Dungeons in Darkest Dungeon

This guide covers just about everything you want to know about dungeons. It has information about what to expect from each dungeon, what curios you'll find (and how to cleanse them), and quick explanations of boss fights.

This guide contains spoilers, but you probably already knew that when you clicked on the guide. If you want to make Darkest Dungeon as challenging as possible, you probably shouldn't be reading this guide (or at least ignore the content about the bosses).

Note: Due to the length of this article, I strongly encourage you to take advantage of your browser's find feature (CTRL+F) to find the what you are looking for (especially curios, just CTRL+F and type the name of the curios that you are looking for).

General Dungeons

Prioritizing dungeons each week using the following guidelines:

  1. Can your team complete the mission? Are your heroes properly leveled and upgraded? Do you have enough money for provisions?
    • Level 0 heroes should complete short, apprentice missions (lvl 1)
    • Level 1 heroes should complete medium, apprentice missions (lvl 1)
    • Level 2 heroes should complete long, apprentice missions (lvl 1)
    • Level 3 heroes should complete short/medium, intermediate missions (lvl 3)
    • Level 4 heroes should complete long, intermediate missions (lvl 3)
    • Level 5 heroes (fully upgraded weapons, armor, and skills) can complete any champion missions (lvl 5)
  2. Which mission offers the most useful trinket right now?
    • Tier 1 trinkets are almost always useful (Legendary Bracer, Tough Ring, and Focus Ring)
    • Most very rare and rare class specific trinkets are worth picking up
    • Trinkets for light or dark runs (Sun/Moon Ring, Solar/Dark Cloak)
  3. Which mission offers the most useful heirlooms?
    • Deeds are the most useful heirloom until you've finished upgrading the the carriage and blacksmith.
    • Portraits are the second most useful heirloom until you've upgraded the guild.
    • Busts are useful for upgrading the sanitarium, but pretty much worthless after that.
    • Crests are needed to upgrade virtually everything, but have the highest stack and are quite common.

Provisions

The following table is a quick and dirty list of provisions to bring into a dungeon. Almost all of the numbers are excessive, but it's better to be over-prepared than under-prepared. The rewards of each dungeon will pay for the provisions used to complete the mission (and extra provisions will be sold upon completion), but you should expect to make money off of what you find in the dungeon and not based on the reward of the mission.

ItemRuinsWealdWarrensCove
ShortMediumLongShortMediumLongShortMediumLongShortMediumLong
Food 12 18 20 12 18 20 12 18 20 12 18 20
Torches 8 13 16 8 13 16 10 16 20 8 13 16
Shovels 2 3 4 3 5 6 2 3 4 3 5 6
Medicinal Herbs 1 2 2 1 2 2 3 4 5 2 3 4
Holy Water 2 3 4 1 2 2 1 2 3 0 1 1
Bandages 1 2 3 2 2 4 1 2 3 2 4 6
Antivenom 0 0 0 2 3 4 0 1 1 0 0 0
Skeleton Keys 1 2 2 1 2 2 2 3 3 1 2 3

Again, these numbers are just recommendations, feel free to adjust however you'd like (antivenom and shovels help deal with locked chests, so they are a little more multipurpose than skeleton keys).

Curios

The following table shows the curios that can be found in all dungeons:

CurioCleansing ItemResult w/ CleansingResult w/o Cleansing
Crate  X  X 75% Heirloom
25% Nothing
Discarded Pack  X  X 60% Gold/gems/supplies
20% Scouting
25% Nothing
Eldritch Altar Holy Water Purge Negative Quirk 25% Stress +50
33% Positive quirk
16.7% Negative quirk
25% Nothing
Hierloom Chest Skeleton Key
Antivenom
Heirloom (x3)
Heirloom (x3)
75% Gems/gold
12.5% Bleed
12.5% Blight
Sack X X 75% Gold/gems
25% Nothing
Sconce X X 100% Torch
Quests Specific Curios

The following curio only spawn during certain quests.

