recursal/Fanatic-Fandom huggingface dataset:
Barrel O' Bombs

A barrel filled to the brim with the volatile bombs that Vvulf uses in combat. The unstable explosives have been known to detonate prematurely when struck...

## Behavior

The Barrel O' Bombs is an enemy which is always encountered alongside Brigand Vvulf. The Barrel O' Bombs itself has no abilities, however while it is out Brigand Vvulf will automatically use two abilities; "Bombs Away" at the beginning of every round to place a bomb on a rank, and "Time's Up!" at the end of a round to deal massive damage to the hero on the same rank as the bomb.

If the Barrel O' Bombs is destroyed before the end of the round, the bomb will be disarmed. However, while the Barrel O' Bombs has very low HP and no PROT or DODGE, it always has a Riposte effect active, causing damage to any hero who deals non-fatal damage to it.

Additionally, Vvulf's *Get Them!* ability will always summon a new Barrel O' Bombs if there isn't one already out.

## Vvulf's Related Abilities

As noted before the Barrel O' Bombs has no abilities, but its Riposte is always active.

 Riposte

## Related Enemies

### All Areas

* Brigand Cutthroat
* Brigand Fusilier
* Brigand Bloodletter
* Brigand Raider
* Brigand Hunter

### Bosses

* Brigand Pounder
* Brigand Matchman
* Brigand Vvulf

## Trivia

* The Barrel O' Bombs' riposte, upon missing, fails to play a sound due to not finding a corresponding ID. Source.
5 August 2022 Patch

The following patch was deployed on 5 August 2022 for Darkest Dungeon II.

* Fixed and issue with immobilize tokens not working on move effects before the next turn
* Fix to completed road events being considered not executed for post battle visuals
* Fixed some more issues with combat indicators not appearing correctly
* Fixed and issue with kill effects not respecting if you actually hit the target (It was killed in a different dimension)

### Dreaming General

* Fixed an issue with the Dreaming General's Taproot not correctly responding to actions if hit by both a Combat Item and standard attack in the same turn
* Taproot actions are now queued up to activate at the end of a Hero's turn in order to work with the new Free Action system

### Cultists

* Fixed an issue with the Cultist Altar's "Altar of X" buffs being incorrectly removed when a Cultist other than the Altar dies
* Cultist Altar no longer targets corpses
* Cultist Herald's Clarion Call now deals 2-3 Stress damage instead of 3
* Mashes containing 3 or more Heralds have been removed
* Some mashes containing 2 Heralds have been adjusted
* Updated Academic's camera for Exemplar, Herald and altar Cultists
* CLeaned up the presentation timing on the new free action version of Worship skills.
Adder

The **Adder** is a Beast type enemy that appears during the Shieldbreaker's nightmares, or in very rare encounters after all the nightmares have been completed. Hulking, two-headed monsters, Adders are capable of delivering very powerful stuns, significant damage, and prolonged blight, and have the ability to heal themselves while curing any bleed, blight, or debuffs.

## Behavior

The Adder prioritizes marked targets (2x) and heroes with lower stun (1.5x) or blight resistance (1.5x) for *Paralyzing Quills* and *Adder's Fang*, respectively. The blight effect from Adder's Fang lasts for 4 rounds on any difficulty. Its self-healing ability, *Molt*, has a 1-turn cooldown and has 5x more chance to be used if the Adder's health is below 50% or 20%, and 3x chance to be used if the Adder has bleed or blight on itself.

## Strategy

Adders have a huge health pool and PROT, and can also heal themselves with *Molt*, so it is recommended to take out other, weaker enemies before focusing on the Adder—just be conscious of its ability to stun, which could spell disaster for the party at the wrong moment.

On their own, Adders are much less of a threat (even with the high damage of *Paralyzing Quills*), but will take a long time to kill because of their high health and ability to heal. Blight, bleed, and debuffs are all very ineffective, as *Molt* will cure them all in addition to healing. Single high-damage attacks, like the Bounty Hunter's *Collect Bounty* or the Leper's *Chop* are the most effective way to take down the Adder quickly, and are able to deal damage faster than it can heal. The Shieldbreaker's *Pierce* skill is also a viable option to ignore the Adder's PROT.

Defeating the group of snakes brings great rewards, as they drop Aegis Scales when they die, as well as a Shieldbreaker-specific trinket and journal pages for the Shieldbreaker's story. The entire party also receives a quest buff for -15% Stress, except for the Shieldbreaker, who receives -33% Stress and +3% CRIT. However, the battle will end if the Shieldbreaker falls on Death's Door, and failing will cause a terrible quest-long debuff on the party instead, granting +33% Stress and -5 ACC for the Shieldbreaker and +15% Stress for all other party members.

