Skills are the available special abilities in Darkest Dungeon 2. These skills can be picked and chosen to create different Builds and Combat strategies. Skills can be picked when unlocked to create a combat style that is most suitable to each player's playstyle. Skills in Darkest Dungeon 2 are used in two ways, either to attack Enemies or to buff yourself or your allies with various effects. This page covers a list of all the available skills that are featured in Darkest Dungeon 2.
How do I Upgrade my Skills?
In order to upgrade your skills, you must acquire Mastery Points by defeating the enemies that are encountered. Each hero starts off with their basic set of skills but as you progress, these are unlocked at the Shrine of Reflection, which also provides backstory of the hero.
It is important to note that Mastery Points upgrade your skills but it’s shared across all characters, which makes progression slow. You can randomly earn them by completing Road Battles and Routes or main quests. Lastly, you’re able to change the skills you use in combat even when you’re on the road.
Upon reaching The Inn, there are five sections to consider particularly, the Travelogue, Provisioner, Mastery Trainer, Wainwright, and Route. Mastery Trainer and Wainwright are the two sections of the inn that you will need to check if you are looking to enhance your skills and stagecoach, respectively.
Darkest Dungeon 2 Gameplay Preview
All Hero Skills in Darkest Dungeon 2
Quick Search of All Darkest Dungeon 2 Skills
Skill Name |
Hero |
Base Skill Effect |
Mastery Skill Effect |
---|---|---|---|
|
Grave Robber | DMG: 4-7, CRIT: 10.0% Ignores |
|
|
Grave Robber | DMG: 3-5, CRIT: 15.0% Ignores |
|
|
Grave Robber | DMG 2-3, CRIT: 5.0% | |
|
Grave Robber | DMG: 2-4, CRIT: 5.0% Target: 2 |
|
|
Grave Robber | Self: HP < 25%: Heal 33% Self: x3, |
|
|
Grave Robber | Target: Clear Corpse Gain on Hit: Heal 33%, |
|
|
Grave Robber | DMG: 3-5, CRIT: 5.0% Ignores 20% RES |
|
|
Grave Robber | DMG: 4-8, CRIT: 20.0% Self: Move Forward 2 Ranks |
|
|
Grave Robber | DMG: 4-7, CRIT: 10.0% Self: Move Back 3 Ranks, |
|
|
Grave Robber | Requires Self: x3, x2, Removes |
|
|
Grave Robber | Self: Move Back 2 Ranks, | |
|
Plague Doctor | DMG: 2-3, CRIT: 5.0% Target: 4 |
|
|
Plague Doctor | Skill Cooldown: 1Turn Target: |
|
|
Plague Doctor | DMG: 3-6, CRIT: 10.0% Target: 3 |
|
|
Plague Doctor | Skill Number of Uses: 3 Target: HP < 50%: Heal 20% |
|
|
Plague Doctor | Skill Cooldown: 3 Turns Target: 10% RES |
|
|
Plague Doctor | DMG: 1-2, CRIT: 5.0% Target: 3 |
|
|
Plague Doctor | Skill Cooldown: 1 Turn Target: |
|
|
Plague Doctor | Target: Shuffle , 25% chance to inflict |
|
|
Plague Doctor | Requires Target HP <50% 10% Healed per Positive Token |
|
|
Plague Doctor | DMG: Target Variable Target: Delas 75% of remaining on Target as DMG |
|
|
Plague Doctor | Skill Cooldown: 1 Turn Target: 2 |
|
|
Highwayman | DMG: 4-8, CRIT: 15.0% Ignores 20% RES |
|
|
Highwayman | DMG: 3-6, CRIT 10.0% | |
|
Highwayman | DMG: 3-5, CRIT: 5.0% Self: Forward 1, x2 |
|
|
Highwayman | Requires Target has Target: Remove |
|
|
Highwayman | Self: Remove |
|
|
Highwayman | DMG: 6-12, CRIT: 10.0% Self: Move back 1 |
|
|
Highwayman | DMG: 3-5, CRIT 5.0% Target: 2 Turns |
|
|
Highwayman | Requires Target to have a Positive Token. Target: Destroys Positive Tokens |
|
|
Highwayman | DMG: 2-4, CRIT: 5.0% | |
|
Highwayman | DMG: 4-8, CRIT: 5.0% Deals 30% DMG when Target HP is < 30% |
|
|
Highwayman | DMG: 2-4, CRIT: 5.0% Self: |
|
|
Man at Arms | DMG: 4-8, CRIT: 5.0% | |
|
Man at Arms | DMG: 3-6, CIRT: 5.0% Self: Move Forward 1 |
|
|
Man at Arms | Self: x2 Target: x2 |
|
|
Man at Arms | Self: Applies Team Target: Removes Self + Team Target: If Stress 5+, Remove 1 Stress |
|
|
Man at Arms | DMG: 3-6, CRIT: 10.0% Self: Move Forward 3, , |
|
|
Man at Arms | Skill Cooldown: 1 Turn Target: Remove , -3 SPD |
|
|
Man at Arms | Self: x2, x2 | |
|
Man at Arms | Skill Cooldown: 1 Turn Team Target: +, Removes |
|
|
Man at Arms | Skill Cooldown: 2 Turns Self: x2 |
|
|
Man at Arms | DMG: 3-6, CRIT: 10% Inflict 100% DMG if hero has or |
|
|
Man at Arms | DMG: 3-6, CRIT: 5.0% Self: Move Back 1 |
|
|
Runaway | DMG: 3-6, CRIT: 5.0 Target: 2 |
|
|
Runaway | DMG: 2-4, CRIT: 5.0% Target: 3 |
|
|
Runaway | Cooldown: 1Turn Target: x2 |
|
|
Runaway | Cooldown: 1 Turn Self: Move 1 Rank Back, Applies |
|
|
Runaway | Cooldown: 1 Turn. Target: Removes |
|
|
Runaway | DMG: 3-6, CRIT: 5.0% Self: Move 1 Rank Forward |
|
|
Runaway | Requires Target to have Skill Number of Uses: 3 |
|
|
Runaway | Skill Cooldown: 3 Turns Ignores Target: Applies |
|
|
Runaway | DMG: 1-2, CRIT: 5.0% Self: Move Back 1 Rank Target: 2 |
|
|
Runaway | Skill Cooldown: 2 Turns Skill Number of Uses: 2 |
|
|
Runaway | DMG: Variable, Requires Monster in Front and has Skill Cooldown: 1 Turn, Ignores |