LocationCurioQuest Item
The Warrens Animalistic Shrine Pick-Axe
The Ruins Corrupted Altar Consecrated Essence
The Weald Chirurgeon's Satchel Medicine
The Warrens Foodstuff Crate Grain Sack
The Weald Infected Corpse Potent Salve
Darkest Dungeon (Quest 2) Iron Crown X
Darkest Dungeon (Quest 3) Locus Beacon X
The Cove  Protective Ward Pineal Gland
The Ruins Reliquary Holy Relic
The Cove Shipment Crate Ancestor's Relic
Unique Curios

Some curio only spawn in certain areas.

AreaCurioCleansing ItemResult w/ CleansingResult w/o Cleansing
Darkest Dungeon Ancestor's Knapsack X X 100% gold/gems, Ancestral trinket
Secret Room Ancient Artifact Skeleton Key Special trinket/Puzzling Trapezohedron x3 100% Gold/gems (x2.5)
Old Road (NG+)  Transcendent Terror X X 100% Stress +100

Special Bosses

The Collector

The Collector has a random chance of spawning when your inventory is more than 60% full. He drops always Puzzling Trapezohedron (worth 2,500 gold) and has a small chance to drop a very rare trinket (Barristan's Head, Dismas' Head, and/or Julia's Head; all of them are pretty good); these trinkets can also be found in secret rooms so fighting The Collector isn't necessary.

Strategy: Assuming you've followed the dungeon guidelines above, a decently prepared team shouldn't have too much of an issue with The Collector. Ignore the Collected Vestal (you should be able to outdamage her heals), make it a priority to kill Collected Highwayman (almost all of the damage comes from this spawn) and try to keep The Collector in the third position. Stun the Collected Man-at-Arms to remove the guard buff if he's guarding The Collector.

The Shambler

The Shambler is harder than most bosses you'll encounter. Thankfully, the only way to fight him is to use a torch at The Shambler's Alter (a curio that randomly spawns in any dungeon). Most people decide to fight The Shambler for a chance to get ancestral trinkets (Ancestor's Map, Ancestor's Bottle, Ancestor's Candle, Ancestor's Tentacle Idol, Ancestor's Scroll).

Warning: When/if you decide to spawn The Shambler, he'll teleport you to a hidden area and the light level is reduced to zero and cannot be increased. It is highly recommended that you are not wearing any trinkets that require a light level above 75 to be effective. There is also a guarenteed chance that your party will be suprised at the beginning of the fight, so expect your party's positions to shuffle.

Strategy: Make sure your party has high bleed/blight resistances. The Shambler is slow, so your team will almost always act before him but he summons tenacles that are much faster than he is and they will often shuffle your party's order. AoE attacks from your front line heroes (either an abomination with Rake or crusader with Zealous Accusations) can one shot the summoned tenacles. Mark The Shambler and proceed to kill him with an arbalest or bounty hunter.

Ruins

The Ruins is the first dungeon once you've reached Hamlet in the Darkest Dungeon story. This area has a lot of unholy monsters, so crusaders excell here. Stress damage can be a concern here, so ignore books in the dungeon.

Monster Type
Unholy (common), human (uncommon)
Bring
Blight skills, crusaders, extra holy water, extra keys
Don't bring
Bleed skills

Provisions

Here's a quick recommendation of what to bring with you in the Ruins based on mission length:

ItemMission Length
ShortMediumLong
Food 12 18 20
Torches 8 13 16
Shovels 2 3 4
Medicinal Herbs  1 2 2
Holy Water 2 3 4
Bandages 1 2 3
Antivenom 0 0 0
Keys 1 2 2