## Abilities

* Apprentice
* Veteran
* Champion

## Gallery

* Adder's combat animation
* Adder using *Adder's Fang*
* Adder using *Paralyzing Quills*
* Adder using *Molt*
* Adder defending
* Adder's corpse
Activity Log

*This article is a stub. You can help Darkest Dungeon Wiki by expanding it.*

The Activity Log is an option present on the hamlet, it chronicles all the activity and progress of the savefile showing a report of what happened during the weeks including, the incursions results with all the previous incursions, what stress relief did heroes take during the week, the quirks and diseases treatment results, and the possible activities that heroes undertake caused by any quirk they could had affecting them. It will also show the current week and maximum week one has to complete the game while playing on Stygian mode.

Next to the Activity Log are the Caretaker's Goals, meaning one is able to simultaneously manage their current achievements and view both current and past events.
Bosses

Redirect to:

* Boss
There are actually six bosses in the game, two per area: the Necromancer and the Prophet (in the Ruins), the Swine King and the Formless Flesh (in the Warrens) and the Hag and the Brigand Cannon (in the Wealds). Every boss has 3 forms, one per difficulty; they are the same one but with different stats.
2 February 2016 patch

The following patch was deployed on 2 February 2016.

## Build #13447 (PC and Mac)

* Fixed Fungal Bloat AI targeting issue
* Fixed blind fire when targeting a hero.
* Corpses now have battle modifier entry that should prevent random targeting
* Reduced XP thresholds by 15% for levels 4, 5 and 6
* Fixed Shuffle Chance for DDQ4 Boss
* Increased Base Damage on Leper
* Fixing Camera Zooms when hitting an encounter while backtracking.
* Tweaks to Afflicted and Heroic FXs. (Scale/Positioning)
* Reworded the Surprise Enter in Glossary to better describe how Surprises work.
27 September 2022 Patch

The following patch was deployed on 27 September 2022 on Darkest Dungeon II.

* Once unlocked the Infernal Torch will be awarded to you each time that you arrive at the Valley Inn.
* You may equip it to your stagecoach if you wish. This must be done at the Inn.
* Once equipped, the Flame will be permanently set to 1 during your expedition.
* The Infernal Flame gives sizable scoring bonuses (bonus Candles) in most scoring categories.

### MISC

* Added missing disease bark strings
* Added barks for the new signature inn items
* Updated Coastal Lair environment art candle lights to all be teal instead of yellow
* Item Altar: increased chances of common items vs rares, to create a bit more predictability in overall item unlock sequence trend.

### FIXES

* Fixed an issue with the Librarian not contributing to Lair Cleared candle rewards
* Fixed an issue with "Kill" being appended to "Clear Corpse" text in some tool tips
* Fixed an issue where buying out a shop row causes the ui to misbehave and has the entire stock jump down a row
* Fixed an issue when equipping a coach upgrade with another equipable puts alert on trophy slot
* Fixed an issue with the biome and hero goal UI stacking incorrectly at times
* Fixed an issue where the Altar of Hope selection diamond is active by default after loading into the altar multiple times
* Fixed an issue where selection diamonds displayed over altar tabs after using keyboard controls in the Altar of Hope ui screens
* Paths are now in proper order
* Auto Stacking fix when buying items
* Fixed an issue where tooltips were not being displayed on the token glossary
* Fixed an issue where the cost reduction labels in a store would draw behind the store's stock
* Fix to item discard tutorial; no longer mentions that you get hope for discarding

## Build 0.16.38373 Experimental Hotfix

* Fixed an issue with the Bounty Hunter poster being non-selectable
Abomination Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat as Human animation
* Combat as Beast animation
* Transform as Human animation
* Transform as Beast animation
* Idle
* Combat as Human
* Combat as Beast
* Transform as Human
* Transform as Beast
* Manacles
* Beast's Bile
* Absolution/Camping sprite
* Rake
* Rage
* Slam
* Defending as Human
* Defending as Beast
* Investigating
* Virtuous as Human
* Virtuous as Beast
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat as Human animation
* Combat as Beast animation
* Transform as Human animation
* Transform as Beast animation
* Idle
* Combat as Human
* Combat as Beast
* Transform as Human
* Transform as Beast
* Manacles
* Beast's Bile
* Absolution/Camping sprite
* Rake
* Rage
* Slam
* Defending as Human
* Defending as Beast
* Investigating

## Palette 3

* Idle animation
* Walking animation
* Combat as Human animation
* Combat as Beast animation
* Transform as Human animation
* Transform as Beast animation
* Idle
* Combat as Human
* Combat as Beast
* Transform as Human
* Transform as Beast
* Manacles
* Beast's Bile
* Absolution/Camping sprite
* Rake
* Rage
* Slam
* Defending as Human
* Defending as Beast
* Investigating