|
|
Hellion | DMG: 4-7, CRIT: 5.0% |
|
|
Hellion | DMG: 4-7, CRIT 5.0% | |
|
Hellion | Cooldown: 1 Turn Self: Target: Remove |
|
|
Hellion | DMG: 2-4, CRIT: 5.0% Target: 2 |
|
|
Hellion | DMG: 2-4, CRIT: 5.0% Self: Move Forward 1, , x2 |
|
|
Hellion | Self: Heal 20%, Remove Gain On Attack: Heal 20% |
|
|
Hellion | DMG: 4-8, CRIT 5.0% Self: Target: 4 |
|
|
Hellion | Remove all Gain: Attacks deal +20% DMG when Target is inflicted with |
|
|
Hellion | DMG 1-2, Skill Cooldown: 1 Turn Self, Move Forward 1, Applies |
|
|
Hellion | Skill Cooldown: 1 Turn Self: HP < 33% Heal 20%, Reduce Stress level by -2, Applies , Removes Allies: 50% chance to reduce Stress level by -1 |
|
|
Hellion | DMG: 8-14, CRIT: 10.0%, Cooldown: 1 Round, Ignores Self: Applies |
|
|
Jester | DMG: 3-6, CRIT: 10.0% Self: Move Forward 1 Rank, |
|
|
Jester | DMG: 3-6, CRIT: 10.0% Self: Move Back 1 Rank Target: Applies |
|
|
Jester | DMG: 3-6, CRIT: 5.0% Target: 3 |
|
|
Jester | Target: Moves Forward 1 Rank, Applies | |
|
Jester | Requires Target Stress > 50%. Target: Stress Level -3 |
|
|
Jester | Target: Move Back 1 Rank, Applies | |
|
Jester | DMG: 2-4, CRIT: 5.0% Target: 2 |
|
|
Jester | DMG: 6-12, CRIT: 10.0% Skill Cooldown: 2 Turns +100% DMG when Target is inflicted with Self: Move Back 3 Ranks, Becomes |
|
|
Jester | Skill Cooldown: 1 Turn Self: Move Forward 3 Ranks, Acquires x2, |
|
|
Jester | Skill Cooldown: 3 Turns Self: Becomes Target: Acquire an extra action for the round. |
|
|
Jester | Skill Cooldown: 1 Turn Target: Pull Forward 1 Rank Start of the Turn: Pull Forward 1 Rank |
|
|
Leper | DMG: 6-12, CRIT: 5.0% Self: 75% chance of |
|
|
Leper | DMG: 2-4, CRIT: 5.0% Target: Knockback 3 Ranks Down Target Team: Clears Enemy Corpses |
|
|
Leper | Skill Cooldown: 3 Turns Skill Number of Uses: 2 Self: x2 x2, +15% RES Turn Start: Gain |
|
|
Leper | Skill Number of Uses: 2 Self: HP < 33%, Heal 33% Reduces Stress Level -2 |
|
|
Leper | Skill Cooldown: 1 Turn Reduces Stress Level -1 Removes |
|
|
Leper | DMG: 3-7, CRIT: 5.0% Self: 75% chance of |
|
|
Leper | Skill Cooldown: 3 Turns Skill Number of Uses: 2 Self: x2 Turn Start: |
|
|
Leper | DMG: 1-2, CRIT: 5.0% Self: x2 Target: x2 |
|
|
Leper | Skill Coodlown: 3 Turns Skill Number of Uses: 2 Self: When Damaged, gain +20% Damage. |
|
|
Leper | DMG: 4-7, CRIT: 5.0%. Ignores Self: 75% chance of Target: Removes |
|
|
Leper | DMG: 2-4, CRIT: 5.0% Self: Target: |
|
|
Occultist | DMG: 3-6, CRIT: 15.0% when target hit has |
|
|
Occultist | DMG: 3-6, CRIT: 5.0 | |
|
Occultist | Skill Cooldown: 1 Turn Target: Applies x2 |
|
|
Occultist | Skill Number of Uses: 3 Requires Target HP: < 33% Target: Heal 0-33%, 50% chance to apply 3 |
|
|
Occultist | DMG: 2-5, CRIT: 5.0 Target: Pull an enemy 2 ranks forward if has Target Team: Clear Corpse |
|
|
Occultist | Skill Cooldown: 1 Turn Ignores Target: Applies Removes |
|
|
Occultist | DMG: 3-6, CRIT: 10.0 Self: Move Forward 1 Rank 50% Chance to acquire |
|
|
Occultist | DMG: 1-2, CRIT: 5.0 Skill Requires Self to be >=2 Target: Gain DoT Effects 1 1, or 1 when hit. |
|
|
Occultist | DMG: 1-2, CRIT: 5.0% Skill Requires Self to be >=2 Target: Applies 3. |
|
|
Occultist | DMG: 8-16, CRIT: 10.0% Skill Requires Self to be >=2. Skill ignores Target: Applies |
|
|
Occultist | Skill Coodlown: 3 Turns Requires Self HP >15% Self: Deals 15% HP dmg and gives and random side effect Buff: get at the start of the turn (3 turns) |
Hero Skills Guide in Darkest Dungeon 2
Unlocking hero skills work differently now in Darkest Dungeon 2, upon starting the game, you will gain access to four starting heroes such as the Grave Robber, Plague Doctor, Man at Arms, and the Highwayman. Each hero, by default, has access to five skills and there are more skills that can be unlocked along the way. These skills can be unlocked via a Shrine of Reflection when you are "on the road" traveling, and by choosing to reflect on the hero's past, the selected hero can unlock and learn more Skills. It is important to take note that once you learn a new skill after stopping by a shrine, this skill is permanently unlocked even after you restart or abandon your current run.
Grave Robber Default Skills:
- Pick to the Face: A melee skill that has a decent amount of damage. The Grave Robber swings it pick axe against enemies that are up-front. If an enemy is buffed with a Block token where it only receives -50% DMG, it ignores this effect and still applies the normal damage output. Upon mastering the skill, the DMG value increases to 4-10, CRIT Chance to 15%, and empowers the skill by adding a +50% chance for CRIT if the targeted enemy unit has the Combo Token. An enemy that is inflicted with the Combo token triggers extra effects for the Skills of a hero that requires it.
