pause From Labor* only when at below 50% (or 60% on Endless) health.

They are somewhat more likely (2x/3x/4x) to target marked targets with *Ceaseless Labor* if they are present.

Notably, it does not have any biases towards stressed targets with *Sow the Seeds*, unlike many other enemies with stress-dealing attacks.

## Strategy

Farmhands are very weak enemies on their own, with low health, resistances, and no protection. Powerful AoE abilities like the Shieldbreaker's *Impale* can defeat an entire group of them at once.

The Farmhand's most worrying skill is *Sow The Seeds*, which causes stress and decent blight to a selected party member. If Farmhands end up focusing a particular party member, it can add up to some serious health and stress damage very quickly.

Watch out for Farmhands when a Foreman is on the battlefield; his *Stir the Rabble*, which he uses automatically at the beginning of every turn without using his action, gives a single Farmhand a weak Riposte, along with a buff for extra SPD, Blight Chance, and Blight Duration, making the blight from *Sow the Seeds* last two extra turns. Given that the Riposte does insignificant damage relative to the increased threat posed by the buffed *Sow the Seeds*, it's often wise to prioritize killing that Farmhand before he can leave your character stressed and with an extended blight.

## Abilities

* Apprentice
* Veteran
* Endless

\* Farmhands cannot activate Riposte on their own, but the Foreman's ability *Stir the Rabble* will activate it for them. The effect also has a -40% DMG debuff, so actual expected damage values are noted in parentheses.

## Gallery

* Farmhand's combat animation
* Farmhand using *Sow the Seeds*
* Farmhand using *Pause from Labor*
* Farmhand using *Ceaseless Labor*
* Farmhand defending
* Farmhand's corpse
Darkest Dungeon Wiki

Welcome to the Fandom Wiki for Darkest Dungeon and Darkest Dungeon II Darkest Dungeon and Darkest Dungeon II are challenging gothic turn-based RPG games made by Red Hook Studios that will test your mettle with formidable enemies, difficult bosses, quests and horrors to discover. Enter the world of Darkest Dungeon with the game that started it all, or explore the long-awaited sequel and search for what hope yet remains...

Fandom's Darkest Dungeon and Darkest Dungeon II wiki is manually written and maintained by the players. We currently have 9 active editors maintaining 8,480 pages (684 articles).

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Esquire

The Esquire is one of the more dangerous Bloodsucker-type enemies found in the Courtyard.

## Behavior and Strategy

They are able to deal significant area-of-effect damage to the entire party using Skewering Repartee (or Piercing Foreleg if it has already used The Thirst). One of their major weaknesses is that they must be in rank 3 or 4 to use these dangerous abilities, whereas they are far less threatening in the frontline. Since they often spawn in the back, they tend to be a priority target. Fortunately, they have no PROT, average resists, and only a modest health pool.

## Abilities

### Thirsty Form

* Apprentice
* Veteran
* Champion

\*Unlike other self effects, the transformation and the "clear riposte" effects require a successful hit.

### Bloodlust Form

* Apprentice
* Veteran
* Champion

## Related Enemies

### All Areas

* Supplicant
* Sycophant
* Gatekeeper
* Chevalier

### The Courtyard

* Manservant
* Courtesan

### Bosses

* Crocodilian
* Baron
* Viscount
* Countess
* Garden Guardian

## Gallery

* Esquire's combat animation
* Idle stance, in Thirsty Form
* Esquire using *Rib Cracker*
* Esquire using *Skewering Repartee*
* Esquire using *The Thirst* in Thirsty Form
* Esquire Bloodlust Form's combat animation
* Idle stance, in Bloodlust Form
* Esquire using *The Thirst* in Bloodlust Form
* Esquire using *Needling Execration*
* Esquire using *Piercing Foreleg*
* Esquire defending in Thirsty Form
* Esquire defending in Bloodlust Form
* Esquire's corpse
Laudanum

The **Laudanum** is an Item which can be bought during the Provision stage.

## Use

* Use to purge Horror.
	+ Horror is a stress-over-time negative effect that can be inflicted by Ghoul, Madman, Squiffy Ghast, Courtesan, Baron, and Countess.
* Added in Color of Madness DLC, Tainted Well District gives a -40% Stress buff when purging Horror.

