
Medicinal herbs in eerie coral removes negative quirks, even permanent ones. When you get back to the hamlet, sell your useless trinkets.ĮDIT: Cove runs are great. Leave empty trinket slots on your characters so you can slap in useless trinkets you pick up to save room in your inventory. Use consumables from containers before closing the menu so you get some use (like healing up when you get a huge cache of food).

You do not need consumables for every single curio because you will be throwing away a lot of poo poo if you do this. Gems stack up to 4, I think? So a full stack of 250 price gems is worse than a full stack of gold. As you near the end of a run, start replacing the consumables you do have with gold and gems that you pick up. Do not use those torches at all unless you absolutely must/want to finish the mission but can't because your guys are too injured/stressed and you need to scout. Only bring consumables that you know will be used in that specific dungeon or just bring 2 of everything, unless you are doing a cleanse run in the Cove (4 medicinal herbs should be fine). Short runs should never have more than 8 food (BRING MORE FOOD IF YOU HAVE QUIRKS THAT MAKE YOU EAT MORE, but never more than 2 hunger events worth), and never more than 4 torches. They can destress naturally if they sit around in town and you have enough teams to send out. Stop sending all your guys to the church/tavern. If you're going to the ruins take 1 extra torch for the -light some of the enemies spam, for the weald take an extra shovel for walls.įor a full curio list, this is the one I find best/easiest: They're useful as curio interactions, but you could easily be spending an extra 1k on those that you don't need to.Ĭurio items: take based on the place, in a short dungeon try to not stock more than 1 of each, just because you aren't likely to see that many curios.Ĭove - shovel, medicinal herb (take 2 of one of them for curios) You don't need to use bandages and antivenoms as dot cures at this point. expect 1, but sometimes it RNGs you)Ħ torches is about right, less if you're using a bunch of +torch abilities. Diseases are almost all cure immediately, but those are also like 500gp to get rid of.Ĩ food (lets you survive 2 hunger events.


#DARKEST DUNGEON CURIOS SHEET HOW TO#
Note that deeds are probably going to be your bottleneck, so learning how to do the weald fights is pretty important.ĭon't bother fixing negative quirks outside of kleptomania (others are bad but not bad enough to lose a mission).
#DARKEST DUNGEON CURIOS SHEET UPGRADE#
Keep your cost reduction on skills/equips at least equal with how far you can upgrade them, which should be pretty easy. You should grab level 1 weapon/skill upgrades, after that more is good but you don't *need* to be upgraded more until you start doing level 3 dungeons. Fire 4 people who you have invested the least amount into if possible.
