News Liste Darkest Dungeon II

Build #1.06.66916 -Darkest Dungeon II - Darkside of the Mountain
Darkest Dungeon II
22.08.24 23:31 Community Announcements
Mods have officially arrived on Darkest Dungeon II! Modding has been a key component of the Darkest Dungeon community for many years and we are absolutely thrilled to launch this feature to the public.

Modded Content is accessible differently this time around for Darkest Dungeon II. We’ve invested extra effort to maintain base-game functionality and ease of access to the game as we have designed it for you to play. Now upon launching the game you can access the dark side of the mountain!

On this side of the mountain, you can copy and migrate any of your profiles over to begin playing with your favorite mods! You can copy and rename a profile as many times as you wish to try out any combination of mods.

Each profile can have its own set of mods set to active and you are able to set the order they will be loaded to hopefully have control over mod conflicts if they arise.

As we stated before this initial release of official mod support is limited in what can be changed. For those curious about what is currently possible, this first update tackles the initial mod loading/overwriting logic and Steam workshop integration. Modders should now be able to create custom items from scratch (trinkets, combat items, inn items, stagecoach equipment) and also new hero palettes. It is also possible to create mods that change/alter any existing skills or data in the game that is currently contained in exposed csvs.

So far, we’ve been blown away by what the creators have managed to accomplish with the tools we’ve provided. Speaking of tools, we have also released the official Darkest Dungeon II: Mod Tools on Steam! This library item contains a Unity project that is necessary for making and publishing mods for the game. We’ve created a guide on how to use it and it is now being maintained by the same group of mod creators who’ve been testing it with us!

Currently, we are officially distributing the Darkside project on Steam via Steam Tools distribution for Darkest Dungeon II owners. We have also uploaded the Darkside project to Google Drive for non-Steam users to download. The Darkside project obtained via Steam will always be up to date with the latest version. If you download the project from Google Drive, you’ll just need to check back every once in a while to ensure you’re using the most recent version of Darkside.

We have set up an official Darkest Dungeon mod.io page where mod makers can add their mods for non-Steam users. Instructions and details for Non-Steam Workshop Mod Creation and Installation can be found here.

Modding isn’t the only thing contained in this update! Darkside of the Mountain also contains reworks of the Man-at-Arms, Jester and Vestal. If you were mid-run with one of these characters you may want to check their kits before you continue as equipped skills and Mastery may have been affected.

Finally we are also launching our native MacOS support to all of our PC platforms (Steam, GoG, and EGS)! We hope those of you who purchased the game early and played it via a Windows emulator or dual boot, can now play it natively on MacOS! Or if you are a Mac only user, now’s your chance to join the action!

Thank you to everyone for your continued support. Over the next few months, our team will be fully focused on our new free game mode - Kingdoms - which is set for a late 2024 release. We’ll start sharing more details on this upcoming feature soon!

General:


  • Added Gamma Slider to adjust darkness
  • Added Traditional Chinese localization
  • ???? Added Mac OS Native Build!
  • Various controller improvements