## Trivia

* This item is a reference to the drug laudanum, used heavily in the early 19th century as an analgesic. It was highly addictive, due to the relatively high amount of opium it contained. It was often used as a cheap alternative to alcohol for those looking to "forget themselves" (due to the lack of sin taxes, since it was considered a medicine). It is frequently used in the writings of H.P. Lovecraft as one of the final refuges for those driven to madness.
Gaunts

**Gaunts** are a type of enemy in Darkest Dungeon II. Gaunts may be found in every Region, typically in road battles or at the Chirurgeon's Table. They may rarely appear in Resistance Encounters accompanying regional (non-Gaunt) enemies. In an upcoming road battle with Gaunts, there will be a single lantern hanging amidst the obstacles in the road.

## List of Gaunt Enemies

* **Chirurgeon**
* Lost Soul
* Urchin
* Widow
* Woodsman
* Patient

## Related Quirks

Combat Start
Gaunt: 1  (50%)
Gain On Hit:
 -1 (25%)
Gaunt: Ignores +100%  RES
Creature Den

The **Creature Den** is a Node in Darkest Dungeon II.

## Description

The Creature Den is a combat encounter consisting of a two-wave battle against a variety of Creature enemies. Unlike in Lairs, the party will not automatically heal in between waves, nor will their cooldowns be reset; that is to say, the Creature Den is a single continuous battle against eight enemies.

## Appearance

* Creature Dens are guaranteed to appear in The Foetor and The Tangle.
* They may appear in the other regions, but this is not guaranteed.
* The "Exterminate" region goal guarantees that a Creature Den will appear.
* The "Outpost" region modifier increases the chance for Creature Dens to appear by 100%.
* The "Big Game" region modifier increases the chance for Creature Dens to appear by 200% and grants 100% scouting chance for Creature Dens.

## Enemies

The following Enemies may appear in a Creature Den:

* Carrion Devourer (Worm)
* Carrion Eater (Worm)
* Gander
* Rabid Gnasher (Dog)
* Spitter (Spider)
* Webber (Spider)

## Rewards

Upon clearing the Creature Den, the player will receive one of the following Animal Parts which must be delivered to the Inn for a reward. The particular Animal Part is determined by the enemies fought in the second wave of the battle. Note that the game does not count the Gander as a dog in this context.

 Rabid Blood Extract | Remove 1 negative quirk (all heroes)+1  Mastery | Chance to drop from most meshes that contain Gander in the second battle of the **Creature Den**.

## Trivia

* With the exception of the Gander and the Carrion Devourer, all Creature Den enemies can be found in the first Darkest Dungeon game.
Gestating Heart

*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!*

The **Gestating Heart** is the second-to-last form of the final boss of the Darkest Dungeon. Classified as ELDRITCH, it is a wriggling mass of horror that seems to be incubating an even more frightening and incomprehensible form.

## Behavior

Every time one of your Heroes uses an ability on the Gestating Heart, they will gain 12 health back (4 on Stygian) and have a 150% chance to be Blighted for 2 damage (6 on Stygian) lasting 3 rounds. The Heart will only use Dispersion until the third round, at which point it casts Ascension.

## Trivia

* This is the only encounter in the game with no background music.
Jester (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.*

**Jester** may refer to:

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

The Docker is a Fisherfolk enemy found in Darkest Dungeon II encountered only in The Shroud.

## Description

A muscle-bound mammoth of a man once relegated to heavy dock work, the Sea's blessing has sickened his skin and crusted him in barnacles underneath a yoke carrying sodden octopi and other tentacled monsters. His raw girth crushes those who oppose the Sea God, and he can fight in tandem with the creatures he hauls on his back.

The Docker is a relatively simple enemy in concept, having powerful attacks and high HP to represent it's enormous size.

## Strategy

The Docker is the epitome of a bruiser in size 2 form. Hull Breaker outputs impressive damage per turn, with tokens only amplifying it's effects. Make Way, though used infrequently, is extremely disruptive to the team given it's coming from such a tanky monster. Brine Bucket, though not immediately threatening, applies Barnacles to combo with Make Way or other shuffle effects from the Fisherfolk.