## Palette 4

* Idle animation
* Walking animation
* Combat as Human animation
* Combat as Beast animation
* Transform as Human animation
* Transform as Beast animation
* Idle
* Combat as Human
* Combat as Beast
* Transform as Human
* Transform as Beast
* Manacles
* Beast's Bile
* Absolution/Camping sprite
* Rake
* Rage
* Slam
* Defending as Human
* Defending as Beast
* Investigating

## Trivia

* Abomination has two different Virtuous portraits depending on his current form while going Virtuous. The same doesn't happen with the Affliction portrait due to him always transforming back to Human when going Afflicted.
* Abomination Butcher's Circus corpse is always his Beast form, regardless of him having died in Human form.
* Abomination is the only hero that doesn't have an unique camping sprite, he uses the same kneeled pose as in his Absolution skill.
Game modes

The following is a list of game modes in the game The Metronomicon.

## List of modes

 Endless Mode | Endless Mode is an endgame challenge mode, wherein you work through a randomized endless playlist as a variety of positive perks and negative game modifiers complicate your run. Passive Abilities can only be unlocked here.
20 March 2023 Patch

The following patch was deployed on 20 March 2023 for Darkest Dungeon II.

## **Build Update #0.20.45656 - Redemption Road - Experimental Hotfix**

🔸Added updated localization for supported languages

🔸Fixed a camera issue where it would sometimes get stuck under a hill

🔸Fixed an issue where Inn mastery loot window appeared in next biome while driving

🔸Fixed  relationship gain-loss Italian localization problem

🔸Fixed Crimson Tick awarding The Blood on corpse kills

🔸Fixed the combat description for The Blood that was displaying Stress rather than Horror

🔸Fixed Shroud road debris not playing VFX when destroyed

🔸Fixed 'Use Smoke Bomb' hero goal that was appearing too frequently

🔸Fixed The Complete Catalog and Smoldering Firewood not working with DoT modifications from items
Boss

Bosses are large, difficult enemies which the player encounters in the Ruins, Weald, Warrens, or the Cove. There are also special bosses in the Darkest Dungeon, Courtyard and Farmstead.

Bosses tend to have a large health pool and have a gimmick that your party must get around.

## Bosses

There are two types of bosses: Bosses and Mini-bosses. Bosses are only encountered in missions that require you to slay the boss. Mini-Bosses are encountered roaming in the hallways of any mission. There are only two Mini-Bosses in the base game (the Shambler and Collector) with two others being added with each DLC: Crimson Court DLC introduced the Fanatic and Color of Madness DLC the Thing From The Stars.
Hunger

Hunger is a game mechanic in Darkest Dungeon.

## The Hunger Alert

Hunger occurs every so often while you are in a Dungeon. When your characters are hungry, an alert will appear, which demands the player to choose whether the party will eat or not. There is no option to delay or skip.

This choice will have an immediate effect on your party.

* If you eat, a set amount of Food will be consumed (usually 1 per party member), and every party member will regain 5% of their HP.
* If you do not have enough Food or choose not to eat, each one of them will suffer 20% of their maximum health in damage, and 20 Stress damage.

Multiple Hunger events can occur in a single dungeon.

## Hallway mechanics

Hunger, like any other event (Fight, Obstacle, or Curio) is randomly generated on a dungeon cell in a corridor rather than randomly decided by the game at any given time. Unlike other events, it is never shown on the map (except for developers) even if the area is scouted. Reentering any previously entered hallway (even if not explored) has a chance to spawn a new hunger event. The chance depends on the Light Meter, where it is 7.5% (Radiant Light, Dim Light), 10% (Shadowy, Dark), or 12.5% (Black as Pitch). These numbers vary with difficulty (Stygian/Radiant/etc).

## Hunger buffer

When players enter an area, they start with a 2 hallway buffer before they start triggering hunger events. After encountering a hunger event, the players are also given a buffer (1 hallway trip) during which they will not trigger a hunger event even if such an event is present in a corridor. In case the event is not triggered, it will remain in place until the next time the player passes it.
Achievements

**Achievements** are particular events and actions experienced by the player in Darkest Dungeon, which the Steam client tracks.

## List of Crimson Court achievements

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

## List of Color of Madness achievements

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

## List of Butcher's Circus achievements

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

## List of hidden achievements

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

## References

1. ↑ Darkest Dungeon achievements on Steam
Darkest Dungeon

## System Requirements

See § System requirements

***Darkest Dungeon*** is a hard-core RPG about the stresses of dungeon crawling. You will lead a band of four Heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable Foes, but 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?

## Setting

*Darkest Dungeon* is characterised by its dark Gothic setting and atmosphere, strengthened by ominous cinematics and stressful gameplay accompanied by a ruthless Narrator.