- Thrown Dagger: A ranged skill where the Grave Robber throws a single large dagger. This is effective if you are wanting to snipe enemies that are ranked at the back or by finishing off enemies that have low health or at Death's Door. Normally, this skill ignores enemies that have the Guarded token, and if you have the Stealth token, it also ignores enemies that have the Dodge token.
- Flashing Daggers: Another ranged, sniping skill where the Grave Robber throws multiple small daggers that attacks two enemies at the same time that are in ranks 2-3, as long as the Grave Robber is positioned at the lower ranks, 2-4. This ranged skill is best used to finish off multiple enemies at the same time or to just help inflict damage against two enemies.
- Poison Dart: A ranged skill that deals damage and Poison, This skill is your go-to skill and a must-have equipped at all times. Applying DoT effects against enemies is an important tactic in winning enemy encounters, that is unless the enemy you are fighting against has high resistance against poison. If the attack successfully lands, the skill deals damage and applies Posion. The Blight Token damages the enemy's HP per turn for 2 ticks.
- Absinthe: This is a support skill where the Grave Robber drinks an anise-flavoured spirit that recovers HP and applies the Dodge token, where there is a 50% chance for her to dodge the next attack, as well as the Speed token that makes her act fast in the next round.
Grave Robber Unlockable Skills:
- Dead of Night: A skill that clears out enemy corpses. This skill can be used at any position you are at, as well as targeting any corpse of the enemy. Upon clearing a corpse, it recovers 33% of HP and applies the Stealth token, where enemies cannot target you. A very useful skill to hide in the shadows as you plan your next move.
- Glint in the Dark: Glint in the Dark is a melee attack that ignores enemies that have 20% resistance to a Deathblow. It also ignores enemies that are in Stealth and it also removes the effect. Since you know how to hide behind the shadows, you definitely know how to force enemies to reveal themselves.
- Lunge: Another melee attack where the Grave Robber lunges forward, as well as moving two ranks up. This skill can only be used if you are positioned at the back ranks, 3 and 4, and she can only attack enemies that are mostly in front, from enemy ranks 1-3. This attack ignores enemies that have the Dodge token, as long as the Grave Robber is buffed with the Stealth token.
- Pirouette: A melee attack that is useful if you either start each match where you are positioned in the front ranks 1-2. It's more effective as an aggressive move if you want to attack two enemies that are also in the front ranks or you can use it as a move to reposition yourself at the back ranks where you can use your ranged, sniping skills. It has a good amount of damage and CRIT chance but it has a cooldown of 2 turns and inflicts the Dazed negative status effect to her which skips your turn once. Apart from moving 3 ranks at the back, it also applies the Dodge token where there is a 50% chance for her to dodge the next attack.
- Repartee: Repartee is another utility skill that she can use at any position rank she is at. This requires her to have the Stealth token as well if you want to use this skill. By triggering this skill, the Grave Robber acquires the Dodge token, Taunts enemies for 2 instances and removes the Stealth token. A useful skill to help other heroes that have low HP. Although you are taunting enemies, there's a 50% chance that you can avoid enemy attacks, allowing you to help recover HP or save your teammates from dying.
- Shadow Fade: This is another support-movement skill where she moves two ranks at the back and enters Stealth. One of her best skills to hide behind the shadows, allowing yourself to plan your next move or to avoid devastating attacks from an enemy.
Plague Doctor Default Skills:
- Noxious Blast: Noxious Blast is the basic ranged attack of the Plague Doctor. This causes a small amount of damage and applies a poison DoT effect, Blight, against a single target. The Plague Doctor must be positioned at the back ranks from 2-4 in order to attack enemies in the front ranks 1 and 2.
- Blinding Gas: Another ranged attack that only works if the Plague Doctor is on the back ranks 3-4 of the team. This is a very useful skill and starting tactic to Blind two enemies at the same time who are at the back ranks of 3-4. Enemies that have low resistance against the Blind effect can benefit you in combat since enemy attacks are most likely to miss, lowering the chances of increasing the stress level of the team. It has a skill cooldown of 1 Turn before it reactivates.
- Incision: A melee attack where the Plague Doctor uses its knife to slash opponents that are in the front ranks. The Incision skill requires the Plague Doctor to be positioned on the front ranks 1-3 of the team in order to utilize it. If you are wanting the Plague Doctor to be a melee-ranged hybrid, equipping her with Trinkets and effects that boost CRIT chance will turn her into a combatant to be reckoned with.
- Battlefield Medicine: Battlefield Medicine is a must-have support skill in the Plague Doctor's arsenal. Keep in mind that this skill requires the Plague Doctor to be at the back ranks 3-4 of the team and can only be used if a hero is inflicted with Bleed, Blight, or Burn DoT effects or if their HP is < 50%. If a hero has < 50% HP and has one of the DoT effects mentioned, it recovers HP and cures the effect. As useful as it may sound, this skill can only be used up to three times per battle encounter.
- Ounce of Prevention: Ounce of Prevention is another support-skill that you must consider to have equipped, it increases the RES of the whole team against disease and DoT effects such as Bleed, Blight, and Burn, as well as lowering the stress level of the team by 1 if the skil has been mastered. Upon using the skill, it has a cooldown of 3 turns before it can be used again.
Plague Doctor Unlockable Skills:
- Plague Grenade: Plague Grenade is an enhanced version of Noxious Blast. It causes damage and applies a poison DoT effect, Blight, towards two targeted enemies who are at the back ranks of 3-4. Although it has a small amount of damage, inflicting poison at two targets saves time of trying to inflict blight against multiple enemies.
- Emboldening Vapours: An aggressive support skill that increases an individual/targeted hero's Strength. Increasing the strength results in a higher value of damage inflicted against enemies. Using this skill has a cooldown of 1 turn before it becomes available to be used again.
- Disorienting Blast: Another offensive yet support skill where the Plague Doctor throws a grenade that causes the Shuffle effect towards a single enemy target that are in the back ranks 2-4. The Shuffle effect is a rare effect that causes the target to move 1 rank either forward or backward randomly for a set amount of turns. Apart from the Shuffle effect, it also applies the Dazed effect that causes the next turn of the enemy to be delayed to the end of the Round, and also lowers the attack. A useful skill to confuse enemies, especially those who seem to be strong.