Man-at-Arms


Wanderer


The Wanderer Path has been adjusted to provide a more balanced arrangement of tanking, support, and offensive options.
  • Bellow SPD debuff reduced from -3 to -2
  • Bellow+ SPD debuff reduced from -5 to -3
  • Courageous Abandon has been reworked to improve access to the DMG cap, flexibility, and thematic tone
  • Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ cooldown removed
  • Courageous Abandon and Courageous Abandon+ now require at least 1 Block or Block+ token to use
  • Courageous Abandon DMG increased from 3-6 to 6-8
  • Courageous Abandon passive buff DMG range adjusted from 9-18 to 12-16
  • Courageous Abandon+ DMG increased from 5-7 to 8-10
  • Courageous Abandon+ passive buff DMG range adjusted from 15-21 to 16-20
  • Courageous Abandon and Courageous Abandon no longer gain discrete DMG bonuses from different types of Block tokens
  • Courageous Abandon and Courageous Abandon+ now gains +100% DMG if you have 2 or more Block or Block+ tokens in any combination
  • Courageous Abandon+ now grants Execution 2 when used with 3 or more Block or Block+ tokens in any combination
  • Courageous Abandon and Courageous Abandon+ now prevent Block gain for 2 turns after use
  • Command+ cooldown increased from 0 to 1
  • Command+ Strength tokens increased from 1 to 2
  • Defender and Defender+ now have a cooldown of 1
  • Hold The Line+ Immobilize tokens increased from 1 to 2
  • Stand Fast and Stand Fast+ now grant 2 Taunt tokens
  • Stand Fast+ no longer clears Combo
  • Stand Fast cooldown increased from 2 to 3 to better match Leper's Withstand
  • Stand Fast+ cooldown increased from 1 to 3 to better match Leper's Withstand
  • Fixed an issue with Strategic Withdrawal not correctly providing Death's Door effects if the skill missed

Sergeant


The Sergeant Path has been reworked to provide more direct access to support options and improve viability for back rank placement.
  • Sergeant no longer has a chance to grant +50% Bleed/Blight/Burn RES to an ally on turn start
  • Sergeant no longer grants +100% innate Move RES
  • Crush, Rampart, Hold the Line, Courageous Abandon, and Strategic Withdrawal no longer have reduced DMG on this Path
  • Bolster is no longer affected by this Path
  • Bellow and Bellow+ now target all Heroes that are ahead of the Man-at-Arms in the lineup instead of all enemies
  • Bellow and Bellow+ launch ranks changed from 1 2 3 4 to 2 3 4 accordingly
  • Bellow and Bellow+ are no longer considered Ranged skills
  • Bellow and Bellow+ can no longer CRIT
  • Bellow and Bellow+ no longer debuff SPD or remove CRIT and Riposte tokens
  • Bellow and Bellow+ cooldown increased from 1 to 2
  • Bellow and Bellow+ now provide a +3 SPD buff to all targets
  • Bellow+ now removes 1 Negative token from all targets
  • Command+ cooldown increased from 0 to 1
  • Command and Command+ can now self-target
  • Command and Command+ no longer clear Blind
  • Command and Command+ no longer grant Strength
  • Command and Command+ now grant a buff to target Hero that causes their next successful hit to apply Combo to all struck targets; this buff remains until a successful hit is registered or the battle ends
  • Command+ now grants a Speed token
  • Crush and Crush+ launch ranks adjusted from 1 2 to 2 3 4
  • Crush and Crush+ target ranks reduced from 1 2 3 to 1 2
  • Crush and Crush+ no longer heal the MAA when hitting a target with Combo
  • Crush and Crush+ now provide an unconditional 2 point heal to all Heroes ahead of the MAA when hitting a target with Combo
  • Crush+ now grants 1 Immobilize to the Man-at-Arms when used
  • Retribution+ cooldown increased from 1 to 2
  • Retribution and Retribution+ now target all Heroes ahead of the Man-at-Arms in the lineup
  • Retribution now grants a Strength token to any target under 75% health
  • Retribution+ now grants a Strength token to any target under 100% health
  • Retribution+ now grants a CRIT token to any target under 25% health
  • Stand Fast and Stand Fast+ launch ranks changed from 1 2 to 1 2 3 4
  • Stand Fast and Stand Fast+ can now target any ally, including the Man-at-Arms
  • Stand Fast and Stand Fast+ no longer grant Block tokens or a recurring Block buff
  • Stand Fast+ cooldown increased from 1 to 2
  • Stand Fast now grants +30% Bleed/Blight/Burn RES for 3 turns
  • Stand Fast now grants +35% Move RES for 3 turns
  • Stand Fast+ now grants +50% Bleed/Blight/Burn RES for 3 turns
  • Stand Fast+ now grants +70% Move RES for 3 turns