However, with no DOT except for Barnacles, you could combat Dockers with conventional Tanks like Man At Arms or Leper with Taunt. Alternatively, pushing the Docker backwards by effects such as Rampart or Daemon's Pull on other enemies could force the Docker out of range for it's 2 main abilities, Make Way and Hull Breaker. Brine Bucket, though definitely nothing to sneeze at, is significantly less dangerous than a Crit from Hull Breaker, as well as disrupting the other Fisherfolk that could need the back ranks.

Like most Size 2 enemies, choose either to deal with the Docker first or last, as while it's high damage is a major variable in the fight he spawns in, other enemies such as Fishmonger's bleed or Captain's Token generation can take priority.

## Trivia

* Many monsters in the game, particularly the more powerful and larger ones, tend to have Iron Crown iconography on their character. In the Docker's case, it could be seen that the cracks around the Yoke above his neck represent the Iron Crown.

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**
Highwayman (Butcher's Circus)

## Combat Skills

The DODGE debuff inflicted by *Vendetta* cannot be removed with "Remove Debuff" abilities.

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

\* Highwayman's Riposte has a base ACC of 85, and a CRIT mod of +5%.

## Tactical Analysis

### Using a Highwayman

Like the main game, the Highwayman is a flexible DPS class who can attack from nearly any position and is difficult to shut down. *Duelist's Advance* gives access to one of the strongest Ripostes in the game, *Point Blank Shot* synergizes with it to produce damage that can maul the enemy front lines, and *Pistol Shot* lets him gun down the enemy back ranks. The last skill is up to the player's preference - *Wicked Slice* lets him secure some kills with its raised Deathblow chance; *Open Vein* lets him apply Bleeds to grind past PROT; *Grapeshot Blast* is his AoE skill that can apply Stress to a wide range of targets. *Vendetta* can be a powerful opener, giving the Highwayman a long-lasting buff to his combat ability and inflicting a permanent DODGE debuff to make an evasive target much more vulnerable.

Trinkets to use for him are simple - either ones that raise his damage or improve his survivability. The Parrying Dagger improves his Riposte ability, and the Sturdy Buckle makes him tougher and more resistant to Stuns which would otherwise neuter his Riposte. Highwaymen spamming *Grapeshot Blast* will find use of his Grim Bandana to raise his Stress output. The Duelist's Pistol is great for builds with a Ranged focus and can turn his *Point Blank Shot* into a powerful blow. Try to avoid use of the Powder Flask as it completely erases his Stun resistance.

### Fighting a Highwayman

The Highwayman puts out a lot of raw damage, but that's generally all he's specialized to. He has relatively low HP which makes him an easy target, but his Riposte makes him dangerous to attack. Fortunately, Stunning him disables the Riposte so that the rest of your team can wail on him easily. You can also apply PROT buffs and DMG debuffs to greatly reduce his overall damage, including his Ripostes. Unless he has *Grapeshot Blast* he has no ability to hit multiple people at a time or bypass Guards, so you can Guard your units under threat and he will have to contend with someone else.
Jester Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Dirk Stab
* Harvest/Slice Off
* Finale
* Solo
* Battle Ballad/Inspiring Tune
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Dirk Stab
* Harvest/Slice Off
* Finale
* Solo
* Battle Ballad/Inspiring Tune
* Defending
* Camping
* Investigating

## Palette 3

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Dirk Stab
* Harvest/Slice Off
* Finale
* Solo
* Battle Ballad/Inspiring Tune
* Defending
* Camping
* Investigating

## Palette 4

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Dirk Stab
* Harvest/Slice Off
* Finale
* Solo
* Battle Ballad/Inspiring Tune
* Defending
* Camping
* Investigating
Lair boss

*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.*

**Lair Boss** may refer to:

* The Librarian, the Lair boss of the Sprawl who resides in the Great Library.
* The Dreaming General, the Lair boss of the Tangle who resides in the General's Keep.
* The Harvest Child, the Lair boss of the Foetor who resides in the Harvest House.
* The Leviathan, the Lair boss of the Shroud who resides in the Sacred Pier.
Houndmaster Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Hound's Rush
* Hound's Harry
* Target Whistle
* Cry Havoc
* Guard Dog
* Lick Wounds
* Blackjack
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Hound's Rush
* Hound's Harry
* Target Whistle
* Cry Havoc
* Guard Dog
* Lick Wounds
* Blackjack
* Defending
* Camping
* Investigating