In the world of *Darkest Dungeon*, corruption and monsters have escaped the forgotten darkness of the deep and have overrun the once idyllic Estate of the player's late Ancestor, a scion of an ancient noble family. As if being plagued by disease and misery wasn't enough, the people of the impoverished Hamlet must now withstand unthinkable nightmares roaming the land. The cause of this evil was the Ancestor himself, who meddled with dark forces in pursuit of immortality after a lifetime of perverse debauchery and unsealed a nightmarish power entombed far below his mansion. At last appalled by his actions and repentant, the Ancestor has ended his own life and bequeathed the Estate to the player, urging that they purge it of the slavering horrors that now roam freely. The player is not alone, however: news of the player's mission and the lost treasures of the Estate has traveled far and wide, piquing the interest of steadfast warriors, devotees of the arcane, and opportunistic rogues willing to brave the Estate's dungeons.

## Editions

### System requirements

The following are the system requirements for Standard Edition:

 **Notes** | 1080p, 16:9 recommended | 1080p, 16:9 recommended

## Languages

The game has full audio, interface, and subtitles in English, and the interface and subtitles have been officially translated into the following other languages:

* French
* German
* Spanish
* Czech
* Polish
* Portuguese
* Russian
* Italian
* Simplified Chinese
* Korean
* Japanese

## Achievements

There are 64 in-game Achievements/Trophies.
Horror

Horror is a stress over time effect, represented by a black skull.

## Effects

At the beginning of an affected hero's turn, they will take stress equal to the horror strength. Lasts for a specified amount of turns (accessible by hovering cursor over black skull).

In the base game, the only creatures that can inflict horror are the Squiffy Ghast, which deals 5 stress for 4 rounds; Ghouls, which deals 3 stress for 3 rounds and can be resisted; and Madmen, who also apply 3 stress for 3 rounds, but also deal an additional debuff that amplifies all stress damage by the hero taken until next camp (including stress damage inflicted by the same attack that applied the debuff).

Much like Bleed or Blight, Horror attacks can be stacked on top of each other for more stress per turn. Trinkets, buffs and debuffs that increase or reduce received stress also affect amount of stress inflicted by horror.

Horror can be immediately cured by using Laudanum.

The Crimson Court DLC adds even more monsters that can inflict horror.

## The Shieldbreaker DLC

Upon entering a flashback fight with Rattlers, Pliskins and Adders after camping, the Shieldbreaker receives 20 Horror for 6 rds. It ***cannot*** be cured by Laudanum, so her stress can be controlled only by using stress healers, trinkets or camping buffs that reduce stress.

## Trivia

* The Horror icon is not shown next to enemy skills that inflict it.
Drowned Anchorman

## Behaviour

When summoned by the Drowned Crew it will have a buff that grants +50% to PROT, Bleed Resist and Blight Resist; and +25% Stun Resist. After it uses "Heave to!", it will lock a hero in place. The hero will still be able to take their turn normally, but they will be unable to move and will take stress damage during every action. Additionally the Anchorman will transfer its buff to the Drowned Crew, and they will heal every turn as well. The hero will remain immobilized until it hits either 100 or 200 stress, or the Drowned Anchorman is slain. When the Anchorman is defeated, the Crew will lose its buff.

While it has a hero pinned, the Anchorman will not take any turns (much like the Hag's Cauldron or Prophet's Defensive Pews) - as such, it is effectively immune to blight and bleed (since it never takes actions, damage-over-time effects will never proc). Blight and bleed can still finish the Anchorman off if they are applied before it has a chance to use its "Heave to!" ability.

Be aware that if the Anchorman manages to use "Heave to!", it will restore all of its health - while killing the Anchorman before it can move is a viable strategy at lower levels, at Champion level, the Anchorman's PROT buff makes it harder to pull off.

Virtuous heroes will refuse to be anchored by "Heave to!".

## Abilities

* Apprentice
* Veteran
* Champion

 Heave to!

 Heave to!

 Heave to!

## Related Enemies

**Cove: The Pelagics**

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

**Cove: The Drowned**

* Drowned Thrall
* Squiffy Ghast

**Bosses**

* Drowned Crew
* Siren
Flayer

* Regular
* Ignited

  MAX HP | 16
   Bleed | 20%
  Blight | 20%
  Burn | 75%
 Size
 1

The **Flayer** is a Fanatic enemy in Darkest Dungeon II.

## Description

The Flayer stands precariously on thin stilts and appears to have replaced its missing arms with a long metal skewer and a spiked blade.

The Flayer relies on  Dodge and  Riposte tokens to augment its relatively low health pool. When Ignited, it is capable of dealing both  Burn and  Bleed.