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Alchemy Table Torch
Medicinal Herbs
Increase light to 100
Gold/gems (x2)
50% Blight
25% Gold/gems
25% Nothing
Altar of Light Holy Water Buff DMG 30% until camp Buff DMG 20% until camp
Bookshelf X X 25% Scouting
25% Stress +50
16.7% Positive quirk
8.3% Negative quirk
25% Nothing
Confession Booth Holy Water Stress heal +30 50% Stress + 20
25% Gold/trinket
25% Purge negative quirk
Decorative Urn Holy Water
Shovel
Gems/trinket (x2)
Negative quirk - Guilty Conscience
44.4% Gems/trinkets (x1.5)
22.2% Blight
7.4% Disease - Creeping Cough
3.7% Random disease
22% Nothing
Holy Fountain Holy Water Stress heal 20, cure status effects, heal 12 HP 50% Stress heal 10, cure status effects, heal 5
50% Gold/gems
Iron Maiden Medicinal Herbs Any loot (x2) 40% Any loot (x2)
20% Negative quirk - Claustrophobia
13.3% Disease - Tetanus
6.7% Random disease
20% Nothing
Locked Display Cabinet Skeleton Key
Shovel
Gold/gems/heirlooms (x2.5)
Gold/gems/heirlooms (x2)
50% Bleed
50% Blight
Locked Sarcophagus Skeleton Key
Shovel
Gold/gems/heirlooms (x1.5)
Gold/gems/heirlooms
50% Bleed
50% Blight
Sarcophagus X X 60% Gold/heirlooms
20% Negative quirk - Thanatophobia
20% Nothing
Stack of Books Torch Stress +100 26.7% Stress +25
26.7% Random positive quirk
13.3% Random negative quirk
13.3% Decrease light by 25
20% Nothing
Suit of Armor X X 75% Buff PROT/DODGE +10 until camp
12.5% Positive quirk - Ruins Adventurer
12.5% Positive quirk - Ruins Tactician

Bosses

Boss information coming soon.

Weald

The Weald is the second dungeon unlocked in the story line and a combination of human and eldritch monsters.

Monster Type
Human (common), eldritch (common)
Bring
Bleed skills, extra provisions (all of them), plague doctors (for DOT removal)
Don't bring
Blight skills

Provisions

Here's a quick recommendation of what to bring with you in the Weald based on mission length:

ItemMission Length
ShortMediumLong
Food 12 18 20
Torches 8 13 16
Shovels 3 5 6
Medicinal Herbs  1 2 2
Holy Water 1 2 2
Bandages 2 2 4
Antivenom 2 3 4
Keys 1 2 2

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Ancient Coffin X X 50% Gold/heirloom (x2)
8.3% Positive quirk - Weald Adventurer
8.3% Positive quirk - Weald Explorer
33% Nothing
Beast Carcass Medicinal Herbs Food (x2) 42.9% Food
28.6% Disease - Rabies
14.3% Negative quirk - Zoophobia
14.3% Nothing
Eerie Spiderweb Bandage Gold/gems/trinkets (x1.5) 40% Gold/gems/trinket
10% Negative quirk - Slow reflexes
10% Negative quirk - Slowdraw
40% Nothing
Left Luggage Skeleton Key
Antivenom
Any loot (x3)
Any loot (x3)
50% Any loot
50% Blight
Mummified Remains Bandage Gold/trinkets (x2) 50% Any loot
50% Blight
Old Tree Antivenom Any loot (x3) 50% Any loot (x2)
25% Blight
25% Nothing
Pristine Fountain Holy Water Stress heal 30 100% Stress heal 20
Shallow Grave Shovel Gems/heirlooms (x3) 50% Blight
50% Random disease
Traveler's Tent X X 37.5% Gold/supplies/hierlooms (x2)
37.5% Scouting
12.5% Stress +25
12.5% Nothing
Troubling Effigy Holy Water Random positive quirk 18.7% Random positive quirk
18.7% Random negative quirk
18.7% Bleed
9.4% Blight
9.4% Stress +15
25% Nothing

Bosses

Boss information coming soon.

Warrens

The Warrens is the third dungeon you unlock that's full of beast type monsters (that also happent o be human too?). Outside of being able to remove blight and bleed, plague doctors are not very good for this area due to high blight resistances.

Monster Type
Beast (common), human (common), eldritch (rareish)
Bring
Bleed skills, extra medicinal herbs, extra bandages, bounty hunters, houndmasters
Don't bring
Blight skills, as much food (food is easy to find), plague doctors

Provisions

Here's a quick recommendation of what to bring with you in the Warrens based on mission length:

ItemMission Length
ShortMediumLong
Food 12 18 20
Torches 10 16 20
Shovels 2 3 4
Medicinal Herbs  3 4 5
Holy Water 1 2 3
Bandages 1 2 3
Antivenom 0 1 1
Keys 2 3 3