## Palette 3

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Hound's Rush
* Hound's Harry
* Target Whistle
* Cry Havoc
* Guard Dog
* Lick Wounds
* Blackjack
* Defending
* Camping
* Investigating

## Palette 4

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Hound's Rush
* Hound's Harry
* Target Whistle
* Cry Havoc
* Guard Dog
* Lick Wounds
* Blackjack
* Defending
* Camping
* Investigating
Darkest Dungeon Wiki 1/Section 1

Welcome to the Fandom Darkest Dungeon Wiki
Fandom's Darkest Dungeon reference manual written and maintained by the players. Looking for information on the sequel? Click here.
We currently have 9 active editors maintaining 8,480 pages (684 articles).
Current patch version is 27 May 2020 patch for (PC). See the latest Patch notes.

**About Darkest Dungeon**

Darkest Dungeon is a challenging gothic RPG developed by Red Hook Games and released on January 19, 2016. In Darkest Dungeon the player leads a band of Heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to both their physical and mental health. Five hundred feet below the earth the player fights unimaginable Foes, famine, Disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?

The combat in Darkest Dungeon combines nostalgia with the elegance of modern design. Party order is crucial for setting up attacks, but it can also expose the Heroes to threats. At all times, the player has to juggle the need to do damage with the importance of protecting the health and minds of party members. Provisions and Trinkets can be used to adjust, train, and upgrade the player's loadout to find the right combination of skills (together with Camping Skills) to defeat the threats in their way.

Darkest Dungeon is available in many different editions for various platforms, including Windows/Mac/Linux, PlayStation 4, Nintendo Switch, iOS, Xbox One, and more.[Read more...]
Darkest Dungeon II Wiki/Section 2

**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
Gatekeeper

The **Gatekeeper** is a Bloodsucker type enemy found in the major regions of the Estate if Infestation is high. It will spawn from Throbbing Coccoons, or from encounters replaced by Bloodsuckers. It resembles a Manservant in appearance, but only has two moves, one of which it does share with the Manservant. If the player manages to kill it before it attempts to flee on the second or third round of the battle, they will receive an Invitation, which allows the player to enter the dungeons for Courtyard bosses. If not, the Gatekeeper will escape, summoning Sycophants to replace any empty positions in the enemy party, and inflicting horror on the Heroes.

Killing Gatekeepers is the only way to obtain additional Invitations (not counting the Invitation gained from the previous Courtyard boss), making encounters with the Gatekeeper almost necessary to complete the Crimson Court's campaign, but its high dodge and ability to escape the battle makes him a difficult foe to defeat in time.

## Behavior

The Gatekeeper will always use *Enraging Slight* on the first round, disrupting your party formation and stressing out your heroes. On the second round, it has a 67% chance of using *Elusive Exit* in lower-difficulty dungeons, and a 75% chance in Champion level dungeons. If the Gatekeeper survives to its third turn, it is guaranteed to use *Elusive Exit*.

## Strategy

The Gatekeeper is an evasive and fairly fast enemy that, if not killed quickly, will spawn even more enemies for you to deal with. Since it will simply replace any fallen enemies, there's little point in attacking anyone except the Gatekeeper until it flees.

Its dodge is very high, so it will be beneficial to use trinkets and buffs that increase accuracy, namely the Jester's *Battle Ballad* (also increases speed, which may allow for a second turn before the Gatekeeper attempts to escape) or the Man-at-Arms' *Command*. Aside from its dodge, the Gatekeeper has low health and average resists, so as long as heroes can hit it quickly and consistently, it will go down.

## Abilities

* Apprentice
* Veteran
* Champion

 Enraging Slight

 Enraging Slight

 Enraging Slight

\* Only summons Sycophants in unoccupied ranks, with the minimun of 1 replacing himself.

## Related Enemies

### All Areas

* Supplicant
* Sycophant
* Chevalier

### The Courtyard

* Manservant
* Esquire
* Courtesan

### Bosses

* Crocodilian
* Baron
* Viscount
* Countess
* Garden Guardian

## Trivia

* The Gatekeeper is referred to as a *Castellan* in the game files, meaning a governer of a castle and the district it controls.