- Indiscriminate Science: A unique version of the Battlefield Medicine skill. The hero must have < 50% HP and depending on the number of Positive Tokens (Buffs) that the hero currently has, it applies 10% of HP recovery. So if a hero has 3 Positive Tokens, it heals 30% HP. As strong as the healing value looks, these Positive tokens are sacrificed or removed in exchange for recovering HP. This skill has a cooldown of 1 Turn before it can be used again.
- Cause of Death: Cause of Death works similar to Indiscriminate Science, but it is used to deal damage against a singular enemy that is in front ranks 1-3. This skill requires the Plague Doctor to be positioned in front ranks 1-3 of the team. If an enemy is afflicted with DoT effects such as Bleed, Blight, and Burn, it uses and removes the effect and in exchange, deals 75% DMG. This skill ignores enemies that have the Guard token and has a cooldown of 2 turns.
- Magnesium Rain: A large AoE attack that applies the Burn DoT effect against enemies and clears any corpses of defeated enemies. This covers all rank positions of the enemy team and has a cooldown of 1 Turn.
Highwayman Default Skills:
- Wicked Slice: A melee attack skill where the Highwayman uses his shortsword to slice enemies in the front rank. This skill requires the Highwayman to be positioned in the front ranks 1-3 of the team. Best used to finish off enemies that are at Death's Door, especially an enemy unit that has high Death RES.
- Pistol Shot: A ranged attack skill that deals a decent amount of damage and even more if a CRIT chance is triggered. The Pistol Shot skill is more utilized if the Highwayman is positioned at the back ranks 2-4 of the team and is mainly used to attack the enemy back ranks. A useful skill to quickly finish off weak or dying enemies that are positioned at the back.
- Duelist's Advance: Duelist's Advance is another melee attack that causes the Highwayman to deal damage against a single enemy that is positioned in the front ranks of 1-3, it also changes the rank position of the Highwayman by moving 1 rank up forward, and applies the Riposte token which triggers the hero to counterattack if an enemy hits him. The effects of riposte only takes effect after an enemy attacks the Highwayman twice.
- Tracking Shot: The Tracking Shot skill is useful at disabling enemies that are buffed with the Dodge token. In order for this skill to be used, an single enemy that is positioned at the back ranks 3-4 of the enemy team must have the Dodge token active. Upon using it against the enemy, it removes the Dodge token, allowing your team to attack the enemy if needed.
- Take Aim: This is a support-type skill that can only be applied to the Highwayman himself. There is no conditions required to use this skill, but it is more helpful if enemies apply the Blind effect on you. If you are blinded, this skill removes the negative status effect and increases the CRIT chance and applies the Dodge token, allowing you to have a 50% chance to dodge an enemy's attack.
Highwayman Unlockable Skills:
- Point Blank Shot: This is an offensive skill that is usually used in a certain situation. In some cases in combat, the Highwayman might end up being at the front rank of the team, although he is a versatile hero, it doesn't mean he is recommended to be at the front. If you find yourself at the said position, you can use Point Blank Shot that damages the enemy in front, pushes you back 1 rank to the back, as well as causes a knockback effect towards the enemy which also pushes them back 1 rank.
- Grapeshot Blast: Think of Graeshot Blast as an enhanced version of Pistol Shot. It targets two enemies that are positioned at the front rank of the enemy team and damages them both.
- Open Vein: Open Vein is another melee attack that is considered to be similar to Wicked Slice, but it also applies the Bleed DoT effect that is applied to the enemy. It reduces the affected enemy's health by 2 ticks for each turn. This skill has a cooldown of 2 Turns before it can be used again.
- Double Tap: Considered to be a deadly attack that can either inflict large damage or to simply finish off an enemy. This attack ignores 10% of RES to death and can inflict up to 30% damage as long as the target's HP is < 30%. This skill requires the Highwayman to be positioned in Ranks 2 or 3 and can only target enemies that are in the mid ranks.
- Highway Robbery: A strong counterattack that can destroy or remove all active Positive Tokens of an enemy. It has a cooldown of 1 turn and can also ignore Dodge tokens.
- Double Cross: Double Cross is another melee attack that deals damage, applies the vulnerable status effect token to the target, as well as activating the Guard token for the Highwayman. The Guard token decreases enemy incoming attacks by 50% while the Vulnerable token that the target has receives 50% more damage from the next hit.
Man at Arms Default Skills:
- Crush: Crush is the hero's main melee attack skill. It deals damage and low CRIT chance but it can deliver stronger blows if the Man at Arms hero is buffed with increased strength.
- Rampart: Rampart is another melee attack skill that causes him to deal damage towards a single enemy that is in the front rank, it knockback the enemy by 1 rank down, applies the Dazed effect as well that causes the enemy's next turn to be delayed to the end of the round, and the hero will also move forward 1 rank. A great skill to disorient an enemy, to mix up their line-up, as well as to reposition yourself back up to front rank if you are moved to the back.
- Defender: This is a support-skill that grants the Block buff to the Man at Arms hero, as well as choosing one of the three heroes to apply the Guarded buff. The block token buff decreases enemy incoming attacks by -50%, while the teammate that is granted with the Guarded token buff will trigger the Man at Arms to jump in and take the attack instead of the guarded hero that is attacked. Defender is a life-saver skill that can help in protecting other heroes that have low health or is at death's door.
- Bolster: Another support skill that applies the Block buff to the Man at Arms hero and removes the Vulnerable negative status effect on any team member that has the token. At first, this is a useful skill to use to further increase your defenses, but it is even more viable when you master this skill. Mastering this skill becomes capable of removing the Horror negative status effect, and most importantly, has a 50% chance to decrease the stress level of the team by -1. This skill does not have a cooldown so it is best used to exploit it if needed to keep everyone's stress level down.
- Hold the Line: Hold the Line is an offensive skill that is best used if you are pushed back to the back ranks. Using this skill causes the Man at Arms hero to charge forward to the front rank, damages a singular enemy who is also at the front rank, increases his defense by acquiring the Block token as well as obtaining the Immobilize negative effect token. The immobilizing effect prevents the Man at Arms hero to be moved or switch to a different rank position.