## Trivia

* An unused ability for the Flayer called "Eye Brand" 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**
Evangelist

The **Evangelist** is a Cosmic/Cultist enemy in Darkest Dungeon II encountered in all regions at Oblivion's Rampart and Oblivion's Ingress.

## Skills

### Notes

* The  Worship mechanic only functions when a boss (i.e Cardinal, Deacon, Exemplar) is present.

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 Palettes

## Palette 1

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Hack/If It Bleeds
* Iron Swan
* Barbaric YAWP!
* Breakthrough
* Adrenaline Rush
* Bleed Out
* Defending
* Camping
* Investigating
* Virtuous
* Afflicted
* Corpse (Butcher's Circus)

## Palette 2

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Hack/If It Bleeds
* Iron Swan
* Barbaric YAWP!
* Breakthrough
* Adrenaline Rush
* Bleed Out
* Defending
* Camping
* Investigating

## Palette 3

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Hack/If It Bleeds
* Iron Swan
* Barbaric YAWP!
* Breakthrough
* Adrenaline Rush
* Bleed Out
* Defending
* Camping
* Investigating

## Palette 4

* Idle animation
* Walking animation
* Combat animation
* Idle
* Combat
* Wicked Hack/If It Bleeds
* Iron Swan
* Barbaric YAWP!
* Breakthrough
* Adrenaline Rush
* Bleed Out
* Defending
* Camping
* Investigating
Implication

The **Implication** is an elite Pillager enemy in Darkest Dungeon II.

## Lore

Many war machines can be seen laying dormant amidst the trees of The Tangle, where the Lost Battalion was meant to stand against the cult and it's ravenous descent from atop the Mountain. Though most were overtaken by the strangling roots that ushered the poor soldiers to their eternal restless slumber, some of them yet remained salvageable. Those who did salvage them however, were no decent folk. The opportunistic and unsympathetic pillagers turned the weapons that were supposed to protect the people onto the poor souls who yet persisted trough the crumbling world. Used as tools of terror and slaughter alike, what was once a droplet of hope for humanity's survival against the looming threat of the void now serves as a reminder that monsters were here long before the cultists.

## Description

The Implication is a massive cannon capable of dealing large amounts of damage to the entire party. This offensive power is somewhat mitigated by the fact that it must reload between each shot, giving heroes ample time to prepare—and that it often misses its shots. Defensively, not only does The Implication have a high health pool and practical immunity to damage over time, but it also regularly generates  Block+ tokens; thus the only way to destroy it is to concentrate attacks and whittle away at its health over time.

Note that the Implication's attacks will target more heroes the further back it is in the enemy formation. Thus it is often prudent to push or kill the Implications front-line allies in order to reduce its effective damage.

## Trivia

* The Implication's appearance and behaviour resemble the Brigand Pounder boss from the first game, and its name is a reference to the Ancestor's description of the Brigand Pounder as a "war machine of terrible implication".

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**
Large Carrion Eater

**Large Carrion Eaters**, **Large Corpse Eaters** and **Large Flesh Eaters** are enemies that appear in Veteran-level or tougher expeditions in the Warrens. They are greatly different from the original Carrion Eaters, sprouting extra eyes, tentacles, and even a nested mouth, and are size 2.

Large Carrion Eaters, like their smaller brethren, gravitate to and attack any prey that has been marked by those fighting with them. Large Carrion Eaters are perfectly capable of marking prey on their own, weakening their targets before devouring them.

With the Crimson Court DLC installed, Large Carrion Eaters can also be found in the Courtyard. Unlike the numerous Bloodsuckers that inhabit the place, these creatures are incapable of transmitting the Crimson Curse.

## Behavior

The Large Carrion Eater is a champion Beast type that appears within the Warrens and the Courtyard. While they cannot attack the very back or spread Blight and Disease like their smaller cousins, they are much stronger and capable of weakening their targets with debuffs.

*Tentacle Devour* is similar to the Carrion Eater's *Munch* attack, dealing moderate damage that is doubled against Marked targets. However, instead of Blight and Disease, the victim of this attack will suffer a debuff to their CRT stat, reducing their damage output and chance of Stress reduction.

*Weaken Prey* is the Large Carrion Eater's weaker, but more debilitating attack. Hitting either hero in the first two ranks, it deals low-medium damage, Marks the victim, and has a high chance of inflicting *two* debuffs; one reduces DMG, while the other reduces DMG and ACC.

Large Carrion Eaters are strongly attracted to marked targets, and critical hits from *Devour* on marked targets are extremely dangerous in Champion level quests, capable of hitting for 60 damage and reaching most of your team.

## Abilities

This enemy does not appear in Apprentice level dungeons.