Bulwark


The Bulwark Path has been reworked to better define its identity as a control tank rather than a soak tank.
  • Bulwark no longer penalizes Crush DMG
  • Bellow and Bellow+ no longer debuff target SPD
  • Bellow and Bellow+ CRIT values have been removed accordingly
  • Bellow and Bellow+ now remove all Strength tokens from targets
  • Bellow+ cooldown has been removed
  • Hold the Line and Hold the Line+ no longer apply Immobilize to the Man-at-Arms to make him more performant in dance comps
  • Hold the Line and Hold the Line+ no longer innately pierce 10% Stun RES
  • Hold the Line+ no longer inflicts Stun vs. Combo
  • Hold the Line+ CRIT increased from 10% to 15%
  • Hold the Line and Hold the Line+ now inflict Stun if the MAA has 2+ Block or Block+ tokens in any combination
  • Hold the Line and Hold the Line+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Stun threshold is met
  • Hold the Line+ now grants +30% Stun RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
  • Hold the Line+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Stun RES piercing threshold is met
  • Hold the Line+ now grants 1 Block+ instead of 2 Block
  • Hold the Line DMG has been reset to its normal base of 3-6 to counterbalance the improved stun capabilities
  • Hold the Line+ DMG has been reset to its normal base of 4-7 to counterbalance the improved stun capabilities
  • Rampart+ no longer inflicts Stun vs. Combo
  • Rampart and Rampart+ no longer inflict Daze
  • Rampart and Rampart+ no longer innately pierce 10% Stun RES
  • Rampart and Rampart+ now inflict 2 Immobilize if the MAA has 2+ Block or Block+ tokens in any combination
  • Rampart and Rampart+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Immobilize threshold is met
  • Rampart+ now grants +30% Move and Debuff RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
  • Rampart+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Move and Debuff RES piercing threshold is met
  • Rampart+ knockback increased from 1 to 2
  • Rampart DMG has been reset to its normal base of 3-5 to counterbalance the improved control capabilities
  • Rampart+ DMG has been reset to its normal base of 4-6 to counterbalance the improved control capabilities
  • Rampart+ CRIT increased from 5% to 10%
  • Riposte now has a 33% chance to inflict Daze on the target
  • Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3 4
  • Stand Fast and Stand Fast+ no longer apply Taunt on this Path, making it easier to generate needed Block tokens to fuel Rampart / Hold the Line without drawing attention
  • Stand Fast+ still clears Combo like the old Wanderer version, helping to avoid drawing attention
  • Stand Fast+ cooldown increased from 1 to 2