Man at Arms Unlockable Skills:
- Bellow: Bellow is an offensive support skill that can be applied to all of the enemies. It removes the any active Riposte token, as well as reduces the Speed of all enemies by -3. This skill has a cooldown of 1 Turn before it can be used again.
- Retribution: Since the Man at Arms hero class is the main tank and defender team, what's a better combination to Taunt the enemy team, as well as to add the Riposte token to yourself. If you want to catch the attention of the enemy team, this is a good skill to use! Not only does it taunt enemies, but you can surely counter-attack an enemy that attacks you with Riposte.
- Command: Command is another support skill, boost a teammate's confidence and uplift them by increasing their Srength once, as well as removing the Blind negative status effect. This skill has a cooldown of 1 Turn before it reactivates and can be used again, it is best used to either increase another hero's attack or to remove the Blind token.
- Stand Fast: Stand Fast, another support skill that makes you the ultimate tank! Upon triggering this skill, it grants the Block token effect twice, and on your next turn, it grants another Block token. The Block token negates any incoming enemy effects by -50%. This skill has a cooldown of 2 Turns.
- Courageous Abandon: If you want to be more offensive, you can infilcit at least 100% damage against an enemy if the Man at Arms hero has the Block or Guarded tokens active. This ignores an enemy that has the Block token buff. However, as strong as this skill sounds, it has a cooldown of 2 Turns before it can be used again, and it also applies the Vulnerable negative effect, as well as removing any Block token. Being vulnerable will have the hero take +50% more damage from the next enemy attack. This is best used to finish off enemies easily and it requires the Man at Arms to be positioned in the front ranks (Rank 1) of the team and can only target the front rank enemy.
- Strategic Withdrawal: It's all about teamwork! Strategic Withdrawal is a skill that allows the hero to move back 1 rank down, as well as damaging the enemy selected and applies the Combo effect. This skill is best used if another hero that can benefit from the combo effect is up next in the lineup after you act. For example, use the Strategic Withdrawal to attack, move back, and apply the combo effect, and follow up with a hero such as the Grave Robber to attack with her Poison Dart skill. If the Poison Dart skill is mastered, hitting the enemy affected with the Combo token grants her attack with +50% CRIT.
Hellion Default Skills:
- Wicked Hack: Basic melee attack, requires the Hellion hero to be in front ranks 1 or 2 and can choose to attack a single enemy that is positioned at the front ranks.
- Iron Swan: Iron Swan is another melee attack that is highly used to attack a single enemy unit at the back rank, specifically, enemy rank position 4. It has high damage and you can use this to attack enemies that try to retreat or reach them even at the back.
- Barbaric YAWP!: An offensive-support skill that is recommended to be used against strong enemies or those affected with the Stealth token. This requires the Hellion hero to again be in front ranks 1 or 2 and can target two enemies at the same time that at the front ranks. Releasing a battle cry to weaken their next attack to -50% and revealing them from Stealth, in exchange, applies the Winded special status effect to the Hellion which reduces her Speed by -3 and reduces damage by -33% per active token. This skill has a cooldown of 1 Turn.
- If It Bleeds: A melee attack that causes damage and the Bleed DoT effect against the targeted enemy. This skill can only be used if the Hellion hero class is positioned in the middle rank of the team, such as 2 or 3, and it can only target a single enemy who is also positioned in mid ranks 2 or 3.
- Toe to Toe: Toe to Toe is a good melee and movement ability that can be used if the Hellion hero class is pushed back at lower ranks and if you want to reposition yourself back at the front. By triggering this skill, she moves up 1 rank forward, applies the Immobilize token which stops her from being moved from the new position she is in, and taunts enemies for the next 2 rounds. This skill requires the Hellion to be in the front or mid ranks of the team and can only choose to attack one enemy that is positioned in the front ranks of 1 or 2.
Hellion Unlockable Skills:
- Adrenaline Rush: A self-support skill of the Hellion hero class. It has a Cooldown of 3 Turns and it can only be used twice per battle encounter. This skill is more of a situational type of skill that you use if you don't have that much skills or items that can recover HP or if you want to disable the Winded token of the Hellion.
- Bleed Out: This is a very aggressive melee attack that damages an enemy and applies the Bleed DoT effect. As aggressive as it may look, this applies the Winded special token to the Hellion hero which decreases her speed by -3, as well as her attack by -33%. Requires the Hellion to be placed only at Rank 1 and can only target one enemy who is at positioned at rank 1 as well.
- Bloodlust: Another self-support buff skill that removes the Winded special token that is active and gains an attack buff that deals +20% damage against enemy targets with the bleed DoT effect.
- Breakthrough: Breakthrough is a movement melee attack that causes the Hellion hero to move forward 1 rank position, as well as gaining the Winded special token. It has low damage and a cooldown of 1 round before it can be used again, but it can inflict damage of up to three enemies at once to those that are positioned in the front ranks of 1 to 3.
- Raucous Revelry: This skill is a must have in the Hellion's set of skills since it can recover the Hellion's HP if it is below 33%, as well as reducing stress level by -2, removing the Horror negative status effect, but at the same time, gaining the Winded special token. This skill also has a 50% chance to reduce the stress level of the team by -1. A last resort skill to be used if you need to manage the stress level of the team, but it is not recommended to be exploited unlike the Man at Arms' Bolster skill. The Raucuous Revelry skill has a cooldown of 1 Turn.
- Howling End: Another melee attack that has high damage and CRIT chance. The attack will also still connect since it ignores a targeted enemy that is buffed with the block token. This skill has a cooldown of 1 Turn before it can be used again and it also applies the Winded special token to the Hellion upon using it.
Runaway Default Skills:
- Searing Strike: The Searing Strike skill of the Runaway hero in Darkest Dungeon 2 is the hero's primary melee attack skill. At its base effect, it has a good decent amount of damage that inflicts burn effect. The number of turns for this effect can be stacked, as well as the burn damage. It is highly recommended to master this effect early on, especially if you have other team members that can apply the Combo token effect. Hitting a targeted enemy that has the combo token applies the burn effect to a random enemy that is adjacent to the targeted unit. This skill requires the Runaway to be placed in the front ranks 1-2 of the team and can only target a single enemy in the front ranks 1-2 as well.