## Gallery

* Gatekeeper's combat animation
* Gatekeeper using *Enraging Slight*
* Gatekeeper using *Elusive Exit*
* Gatekeeper defending
* Gatekeeper's corpse.
Lady

MAX HP | 20
   Bleed | 20%
  Blight | 75%
  Burn | 30%
 Size
 1

The **Lady** is a Plague Eater enemy in Darkest Dungeon II.

## Description

Formerly a fair lady, she lived an enviable life in the countryside among the farmers. Now, her body has warped and twisted in order to suit her new appetite, and the only thing on her mind anymore is her next meal.

Although the Lady's direct damage is low, she is able to  disrupt the formation of heroes and cause considerable  stress and  blight damage.

## 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**
Highwayman Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Slice/Open Vein/Riposte
* Pistol Shot/Grapeshot Blast/Tracking Shot
* Point Blank Shot
* Duelist's Advance
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Slice/Open Vein/Riposte
* Pistol Shot/Grapeshot Blast/Tracking Shot
* Point Blank Shot
* Duelist's Advance
* Defending
* Camping
* Investigating

## Palette 3

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Slice/Open Vein/Riposte
* Pistol Shot/Grapeshot Blast/Tracking Shot
* Point Blank Shot
* Duelist's Advance
* Defending
* Camping
* Investigating

## Palette 4

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Slice/Open Vein/Riposte
* Pistol Shot/Grapeshot Blast/Tracking Shot
* Point Blank Shot
* Duelist's Advance
* Defending
* Camping
* Investigating
Darkest Dungeon Wiki/Section 1

Welcome to the Fandom Darkest Dungeon Wiki
Fandom's Darkest Dungeon reference manual written and maintained by the players. Looking for information on the sequel? Click here.
We currently have 9 active editors maintaining 8,480 pages (684 articles).
Current patch version is 27 May 2020 patch for (PC). See the latest Patch notes.

**About Darkest Dungeon**

Darkest Dungeon is a challenging gothic RPG developed by Red Hook Games and released on January 19, 2016. In Darkest Dungeon the player leads a band of Heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to both their physical and mental health. Five hundred feet below the earth the player fights unimaginable Foes, famine, Disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?

The combat in Darkest Dungeon combines nostalgia with the elegance of modern design. Party order is crucial for setting up attacks, but it can also expose the Heroes to threats. At all times, the player has to juggle the need to do damage with the importance of protecting the health and minds of party members. Provisions and Trinkets can be used to adjust, train, and upgrade the player's loadout to find the right combination of skills (together with Camping Skills) to defeat the threats in their way.

Darkest Dungeon is available in many different editions for various platforms, including Windows/Mac/Linux, PlayStation 4, Nintendo Switch, iOS, Xbox One, and more.[Read more...]
Deathlock Cestus Powerfist

The **Deathlock Cestus Powerfist** is a weapon purchasable in Eternal Crusade via the Rogue Trader Store.

## Summary

The Power fist is a standard Chaos Space Marine armament that is as devastating in combat as it is impressive to behold. Able to rend and tear through armour, vehicles, and walls alike, the only disadvantage to the weapon (if it can be considered one) is the comparative speed, next to other power weapons (blades, axes, etc). Anyone, or anything, caught in the grasp of this particular variation will find the not only the razor sharp fingers, but the wicked spikes that line the palm for extra injury.

This is a weapon for the Chaos Space Marine faction that can be upgraded and equipped in a loadout.

Type: Melee (Power Fist)
Cultist Priest

Of all the Cultists who have gathered throughout this land, there are a select few whose fanatical devotion and worship is so great that they received a "Great Blessing" by their New God and had their bodies remade in its image – a twisted amalgam of flesh, teeth, eyes, and tentacles to a "comprehensible" form unlike previous failed attempts. This new form makes the **Cultist Priest** a highly deadly foe within the Darkest Dungeon, as it is fast, deadly, and frightening, in exchange for no longer being recognizably human.

Because of these "Great Blessings", they are among the highest ranking members of the cult, hiding their new and hideous forms underneath luxurious ritual cloaks and never seen outside of the blasphemous sanctuary they have constructed deep beneath the manor. It is their job to carry out the devilish and arcane rituals that strengthen the thing and hasten the end.