Vanguard


The Vanguard Path has been reworked to expand its combat options in ways better suited to the Path's theme of sacrificing defense for offense.
  • Vanguard no longer grants +20% HP
  • Vanguard no longer penalizes Bleed/Blight/Burn RES by 20%
  • This Path no longer affects Crush
  • Courageous Abandon and Courageous Abandon+ launch ranks changed from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ no longer pierce Block
  • Courageous Abandon and Courageous Abandon+ do not gain +DMG bonuses from Block tokens on this Path
  • Courageous Abandon and Courageous Abandon+ do not remove or prevent the MAA from acquiring Block tokens on this Path
  • Courageous Abandon and Courageous Abandon+ base DMG adjusted to 4-6
  • Courageous Abandon CRIT chance reduced from 10% to 5%
  • Courageous Abandon+ CRIT chance reduced from 20% to 15%
  • Each use of Courageous Abandon increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 3 times
  • Each use of Courageous Abandon decreases the Vanguard's max HP by 6 for the remainder of the battle; this stacks up to 3 times
  • Each use of Courageous Abandon+ increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 5 times
  • Each use of Courageous Abandon+ decreases the Vanguard's max HP by 4 for the remainder of the battle; this stacks up to 5 times
  • Riposte DMG on this Path has been reset from 4-7 to its base value of 3-5
  • Each use of Riposte increases the DMG of the skill by 1 for the remainder of the battle; this stacks up to 5 times
  • Each use of Riposte reduces the Vanguard's Bleed/Blight/Burn RES by 8% for the remainder of the battle; this stacks up to 5 times
  • Bellow and Bellow+ are now self-target skills; all previous effects have been removed
  • Bellow and Bellow+ are no longer considered Ranged skills accordingly
  • Bellow and Bellow+ no longer have CRIT values
  • Bellow and Bellow+ apply 2 stack of the Courageous Abandon buff and debuff when used
  • Bellow and Bellow+ apply 2 stack of the Riposte buff and debuff when used
  • Bellow deals 2 point of Stress damage to the Man-at-Arms
  • Bellow+ deals 1 points of Stress damage to the Man-at-Arms
  • Bellow+ will suppress Courageous Abandon or Riposte debuffs for 4 turns if activated when the relevant debuff stack is at its limit
  • Buff/debuff stacks granted by Bellow will not exceed the stack limits determined by the individual skills (i.e. 3 stacks for Courageous Abandon, 5 stacks for Courageous Abandon+, 5 stacks for Riposte)
  • Bellow and Bellow+ will not grant any buff/debuff stacks for Courageous Abandon if the skill is not equipped. Riposte is always considered to be equipped.
  • Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3
  • Stand Fast cooldown increased from 2 to 3
  • Stand Fast+ cooldown increased from 1 to 3
  • Stand Fast and Stand Fast+ no longer generate Block or Taunt tokens
  • Stand Fast and Stand Fast+ now remove all Vanguard (Courageous Abandon, Riposte) buffs and debuffs when used
  • Stand Fast and Stand Fast+ now heal 10% for every 2 Vanguard buffs removed, to a maximum of 50% at 10 stacks (5x Courageous Abandon, 5x Riposte)
  • Stand Fast+ now heals 1 Stress for every 2 Vanguard debuffs removed, to a maximum of 5 (5x Courageous Abandon, 5x Riposte)

Trinkets


  • Price of Pride: Replaced Bellow Skill: Stun Token (10%) with Self: Rampart Skill: Riposte Token
  • Standard of the Ninth: Removed Gain On Miss: If Rank = 1 Weak Token and Courageous Abandon Skill: +50% CRIT. Added Apply to Attacker When Hit: Remove 1 Positive Token and Gain when Crit: Weak Token
  • Undeserved Commendation: Reworked to Target: Heroes: Crit Token (10%), Command Skill: Block Token & Taunt Token, Apply On Miss: All Allies Behind: +1 Stress

Jester


  • Finale and Finale+ are now considered Ranged skills on all Paths

Wanderer


The Wanderer retains his previous identity as a flexible unit with some improved support and increased rank manipulation options.
  • Battle Ballad and Battle Ballad+ target ranks increased from 2 3 4 to 1 2 3 4
  • Battle Ballad and Battle Ballad+ now have a cooldown of 1
  • Battle Ballad+ no longer clears Combo
  • Battle Ballad+ now provides an additional Strength token in the event that it doesn't land the 15% chance of a CRIT token, so it will always provide 2 tokens instead of only a chance of 2
  • Battle Ballad+ forward movement increased from 1 to 2 ranks
  • Encore and Encore+ now apply 2 Bleed to the target (formerly the Intermezzo version of this skill, now the default version)
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale now heals 1 Stress if it kills the target
  • Finale+ now heals 2 Stress if it kills the target
  • Finale+ now has an Execution value of 1
  • Harvest+ CRIT chance increased from 5% to 10%
  • Play Out and Play Out+ target ranks increased from 1 2 3 to 1 2 3 4
  • Play Out+ movement increased from Back 1 to Back 2