- Firefly: Firefly is another useful attack that allows the Runaway hero to attack enemies in the back ranks if she is forced or moved to the back ranks 3-4 of the team's lineup. The Firefly skill of the Runaway hero in Darkest Dungeon 2 damages and applies the burn effect. The number of turns for this effect can be stacked, as well as the burn damage. It is recommended to have this skill so that the Runaway hero is still capable of damaging enemies even if she is in the back or front rank of the team. Similar to the Searing Strike skill, Hitting a targeted enemy that has the Combo token applies the burn effect to a random enemy that is adjacent to the targeted unit. This skill requires the Runaway hero to be positioned in the back ranks 3-4 of the team and can only target a single enemy in the back ranks 2-4.
- Smokescreen: An offensive-support skill that applies the Blind token to the targeted enemy unit. This skill has a cooldown of 1 turn before it can be used again, and as for the blinded unit, the effect disappears after the enemy unit attacks and misses twice. The Blind token applies a 50% chance for the unit to miss its attack. The Smokescreen skill of the Runaway hero requires her to be positioned in front ranks 1-2 and can only target a single enemy unit that is in front ranks 1-3.
- Run and Hide: This is a support skill that can only be triggered by the Runaway hero herself. In situations where a battle encounter becomes overwhelming, retreating and thinking about your next move is the best tactic to do. By using the Run and Hide skill, the Runaway hero moves back 1 rank and enters Stealth. While in Stealth, she cannot be directly targeted by most enemy skills, specifically attacks that only targets a single unit, however, there is a chance that she can still take damage if the skill targets the whole party or 2 or 3 party members that are adjacent to her position. Stealth is disabled if she attacks or gets hit. The skill can be triggered at any position she is in and has a cooldown of 1 Turn before it can be used again.
- Hearthlight: Hearthlight skill is another offensive-support skill that targets all enemy units. It can be used at any position rank the Runaway hero is on and it has a cooldown of 1 Turn before it can be used again. This skill can be used to remove the Stealth token of an enemy and it also ignores the said token. Meaning that the skill will still connect and disable the Stealth token regardless if the enemy cannot be targeted.
Runaway Unlockable Skills:
- Ransack: Ransack is another melee attack that is best used to move forward to the front rank if you are pushed back or moved to the mid ranks of the team's lineup. This damages an enemy, allows the Runaway hero to move 1 rank forward and pulls the target enemy to 1 rank forward as well. It is highly recommended to have this in the Runaway's list of active skills since you are able to move around the team's lineup if needed. Further mastering this skill makes it a strong skill since hitting a targeted enemy that has the combo token applies the burn effect to a random enemy that is adjacent to the targeted unit. The Ransack skill of the Runaway hero requires her to be in front to mid-ranks 1-3 of the team and can only target a single enemy unit that is also in the front to mid ranks of the enemy team lineup.
- Cauterize: A support skill that can be used to remove an active Bleed DoT token, as well as to recover 25% of HP. The skill only becomes available if the hero target is affected with Bleed. The Cauterize skill does not have any cooldown but it can only be used three times per battle encounter.
- Controlled Burn: Controlled Burn is a unique skill of the Runaway hero that does not inflict any damage but it can ignore multiple status effects to apply the Burn DoT effect. This skill does not have any cooldown but it can only be used three times per battle encounter. Using this skill on a targeted enemy unit applies the Controlled Burn effect which applies Burn and will still connect since it ignores effects such as Dodge, Stealth buffed enemies, or even if the Runaway hero is inflicted with Blind. Controlled burn requires the Runaway hero to be in front ranks 1-2 and can only target a single enemy unit in any rank.
- Dragonfly: Dragonfly is a useful skill to have if you haven't upgraded the Searing Strike skill. It has low damage, high CRIT, but it guarantees to apply the Burn effect to two targeted enemy units who are in the front ranks 1-2. Apart from damaging and burning the targets, it also causes the Runaway hero to move back 1 rank. The Dragonfly skill requires the Runaway hero to be positioned in front ranks 1-2 of the team's lineup and targets two enemy units that are adjacent in front ranks 1-2.
- Firestarter: The Firestarter skill can be used in any rank position the Runaway is on, it buffs the hero by adding the Burn DoT Token effect to their next attack on the targeted enemy unit. It can only be used twice per battle encounter, as well as having a cooldown of 2 Turns before it becomes available to be used again.
- Backdraft: Backdraft is another strong yet unique skill of the Runaway. The DMG output of this skill varies since it depends on the remaining damage output coming from the burn effect. This ignores enemies that are Guarded and can still connect the attack. In order to use this skill, it requires the enemy unit in front to be inflicted with burn, the Runaway hero to be on front ranks 1-2, and can only target enemies that are on rank positions 3-4. This skill has a cooldown of 1 Turn before it reactivates.
Jester Default Skills:
- Razor's Wit: Razor's Wit is a melee attack that causes the Jester hero class to inflict damage, he also moves forward 1 rank, and acquires the Dodge token granting a 50% chance to dodge the next enemy attack. It is highly recommended to master this skill when you can so that the Jester can also apply the Combo token to the targeted enemy unit. Other heroes that attack a combo token inflicted enemy triggers additional Skill effects when targeted. The Razor's Wit skill of the Jester in Darkest Dungeon 2 requires him to be on mid to back ranks 2-4 of the team lineup and can target a single enemy unit that is on position ranks 1-3.
- Fade to Black: Another melee attack that cause the Jester hero class to inflict damage, he also moves back 1 rank, and applies the Blind target to the enemy unit. It is best used against enemies that have low debuff RES. Similar to Razor's Wit, this skill is highly recommended to master this skill when you can so that the Jester can also apply the Combo token to the targeted enemy unit. This skill requires the Jester hero class to be on position ranks 1-3 and can target a single enemy unit standing on ranks 1-3.
- Slice Off: If you are looking to damage an enemy, as well as to apply the Bleed DoT effect, then Slice Off will those for you. It is one of the default skills of the Jester hero class in Darkest Dungeon 2 and it requires the Jester to be positioned in mid ranks 2-3 of the team lineup and can only target a single enemy unit that is also ranked on the mid ranks of the enemy team. Attacking an enemy with Slice Off causes damage and can inflict Bleed.