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Bone Altar X X 100% Buff +15% DMG, +10 ACC, +5% CRT, Cure Status Effects
Dinner Cart Medicinal Herbs Gold/food/trinket (x2) 25% Gold/food/trinket
25% Blight
25% Random disease
25% Nothing
Makeshift Dining Table Medicinal Herbs Gold/food/supplies (x2) 25% Gold/food/supplies
25% Blight
25% Random disease
25% Nothing
Moonshine Barrel Medicinal Herbs Buff +30% DMG until camp 33.3% Gold/food/supplies
33.3% Blight
11.1% Negative quirk - Alcoholism
22.2% Nothing
Occult Scrawlings Holy Water Debuff -20% DODGE 33.3% Random positive quirk
25% Stress +25
17.6% Random negative quirk
25% Nothing
Pile of Bones Holy Water Any loot (x2) 25% Any loot (x2)
25% Random disease
25% Negative quirk - Bloodthirsty
25% Nothing
Pile of Scrolls Torch Purge negative quirk 33.3% Scouting
16.7% Stress +15
11.1% Random positive quirk
5.6% Negative quirk
33.3% Nothing
Rack of Blades Bandage Gold/gems/food (x1.5) 40% Gold/gems/food
40% Bleed
20% Nothing
Sacrificial Stone X X 50% Stress +50
25% Purge negative quirk
12.5% Positive quirk - Warrens Explorer
12.5% Positive quirk - Warrens Scrounger
Stack of Books Torch Stress +100 26.7% Stress +25
26.7% Random positive quirk
13.3% Random negative quirk
13.3% Decrease light level 25
20% Nothing

Bosses

Boss information coming soon.

Cove

The Cove is the fourth dungeon that you unlock and offers crests as an award. Bring an occulist since the majority of the enemies in this area are eldritch. Thralls are unique to this area and explode at low health dealing significant damage to the entire party. Damage is significantly higher in this dungeon and getting surprised can result in a party member's death.

Monster Type
Eldritch (common), human (uncommon), unholy (rareish)
Bring
Blight skills, extra bandages, extra shovels, extra medicinal herbs, occultist
Don't bring
Bleed skills

Provisions

Here's a quick recommendation of what to bring with you in the Cove based on mission length:

ItemMission Length
ShortMediumLong
Food 12 18 20
Torches 8 13 16
Shovels 3 4 5
Medicinal Herbs  2 3 4
Holy Water 0 1 1
Bandages 2 4 6
Antivenom 0 0 0
Keys 1 2  2

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Barnacle Crusted Chest Shovel Any loot (x3) 50% Gold/gems/hierlooms/supplies (x2)
25% Bleed
25% Nothing
Bas-Relief Shovel Stress +100 67% Positive quirk
25% Negative quirk
8.3% Disease
Brackish Tide Pool Antivenom Stress heal +5 OR Heal 5 HP and Cure statuses 75% buff 33% resist blight, bleed, disease, and debuff until camp
25% Random disease
Eerie Coral Medicinal Herbs Remove negative quirk 50% Stress heal 10
25% Stress +25
25% Nothing
Fish Idol Holy Water 50% Buff +18% DMG until camp
50% Buff +10% DMG, +5 ACC until camp
50% Debuff -25% DMG, -10 ACC until camp
50% Debuff -12 DODGE until Camp, Marked for 3 rounds
Fish Carcass Medicinal Herbs Any loot (x3) 16.7% Gold/Gems/Supplies
16.7% Disease - The Red Plague
11.1% Blight
5.5% Bleed
50% Nothing
Giant Oyster Shovel
Dog Treats
Gold/trinkets (x3)
Buff +25 DODGE until camp
40% Gold/Trinkets (x2)
40% Bleed
20% Nothing
Ship's Figurehead X X 66.7% Buff +20% DMG, +4 SPD until camp
33.3% Stress heal

Bosses

Boss information coming soon.

External Links

Change Log

  • 03/11/2016 - Removed quest rewards from each dungeon as the antiquarian patch randomized the rewards.
Corey Docken

Corey Docken

Corey has been playing video games all of his life. He learned how to use grid references playing The Legend of Zelda on NES and spent way too much running in front of a TV as a child. He loves the Final Fantasy, Elder Scrolls, Fallout, Dark Souls, and Civilization series and is stil trying to get over the loss of Fable.

Published on Friday, March 11th, 2016 at 4:47 PM.
Last updated on Friday, March 11th, 2016 at 5:36 PM.