## Behavior

With their combination of high speed, high damage attacks and their ability to inflict debuffs, heavy bleed, and Stress, Cultist Priests should be considered the highest priority in battle, unless accompanied by an Ascended Witch. Use Stuns and your most damaging attacks to take them down quickly.

## Related Enemies

### All Areas

* Cultist Brawler
* Cultist Acolyte

### The Darkest Dungeon

* Ascended Brawler
* Ascended Witch
* Rapturous Cultist
* Templar Impaler
* Templar Warlord
* Templar Gladiator
* Templar Sniper

## Gallery

* Cultist Priest's combat animation
* Cultist Priest using Death Lash
* Cultist Priest using The Finger
* Cultist Priest defending
* Cultist Priest's corpse.
Heart attack

When a hero is driven beyond their limits of stress, they will suffer a **heart attack**. This can spell a quick death for those who mismanage their party's stress levels.

## Effects

Heart attacks are guaranteed to occur if your hero reaches the maximum value of 200 on their Stress Bar while Afflicted. Heart attacks immediately drop a hero's Health down to 0, placing that hero on Death's Door and reduce their stress to 170. If they are already at 0 health when the heart attack occurs, the heart attack will kill the hero instead, disregarding Death Blow resistance. If your hero is currently Virtuous, they will not suffer a Heart attack, and instead lose the Virtue and reset to 0 Stress.

If a hero is brought back from Death's Door after suffering a heart attack, in addition to the Death's Door Recovery debuff, they will receive a unique Heart Attack Recovery debuff that cannot be removed by any means other than ending the quest:

* -3 ACC, -10% DMG, -2 SPD, +15% Stress

## Butcher's Circus

Heart attacks are similarly lethal, and are the end point of a Stress-focused team. Virtuous Heroes in this game mode will experience heart attacks normally like non-Virtuous ones, but will never lose their Virtue at 200 Stress.

## Barks

Heroes suffering a Heart Attack emit a unique bark right before it occurs. There is one different bark for each Affliction, in addition to one general bark that any Afflicted hero may use.
Firewood

*Use to Camp. Cannot be bought but is instead given to the party based on thesize of the dungeon that isexplored:** Short: 0
* Medium: 1
* Long: 2
* Exhausting: 4

The **Firewood** is an Item which will be given to you on longer trips before your journey into Darkest Dungeon. Using Firewood will consume it, opening up the Respite and Camping menu, for additional abilities and relaxing time to De-stress.

There are no ways to find more of it in dungeons in the base game. However, in the Crimson Court DLC it can be found in the Courtyard by using a shovel on a Wine Crate.

Firewood can be used to interact with Curios, but doing so will always waste the firewood.
Large Ectoplasm

**Large Ectoplasms** are bigger and tougher versions of their basic counterparts, possessing similar replication abilities. With greater mass comes greater resilience and the ability to hit harder - the weight of its attacks alone can daze those who are struck by them.

## Behavior

Large Ectoplasms may be encountered on their own, or may be fought if two regular Ectoplasms merge to create one. Large Ectoplasms can do respectable damage and inflict debuffs on your party - on top of that, they retain the ability to use *Cytokinesis* to summon additional Ectoplasms into the fight. The Bounty Hunter and Houndmaster's marking abilities can come in handy here, reducing the Ectoplasm's PROT and allowing you to kill it quickly. You'll also want to control the Ectoplasms it summons: if any remain alive when you finish the large one off, they may well just use *Ectoplasmic Profusion* to create a replacement and leave you right back where you started.

## Abilities

* Apprentice
* Veteran
* Champion

\*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

* Large Ectoplasm's combat animation
* Attacking
* Defending
* Corpse
Disease (Darkest Dungeon II)

**Diseases** are negative conditions that heroes can contract during the an expedition in Darkest Dungeon II. Diseases are contracted mainly from enemies but can be contracted from other sources such as Academic's Studies and Inn items. The negative quirk Hypochondriac gives the affected hero a 5% chance to contract a random disease when hitting an enemy.

Diseases are harmful and their purpose is to incapacitate the hero and reduce them and their team's effectiveness. The player must learn to deal with the disadvantages and, if possible, get rid of the disease as soon as possible. However, diseases can occasionally have positive connotations for the player should they find trinkets that synergise with disease, such as the cultist trinket Sickening Silence.