- Battle Ballad: Battle Ballad is a support-type skill that is mainly used to buff a single hero unit with the Strength Token and moves them forward 1 rank. A hero that is inflicted with the Strength Token grants them +50% damage on the next attack. Further mastering the Battle Ballad skill of the Jester has a 15% chance to apply the CRIT Token, granting the hero's next skill 100% CRIT, ignoring 20% CRIT RES of the enemy, as well as disabling the selected hero unit that is inflicted with the Combo Token. This skill requires the Jester hero class to be positioned on mid to back ranks 2-4 of the team's lineup.
- Inspiring Tune: Another support-type skill that players must have equipped by the Jester. Managing the Stress levels of your team is vital in this game, especially if you want to avoid them from having a meltdown which highly affects the team's relationship and lowers the chances of even surviving enemy encounters. This helpful stress-reducing skill of the Jester hero requires him to be on the back ranks 3-4 of the team, and it can only be used on a hero unit that has more than 50% of Stress. This skill's based effect reduces the hero target's stress by -2 and can be increased to -3 and removes the Horror token if it is mastered - the Insipiring Tune skill has a cooldown of 1 Turn before it can be used again.
Jester Unlockable Skills:
- Play Out: Play Out is another support-skill that grants a Block Token and causes the targeted hero unit to move back 1 rank. The Play Out Skill of the Jester hero class in Darkest Dungeon 2 requires him to be ranked on positions 2-4 and can only target a single hero unit that is positioned on team ranks 1-3. Heroes that are inflicted with the Block Token receives -50% damage from an enemy attack. Further upgrading this skill by spending 1 Mastery Point upgrades the Block Token to Block + which reduces damage by -75% from an enemy attack.
- Harvest: This is a useful melee attack of the Jester hero class which deals damage and the Bleed DoT against two adjacent enemies that are positioned on enemy ranks 2-3, killing two birds with one stone as what they say. The Harvest skill requires the Jester to be on team position ranks 2 or 3 in order to use it.
- Finale: Finale is a devastating attack that has high damage, high CRIT and is guaranteed +100% DMG against a target that is inflicted with the Combo Token. As good as it sounds, this skill is best used in certain situations if needed since it has a cooldown of 2 turns and triggering this effect causes the Jestr to move back 3 ranks, become Vulnerable and Dazed. The Vulnerable Token adds +50% damage from an enemy attack, while the Dazed Token delays his next turn, putting him at the last lineup before the round ends. Finale requires the Jester to be positioned on ranks 1 or 2 and can only target a single enemy unit of any rank.
- Solo: Solo is a self-support skill that can only be used on the Jester hero class. Triggering this skill causes the Jester to move forward 3 ranks, applies the Dodge effect for 2 instances, as well as acquiring the Speed Token. If you want to gain the advantage or the upper-hand during an encounter, this is a good skill to use despite having a cooldown of 1 Turn. The Dodge Token can only be triggered and disappears after getting hit or successfully dodging twice, however, this token can be stacked increasing the number of dodging. On the other hand, the Speed Token allows the Jester to make the first move once the next round starts - requires the Jester hero class in Darkest Dungeon 2 to be positioned on team rank positions 3 or 4.
- Encore: This skill is another support skill that can be used on any hero unit, no matter what their rank is as long as the Jester is positioned on the team rank positions 3 or 4. Triggering this skill grants an extra action for the targeted hero unit but at the same time, the Jester acquires the Dazed and Weak Tokens. The Dazed Token delays his next turn, putting him at the last lineup before the round ends, while the Weak Token reduces his next attack by -50%. The Encore skill also has a cooldown of 3 turns before it can be used again.
- Echoing March: A unique skill of the Jester that allows him to pull the targeted enemy unit for a total of 2 ranks forward in different instances. Upon triggering the skill, the targeted enemy gets pulled forward 1 rank, and at the start of a round, during the target's turn, it will move forward again. It is useful to draw in enemies to the front ranks if needed or to disorient the enemy's lineup. Echoing March requires a cooldown of 1 Turn before it can be reactivated.
Leper Default Skills:
- Chop: Chop is the main melee attack skill of the Leper hero class in Darkest Dungeon 2. It inflicts damage to the targeted enemy and the Leper has a 75% chance to acquire the Blind Token where his next attack has a 50% chance to miss. This skill requires the Leper to be positioned on the front ranks 1 or 2 and can only target a single enemy unit that is positioned in front ranks 1 or 2 as well.
- Purge: Purge is another melee attack that can be used to either damage a targeted enemy unit or to clear an enemy corpse unit. Hitting an enemy unit damages and knocks them back 3 ranks while attacking an enemy corpse unit that is on enemy rank 1 will also remove all remaining enemy corpses. This skill can only be used if the Leper is positioned on front rank 1 of the team's lineup and can only target one enemy unit who is also on front rank 1.
- Withstand: A self-sustaining support skill that grants the Block Token for two instances, Taunts enemies, raises his RES to DoT effects such as Burn, Blight, Bleed, as well as the Move stat, lowering the chances of him being pushed back to a different position if an enemy uses a position-disorienting skill. Apart from all these effects that the Leper acquires, at the start of his next turn, he gains an extra Block Token. This skill can be used if the Leper hero is standing on rank positions 1, 2, or 3. The Withstand skill of the Leper hero in Darkest Dungeon 2 can only be used 2 times per encounter and has a cooldown of 3 Turns before it can be used again.
- Solemnity: Solemnity is a support skill that can only be used by the Leper. He is a hero who prefers to handle things himself and does not depend on the help of others. Triggering this skill recovers 33% HP and reduces his stress level by -2. The Solemnity skill of the Leper hero can only be used twice per battle encounter and can only be activated if his health is < 33%.
- Reflection: Reflection is another support skill that is highly recommended for players to have in the Leper's equipped skills. This skill can be used infinitely but has a cooldown of 1 Turn. The Reflection skill is used to remove the Blind and Combo Tokens, as well as reducing his own Stress Level by -1. An essential skill to offset that Blind Token that the Leper acquires after using most of his attacking skills. This skill can only be used if the Leper hero is standing on rank positions 1 or 2.
Leper Unlockable Skills:
- Hew: Upon learning the Hew ability, it is best to use this instead of the Chop ability if you want to quickly damage and kill enemies. Think of it as killing two birds with one stone. Although it has less damage compared to the Chop it is capable of hitting two enemies at once. Apart from damaging enemies, it also has a 75% chance for the Leper to acquire the Blind Token. his skill can only be used if the Leper hero is standing on rank positions 1 or 2.
