From personal experience I would suggest as a baseline a bit less food since you usually find some (at least for short ones), same with torches (6 for small), and a 1 of everything else.
Next, based on DarkestDungeon Wiki - Curio you can estimate what extras you need given where you go:
Ruins: + Holy Water, + Skeleton Key, + Shovel
Warrens: + Herbs, + ...
To the research!
I started a new game, mentaly broke a few adventurers and sent them to the unupgraded tavern and abbey. Later, after a coulple of rounds, I tested once upgraded slots. The results:
Bar/Meditation: Level 1: 45 stress, Level 2: 56 stress
Gambling/Prayer: Level 1: 55 stress, Level 2: 69 stress
Brothel/Penance: Level 1: 65 stress, Level 2: 81 ...
You do not get to choose which perks or quirks your heroes gain, and you don't get to choose not to reveal them. The lands around the Darkest Dungeon are cruel and unrelenting.
You can however, at some expense, have your heroes treated at the Sanitarium and to have a quirk removed through brutally efficient aversion therapy.
((Note: once a quirk becomes "...
I almost deleted this question, since I found the answer a minute later and feel like a dolt, but it is in the options menu. It's just that you actually have to be in a campaign to see those options. If you're on the main title screen, you don't see them.
It is always 5 units of stress healed, a pitiful amount compared to the abbey/tavern or even stress healing while camping. Sometimes though - I'm unsure if it's because of an affliction or affect gained from questing or if it's just they are stagnant for too long - they will actually start to gain stress instead. They will notify you with a little something ...
The icon indicates a character has a Disease. Most of them give the character 1 or more stat penalties (such as -5 SPD or +100% food consumed), but there a couple diseases which give you a stat bonus as well.
Your explorers can gain a disease from Monster Attacks, Traps, and as a random quirk at the end of a dungeon (non-wiki source]. When you gain a ...
This can happen when characters are sent to stress relief (Abbey, Tavern). Your character will return after an undetermined period of time. Anecdotal evidence, but my experience is that characters with higher stress tend to go on more journeys of self-discovery.
I still have my Dismas in this game (though I am contemplating firing him because as you can see he's in a bit of a state). He has never reacted in any way to my equipping the trinket on him. His damage went up, his health went down, and he's more vulnerable to stress damage.
At this point I remember six icons.
Wooden Door. This is where you entered the dungeon.
Faded (low-intensity) cavern-looking thing with brick walls. This means empty. In the OP's screenshot this was more obviously a brick dungeon room; in the current build the walls seem blank but the bricks are still visible at the bottom.
Faded goblet. Til I figured out ...
My understanding is that when a hero falls in combat any trinkets they had equipped become part of the loot pool for that fight, allowing you to reclaim them if you win that fight. However, if you retreat from that fight those trinkets will be lost forever.
By extension, if all your heroes fall, then everything equipped by that group will be lost.
I'm not ...
"Fresh Air in the Tunnels" is Town Event, which occurs only for one week. If you do any other quest, week will pass, along with event. So yes, if you want to make some use of this Town Event, you should do quest in Warrens.
There's no simple, straightforward answer. It depends on what you want out of a dungeon.
Obviously, you'll always need Food and Shovels. Torches are optional. I find that when playing with Torches and Food, bring lots of both if you want to benefit from Curios more. (You should snuff out your torch completely before looting any curio and before a battle ...
Both the Backtracker trait and the additional stress penalty refer to walking backwards within a hallway after having walked forward. I couldn't find an official source for this, but it's relatively easy to verify manually that walking backwards through an entire area causes more stress than exiting, reentering, and walking forwards in the opposite ...
I don't know for past builds of the game, but currently when you are near a trap a small icon resembling a web will appear near each character's energy bars, at the bottom of the screen: if you hover your mouse there, it will give you the chance to disarm the trap.
An then, apart from that, you'll find the same information in the character stat sheet, in ...
Short answer: the Apprentice version of the Swine Prince will always be available to kill as an Apprentice level mission (suitable for adventurers of resolve level 0-2). As long as there are Apprentice adventurers available (a suggested early upgrade is getting the Stagecoach to provide at least 4 newbies every week), you will be able to do that adventure ...
It is possible to determine if a support skill is multitarget or not by clicking on the skill in question and then mousing over the characters. If a skill is multitarget, it will connect the green bars with a cross like symbol (+). If a skill is single target it will not connect the bars.
Note that some skills do not just affect the selected character but ...
The green circles show which party members the character can target with their support skills.
In this case, they show that Battlefield Bandage can only hit the front three party members, allowing you to plan your positions accordingly.
A list of possible negative and positive consequences after using the Tavern is listed on the Darkest Dungeon Wiki. The Abbey has a similar list. The Sanitarium however does not seem to have additional effects apart from the upgrades.
My source here states that there are possible side effects most often negative but a chance to be positive. The Activities wiki's are found here:
Visit the Brothel
A full list of Quirks can be found here.
And the Hamlet wiki is found here.
The system was changed with the most recent DLC, so I'm just going to defer to the wiki:
Stall Penalties will not occur if the remaining enemy is a 'large' creature (takes up 2 spaces).
The first Stall Penalty will occur if either of these 2 conditions are met:
At the end of two full rounds after there is 2 or fewer enemies
I've played both of them, and I've noticed no significant differences.
The closest that I've seen is that the control scheme is slightly different (as it has to be, going from keyboard/mouse to joycons), but no functionality is actually removed or inaccessible.
90% of the time, the only time I want to backtrack is if there's a fight at the end or the middle of the corridor, and I want to go back and rest/use a log for the health or stress heal before getting in another combat. This almost always happens because I just fled a fight, or almost lost a fight halfway through, but occasionally it happens because of a bad ...
Unfortunately not. The only way to tell is in battle, or by researching outside the game. I recommend the wiki.
While looking up the full list, I noticed some rules that apply for most abilities. If the ability does any of the following and does not say it affects the party, it is single target. Otherwise it is multi-target.
For the medium tier bosses, It's certainly possible to take down the Necromancer and the Swine with level 3 or a 3/4 mix. I personally wouldn't fight the Hag until level 4.
Some of the preparation steps require a lot of money and weeks in town to fully complete, so you can go with them partially done. It's a risk/reward decision you need to balance.
Counting from the center (so, from the right with heroes, and left with monsters) heroes/monsters occupy the position they are in, starting from 1. Some large monsters may take 2 positions at once.
There may be empty positions. All empty positions are always in the back. If an empty position would be created in the middle of the line of enemies/monsters, ...