## Dealing with diseases

Diseases are mainly treated in The Field Hospital, where the player can cure any disease for the cost of 12 relics. They can also be treated with the inn items "Leeches" and "Experimental Remedy". In combat, the "Peculiar Pods" trinket also has a chance to cure a disease when attacking enemies, and the "Single Leech" combat item can be used to cure a disease quickly, at the cost of a moderate bleed. On the road, the Operating Table stagecoach item has a 10% chance to cure a disease with every node traveled.

The Chirurgeon mini-boss will also cure diseases on heroes with his *Bloodletting* attack, making a trip to the Chirurgeon's Table an appealing prospect if the Field Hospital is unaffordable or out of reach.

## List of diseases

Each hero can only contract one disease at a time. If a hero with a disease contracts another, it will simply replace the disease the hero already had.
Hateful Virago

The Hateful Virago is an enemy that only appears in Champion-difficulty expeditions in the Weald. The Virago, like other marking enemies in the game, can direct their allies' attacks with their ruinous hexes. Most dangerously, they can manipulate the fungal infections in the Weald, transforming their fallen allies into fungi that interfere with any healing skills.

## Behavior

The Hateful Virago is one of the most dangerous enemies to plague the Weald, alongside the Unclean Giant. She utilises a powerful blight attack and a damaging hex that also marks those it strikes, making them more vulnerable to the attack of any Fungal Scratchers she has with her.

The Hateful Virago will use "From Death Comes Life" at the end of any round where there is an available corpse. This attack creates a Necrotic Fungus, which occupies the same spot and blocks healing effects entirely for as long as it's on the battlefield. Between this, the Virago's ability to buff her associates, and her own powerful attacks, the Virago can quickly make combat astonishingly lethal for an unprepared player. The player must destroy the corpse — either by killing the enemy with a critical hit, with Bleed or Blight, or by using skills that clear corpses — or killing the Virago first, to prevent her from raising these growths.

Because of this, killing the Virago herself is often an immediate priority for the player. Failing to do so can quickly result in the heroes being unable to heal; the odds of losing one who reaches Death's Door via a critical hit being too high to ignore. However, one must also be wary of any additional enemies that accompany her. Focusing on her immediately can often open the party to excess and potentially lethal damage, worsened by being unable to heal.

## Spawning

The Hateful Virago will only spawn in Champion level dungeons in the Weald.

## Abilities

\* "From Death Comes Life" is an Auto-Action used at the end of every round there is a corpse.

\*\* While active, Necrotic Fungus prevents healing, which can lead to you quickly losing heroes, as they won't be able to get off of Death's Door.

## Related Enemies

### Weald

* Fungal Scratcher
* Fungal Artillery
* Crone
* Unclean Giant
* Necrotic Fungus

### Bosses

* Hag
* Cauldron

## Gallery

* Hateful Virago's combat animation
* Using Ruinous Hex
* Using Putrefying Breath
* Using From Death Comes Life
* Defending
* Corpse
Crusader (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.*

**Crusader** may refer to:

* Crusader, a hero in *Darkest Dungeon*.
* Crusader (Butcher's Circus), a hero in The Butcher's Circus DLC.
* Crusader (Darkest Dungeon II), a hero in *Darkest Dungeon II*.
Rogue Trader Store

The **Rogue Trader** Store is one of the stores in Eternal Crusade, providing items for real money.

To create a page, simply enter the name below. Make sure to add Category:Weapon!

## Item Plainlinks

* Erasmus Pattern Plasma Cannon MK I
* Hell Breach Plasma Cannon
* Ice Hawk Cannon
* Plasma Chompa
* Hagen Pattern Narthecium
* Lael'shan Witchblade
* Maelstrom Axe
* Needle Uv Lif
* Power Rippa
* Mael Dannan
* Deathlock Cestus Powerfist
* Relic Powerfist
* Gatekeepers Bastion
* Widowmaker Bolter
* Sternguard Bolter
* Spare Keys Kombi Shoota
* Torrent Reaper Launcher
* Abbadon's Grace
* Da Heart Stoppa
* Requiem Heavy Bolter
* Hellkiss Meltagun