- Revenge: Revenge is another self-support skill that grants the Leper the Strength Token that increases the damage by 50% from his next attack but the expense of acquiring the Vulnerable Token that is triggered twice. The Vulnerable token adds +50% damage from an enemy's attack. This skill can only be used by the Leper on any rank position he is on. The Revenge skill in Darkest Dungeon 2 can only be used twice per battle encounter and has a cooldown of 3 Turns before it can be used again.
- Intimidate: Intimidate is an support-offensive skill that applies Taunt to the Leper that occurs twice and it applies the Weak token which reduces the target's enemy attack by -50%. Best used for weakening strong enemies. This skill can only be used if the Leper is positioned on rank 1 of the team's lineup and can target any single enemy unit.
- Ruin: Ruin is another self-buff skill that triggers the effect only if he is damaged by an enemy. The skill is best used as a combo with intimidate. If you choose to Taunt an enemy, then it is recommended to use this skill in order to obtain a+20% DMG buff when you get damaged. The skill can only be used twice per enemy encounter and has a cooldown of 3 Turns before it can be used, the Leper must be positioned in front ranks 1, 2, or 3 in order to utilize the Ruin skill.
- Break: Break is another melee attack skill that is useful to negate enemies buffed with the Block token. The Break skill ignores the effect of the Block Token and it also removes it, as long as the targeted enemy unit is hit. Although helpful, it also has a 75% chance for the Leper to acquire the Blind Token. The Break skill of the Leper in Darkest Dungeon 2 requires him to be on front ranks 1 or 2 and can only target a single enemy unit that is also positioned in front ranks 1 or 2.
- Bash: Bash is very helpful if you want to stand your ground. This skill has low damage but the Leper hero acquires the Immobilize token, which means he cannot be moved from his current position and the target also becomes immobilized, dazed, apart from receiving damage. The Bash skill of the Leper in Darkest Dungeon 2 requires him to be on the front ranks 1 or 2 and can only target a single enemy unit that is also positioned in front ranks 1 or 2.
Occultist Default Skills:
- Sacrificial Stab: Sacrifical Stab is one of the base melee attack skills of the Occultist class in Darkest Dungeon 2. For the base effect of the Sacrifical Stab skill, it deals damage and applies the Unchecked Power token to the targeted. The Unchecked Power has a 33% chance per Token to apply to the target at the start of each Round. This skill requires the Occultist hero to be positioned in front ranks 1, 2 or, 3, and can only target a single enemy unit in ranks 1-3 as well.
- Abyssal Artillery: Abyssal Artillery is one of the basic melee attack skills of the Occultist hero class in Darkest Dungeon 2. Since the Occulist hero is best utilized at the back ranks of the hero's team, this skill is a must-have in his list of equipped skills. It damages enemies and has a normal CRIT chance rate, the Abyssal Artillery skill of the Occultist hero requires him to be positioned in back ranks 3 or 4 and can target two adjacent enemies at the same time who's positioned in the back ranks 3 and 4 of the enemy team.
- Weakening Curse: This is an offensive debuff-support skill that can be used to weaken an enemy's attack. The skill can be used at any position rank the Occultist hero is on and it can only target a single enemy unit on any position rank, it also has a cooldown of 1 Turn before it reactivates. Triggering this skill applies the Weak Token that weakens the next enemy's attack by -50%. The Weak Token disables after attacking the targeted hero unit twice.
- Wyrd Reconstruction: Wyrd Reconstruction is one of the strongest healing skill in Darkest Dungeon 2. The Occultist hero class can use this skill on any rank position he is on and can target himself or any singular hero unit. The Wyrd Reconstruction however, requires the target to have < 33% of HP and can only be used three times per battle encounter. Apart from healing between 0-33% of HP, it also has a 50% chance to backfire and apply the Bleed DoT effect Token for three turns.
- Daemon's Pull: Dameon's Pull is a position disorienting and damaging skill that is used against a single enemy unit. This skill requires the Occultist hero to be positioned on team ranks 2, 3, or 4 and can only target an enemy that is at the back ranks 3 or 4. The skill can be used to damage and pull the target forward 2 ranks, as well as applying the Combo token. Or it can also be used to clear enemy corpses.
Occultist Unlockable Skills:
- Vulnerability Hex: This is another debuff skill that is used against an enemy target. The Vulnerability Hex skill of the Occultist has a cooldown of 1 Turn before it can be used again and it is best used to not only remove enemies that are buffed with the Dodge token, but to also make them vulnerable that causes 50% more damage from a hero. It also ignores the dodge token that is activated, making the skill still work. This skill can be used on any rank position that the Occultist hero is on and can target any single enemy unit.
- Binding Shadows: An attacking skill that damages the targeted enemy unit, as well as causing the Occultist hero to move forward 1 rank and has a 50% chance to acquire the Unchecked Power token. Activating an Unchecked Power Token empowers the next skill used by the Occultist hero. The Binding Shadows skill requires the hero to be positioned on ranks 2, 3, or 4, and it can only target a single enemy unit that is positioned in enemy ranks 1, 2, or 3.
- Malediction: A low damage output skill attack but can inflict Dot Effect Tokens such as Bleed, Blight, or Burn for 1 turn. The skill can be used on whichever rank the Occultist hero is placed and can target a single enemy unit on any rank. The Malediction skill however requires the Occultist hero class to have at least more or equal to 2 tokens of the Unchecked Power token.
- Anamnesis: This is a unique powerful skill that can inflict the Bleed DoT effects to all enemy units. It has low damage, normal CRIT chance rate and requires the Occulist hero class to have at least more or equal to 2 tokens of the Unchecked Power token.
- The Burning Stars: Another unique skill of the Occultist requires the hero class to have at least more or equal to 2 tokens of the Unchecked Power token in order to best utilize The Burning Stars skill. It has high damage, high CRIT chance, it can also ignore enemies that are buffed with the Block Token and it also applies the Combo Token.
- Chaotic Offering: Chaotic Offering is a unique self-buff skill that increases his next damage by 15%, applies the Unchecked Power Token, obtains a random side effect, and at the start of the next turn, gains an additional Unchecked Power Token. This skill can be used on any rank position that the Occultist is standing on, but it requires the hero to have > 15% HP and has a cooldown of 3 rounds before it can be used again.
- Anonymous
the mastery list is not visible or was deleted?
0
+10
-1