* Veteran
* Champion

 Weaken Prey

 Weaken Prey

## Trivia

* Due to their absence from Apprentice-level dungeons, Large Carrion Eaters are not found in the game; only their stronger versions, Large Corpse Eaters and Large Flesh Eaters.
* The Large Carrion Eater is the only enemy in the game that inflicts two different Debuff effects with one attack, one debuffing DMG and ACC, and the other debuffing just DMG.

## Gallery

* Large Carrion Eater's combat animation
* Using Weaken Prey/Tentacle Devour
* Defending
* Corpse
Grave Robber (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.*

**Grave Robber** may refer to:

* Grave Robber, a hero in *Darkest Dungeon*.
* Grave Robber (Butcher's Circus), a hero in The Butcher's Circus DLC.
* Grave Robber (Darkest Dungeon II), a hero in *Darkest Dungeon II*.
Dog Treats

*Automatically placed in theinventory when embarking with aHound Master.Can be consumed in battle for:** +50% DMG
* +15 ACC

The buff lasts for 3 rounds.
Only usable by a Hound Master.

"Greatly increases the hound's vigour for a short time."
Can be used during a battle. When used, grants 3 rounds of +50% Damage and +15 accuracy for the Hound Master. Can be used on a cove Oyster to give +25 dodge until camp.
Fungal Artillery

The Weald's corruption does not restrict itself to transforming live subjects. While live humans become Fungal Scratchers, infected corpses are twisted into the **Fungal Artillery**. Though not as well-armored or resilient as the Scratchers, the Fungal Artillery possesses more potent poisons and carries the ability to mark heroes for its Scratcher companions to attack, while operating from the safety of the enemy back ranks.

## Behavior

Its Rain of Blight can inflict Blight upon those within your back ranks, and it can mark heroes in the front with Mark Prey, signalling where its allies can find vulnerable prey. If it's ever pulled into the front ranks, it will use Escape Cloud to move its position backwards by one, and will continue to do so until it has returned to position 3. These enemies will always be accompanied by Fungal Scratchers and possibly Unclean Giants, and should be eliminated first - their blight damage can add up quickly, and their marks allow the Scratchers to do massive damage.

## Abilities

* Apprentice
* Veteran
* Champion

## Related Enemies

### Weald

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

### Bosses

* Hag
* Cauldron

## Gallery

* Fungal Artillery's combat animation
* Attacking
* Defending
* Corpse
Enemies

*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.*

* For enemies in *Darkest Dungeon*, see Enemies (Darkest Dungeon).
* For enemies in *Darkest Dungeon II*, see Enemies (Darkest Dungeon II).
Butcher

MAX HP | 23
   Bleed | 20%
  Blight | 40%
  Burn | 20%
 Size
 1

The Butcher is a Plague Eater enemy in Darkest Dungeon II.

## Description

The former workers of the Landowners, they cared for and prepared the meat of the animals for consumption. Now driven by their unsatiable hunger, Butchers transformed their old tools into weapons that only seek to chop and hook some fresh meat.

Capable of causing moderate damage along with  bleed while also heal  its allies as long as there is a Livestock in the team, sometimes Butchers will grab one of the heroes with their hook and pull  them out disrupting the formation.

## 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**
17 December 2022 Patch

The following patch was deployed on 17 December 2022 for Darkest Dungeon II.

## Build Update **0.18.41582 Experimental Hotfix**

* Travel banter tuning: emphasizing the stress sculpting even more so heroes do more positive/less negative at low stress and less positive/more negative at high stress
* Some negative combat affinity trigger stress thresholds adjusted
* Some combat affinity trigger proc rates reduced slightly
Death

Death happens when heroes fail at Death's Door: heroes struck while at Death's Door have a 33% chance to die.
Heroes that suffer a Heart attack while at Death's Door will die instantly. Resistance to DEATHBLOW is determined by Trinkets and Quirks plus Flagellant has naturally by default lesser risk of receiving a killing blow, because it's 27% (6% less).

In The Crimson Court (DLC), a hero affected by the Crimson Curse will instantly die of thirst if he doesn't drink The Blood at the end of the Wasting State.

## Cancelling Death

When a hero falls, they cannot be recovered normally. There is a very low chance to have the Town Event From Beyond, which allow the player to resurrect one of 3 random heroes from the graveyard. Revived heroes will retain their quirks and resolve level, but their armor, weapons, and skills upgrades will be lost.

## Game Over

There is no real Game Over in Darkest Dungeon. Recruiting new Heroes is free. And because of that you can embark over and over again with new Heroes. By going in, collecting some Gold and then dismissing useless heroes you can build your Gold back up, although Gold problems should be easy to avoid.

In Stygian mode, however, there is an added failure condition where if the player does not complete the game in 86 weeks where the Final Boss awakens prematurely or has 12 deaths as the deaths of the adventurers cause the Final Boss to awaken from the blood of their deaths, they will get a Game Over and have their save subsequently deleted.

If the Final Boss of a Stygian mode file is defeated, the save will no longer be deleted automatically and the time and death limits will be removed.

If the Crimson Court DLC is added, Stygian mode changes its name to Bloodmoon mode and the player gets an extra 14 weeks (total of 100) and 4 deaths (total of 16) before the game ends. It's not required to kill Crimson Court bosses to finish the Bloodmoon campaign.
Darkest Dungeon Wiki 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...]

**Fandom's Darkest Dungeon Wiki Community**

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

**The Heroes**

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

**Handy Wiki Game Pages**

Heroes
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The Dungeons
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Main page sections: 1 · 2 · 3 · 4.
Heirlooms

**Heirlooms** – consisting of Busts, Portraits, Deeds, and Crests – are used to upgrade buildings in the Hamlet. The Crimson Court DLC adds Blueprints, which are required by Districts.

In dungeons, Crests stack to 12, Busts and Deeds stack to 6, and Portraits stack to 3.

## Preferred Locations

Heirlooms can drop in any location; however, each location *tends* to drop one type more than others. This means that if you are looking for a specific type of Heirloom, it pays to dive into quests in that location. Also, take note of the end-reward for quests, as a number of Heirlooms will be listed as a guaranteed reward for successful completion (though not necessarily matching the commonly-found Heirloom listed below).

## Trading

In town, Heirlooms can be exchanged for each other. To the right of the row of Heirlooms (bottom left in the Hamlet screen), there is a pair of circular arrows - select it to bring up the "Trade Heirlooms" window *(see image, right)*. Select the Heirloom you want to trade away, and the 3 other Heirlooms, with their return value, will appear on the right. These ratios are fixed and never change. Click the check button next to the desired Heirloom to make 1 trade; click as many times as needed.

Comet Shards from The Color of Madness DLC can be traded away for any Heirloom, but you cannot trade Heirlooms for Comet Shards.

Trades are always at an unfavorable rate (i.e. you cannot "trade back" at the same ratio).

Portraits are the most valuable in terms of trading, Deeds and Busts are tied for mid-value, and Crests are the least valuable.

The exchange rates are listed below.

**The Heirloom being traded is on the left; the one being received is on the top.**

Note that some value is lost in each exchange; e.g. if you started with 9 Deeds, you could trade them (at 3:2) for 6 Busts. If you then traded those 6 Busts *back* for Deeds (at 3:2), you would end up with only 4 Deeds, less than half of what you started with. Because of this, not trading at all and avoiding the trading cost is preferred, if you can afford to delay a less critical upgrade.

### Inventory Space

While in an Expedition, one may want to maximize the value of Heirloom stacks, for later trading. This table is similar to the above, but considers full stacks of each heirloom, the limit allowed while questing.

**The Heirloom being traded is on the left; the one being received is on the top.**

In short, when trading for Crests or Portraits, all the Heirlooms are equally space-efficient (66% or 75%, depending); when trading for Busts or Deeds, full stacks of Portraits are *slightly* more space-efficient than the other two (by ~12.5% more in return).

## Upgrading Buildings

Different upgrade slots require different Heirlooms, although all use Crests.

* Sanitarium
* Survivalist

### Total Requirements

The maximum amount of Heirlooms needed to upgrade every building is detailed below:

## Achievement

1. ↑ https://www.reddit.com/r/darkestdungeon/comments/6slr53/has\_anyone\_calculated\_the\_max\_amount\_of\_heirlooms/
Fallen Templar

The **Fallen Templar** is a Cadaver enemy in Darkest Dungeon II and the Champion version of The Knight.

## Description

*An unyielding warrior, his sword will shatter his enemies till the end.*
Location: Resistance Encounter, The Tangle

## 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 1

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...]
Cultist Acolyte

The Cultist Acolyte is a Human enemy that can be encountered in any area, usually with Cultist Brawlers and always in the third and fourth ranks. While unable to inflict the same physical damage as their counterparts, the Acolyte assaults the mind instead, dealing high stress damage with their unholy incantations, which also mark targets from Veteran Level onward to enhance the damage of the Brawler's *Rend for the Old Gods*. They can also sow confusion by altering the party's formation with *Eldritch Push* and *Eldritch Pull*.

## Behavior

Cultist Acolytes have 3 abilities, *Stressful Incantation*, *Eldritch Pull*, and *Eldritch Push*. All of their abilities deal stress on Veteran level onward, and *Stressful Incantation* marks heroes to synergize with the Cultist Brawlers' *Rend for the Old Gods*. Overall it has a 2x chance to use *Stressful Incantation* over *Eldritch Pull* and *Push*, except on the Acolyte's first turn, where it has a **7x** chance. Interestingly, Acolytes will **never** use *Stressful Incantation* if all 4 heroes have a Virtue.

In terms of target priority, it will tend to use *Stressful Incantation* to focus heroes who are already stressed, with an effective 2x/3x/4x chance depending on difficulty.

## Strategy

Cultist Acolytes are the prototypical stress dealer—fast, high dodge, but otherwise weak in survivability. Like most stress dealers, they should be focused as a priority target, especially with fast heroes who can take them out before they deal stress damage, as stress typically is harder to deal with than health damage. However, their abilities are not influenced at all by position, and they have no frontline attack like the Bone Courtier's *Knife in the Dark*, so the only reason to move them is to get them into range of damage dealers.

## Abilities

* Apprentice
* Veteran
* Champion

## Gallery

* Cultist Acolyte's combat animation
* Cultist Acolyte's attack
* Cultist Acolyte defending
* Cultist Acolyte's corpse.
Ghoul

Flesh-eating undead who can be found in Veteran or Champion-level dungeons, Ghouls are often accompanied by Gargoyles, Maggots or Cultists. They have fairly high protection and health, and can cause bleed and stun along with respectable health and stress damage - not a foe to be underestimated. In particular, watch out for their "Howl" ability, which gives Horror to the entire formation, drops the light level, and has a chance of inflicting The Worries on anyone it hits.

## Behavior

Ghouls are most likely to open combat with a *Rend*, if they can, but after that will typically use *Skull Toss* and *Howl*. In general, they will prioritize marked targets (3x/4x more likely to target them on Veteran/Champion, respectively), and additionally will use *Skull Toss* on already-stressed heroes (2x/4x).

## Strategy

Ghouls are ruthless and difficult enemies who primarily rely on being hard to kill quickly, while they stack as much stress as possible. Between stress resist debuffs, high crit chances, and the chance to inflict The Worries (for +30% stress), they can easily stack a huge amount of stress or even an Affliction on their own within a few turns, not even considering anyone the Ghoul might be accompanied with.

*Skull Toss* is a dangerous attack for any backline hero, who tend to have lower health and are much more vulnerable to a crit and stun. If possible, consider guarding to prevent key heroes (such as backline healers like a Vestal or stunners like a Plague Doctor) from being stunned for a turn.

Ghouls' resistances are relatively low, save for stun and move - stunning them on the first round is still sometimes viable with the right setup, giving you time to eliminate their allies, then focus fire on the Ghoul to kill it as quickly as possible. Unlike other Unholy opponents, they're also vulnerable to bleed, and stacking it on them will help end the fight that much quicker.

## Abilities

* Veteran
* Champion

## Related Enemies

### All Areas

* Cultist Brawler
* Cultist Acolyte
* Webber
* Spitter
* Maggot
* Gargoyle

## Gallery

* Ghoul's combat animation
* Ghoul using Rend and Skull Toss
* Ghoul using Howl
* Ghoul defending
* Ghoul's corpse.

## Trivia

When the game was originally released the Ghoul's Rend caused Bleed, while Slavering Ghoul and Insatiable Ghoul's caused Blight.
Immolatist

MAX HP | 16
   Bleed | 20%
  Blight | 20%
  Burn | 75%
 Size
 1

The **Immolatist** is a Fanatic enemy found in Darkest Dungeon II.

## Description

The Immolatist 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. The Immolatist is adorned in black, hooded robes and a metal cage atop her head.

The Immolatist commands her allies by Igniting them, providing them with Tokens, and healing them. Her offensive abilities deal moderate DoT and Stress. Her ability to empower her team and keep them alive makes her a priority target.

## Trivia

* An unused ability for the Immolatist called "Stoke the Furnaces" can be found in the "Enemy Skill Names" localization file.
* **The Fire Rises** is a reference to an iconic phrase of the villain Bane's dialogue in the introductory sequence of The Dark Knight Rises, and the "Baneposting" fad that it spawned

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**
Creatures

**Creatures** are a type of enemy in Darkest Dungeon II. While they may appear in any Region, they are most commonly encountered at Creature Dens and in The Sluice, which is also the only place where the **Swine** may be encountered.

Creatures tend to be resistant to  Blight.

## List of Creature Enemies

* **Black Phillip**
* Carrion Eater
* Carrion Devourer
* **Gander**
* Livestock
* Mongrel
* Rabid Gnasher
* Spitter
* Webber

### Swine

*Main article:* Swine (Darkest Dungeon II)
* Swine Brute
* Swine Skulker
* Swine Skiver
* **Wilbur**

## Related Quirks

Combat Start
Creature: 1  (50%)