Virtuoso


The Virtuoso Path has been reworked as a stress management specialist with a variety of team-supporting Encore effects.
  • This Path no longer gains additional HP or SPD
  • This Path no longer penalizes Bleed, Blight, or Burn RES
  • This Path no longer randomly applies a +100% Stress RES buff to allies
  • Encore has been reworked into a unique version for this Path
  • Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
  • Encore and Encore+ move the Jester back 2 ranks when used
  • Encore and Encore+ no longer have a cooldown
  • Encore and Encore+ no longer provide an Extra Action
  • Encore and Encore+ now target all allies, excluding the Jester
  • Encore now has a Use Limit of 2x per battle
  • Encore+ now has a Use Limit of 4x per battle
  • Encore and Encore+ receive unique bonuses from Battle Ballad, Echoing March, Inspiring Tune, Play Out, and Solo
  • Encore and Encore+ clear all "Next Encore" buffs when used
  • "Next Encore" buffs provided by the above skills will only be applied if Encore is equipped
  • Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
  • Battle Ballad+ does not increase the number of ranks it moves the target
  • Battle Ballad causes the next Encore to grant Strength to all targets
  • Battle Ballad+ causes the next Encore to grant Strength (85%) or CRIT (15%) to all targets
  • Echoing March and Echoing March+ have been reworked as knockback skills
  • Echoing March and Echoing March+ target ranks adjusted from 2 3 4 to 1 2 3
  • Echoing March pull 1 changed to knockback 1
  • Echoing March debuff of Turn Start: pull 1 changed to Turn Start: knockback 1
  • Echoing March+ pull 2 changed to knockback 2
  • Echoing March+ debuff of Turn Start: pull 2 changed to Turn Start: knockback 1
  • Echoing March causes the next Encore to grant +2 SPD for 3 turns
  • Echoing March+ causes the next Encore to grant +3 SPD for 3 turns
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale has a 50% chance per ally to heal 1 Stress if it kills the target
  • Finale+ has a 67% chance per ally to heal 1 Stress if it kills the target
  • Inspiring Tune+ no longer removes Horror
  • Inspiring Tune+ grants +100% Stress RES for 2 turns if the target has 7 or more Stress
  • Inspiring Tune causes the next Encore to grant +25% Stress RES to all targets for 2 turns
  • Inspiring Tune+ causes the next Encore to grant +33% Stress RES to all targets for 2 turns
  • Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
  • Play Out+ does not increase the number of ranks it moves the target
  • Play Out and Play Out+ cause the next Encore to grant Block to all targets
  • Play Out+ causes the next Encore to clear Combo from all targets
  • Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
  • Solo and Solo+ now target all enemies who have Combo
  • Solo and Solo+ no longer have a cooldown
  • Solo and Solo+ forward movement reduced from 3 to 2
  • Solo no longer applies Combo
  • Solo applies a random (weighted) Negative token to all enemies with Combo and consumes the Combo
  • Solo+ re-applies the Combo to all targets
  • Solo+ 2x Dodge+ tokens have been reduced to 2x Dodge
  • Solo now has a native CRIT chance of 5% and benefits from CRIT tokens
  • Solo+ now has a native CRIT chance of 10% and benefits from CRIT tokens
  • Solo causes the next Encore remove 1 Negative token (67% chance) from all targets
  • Solo+ causes the next Encore to remove 1 Negative token from all targets

Soloist


The Soloist Path has been reworked to focus on direct damage and self-sustainability via craftable Finale effects.
  • This Path no longer penalizes HP
  • This Path no longer penalizes SPD
  • This Path increases the DMG of the next Finale by +2 whenever the Jester is missed by an attack, to a maximum of 3 stacks
  • This Path increases the DMG of melee skills by +1 until the end of combat whenever the Jester is missed an attack, to a maximum of 3 stacks
  • This Path no longer affects Razor's Wit, Fade to Black, or Slice Off
  • Finale and Finale+ DMG returned to Wanderer values
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ no longer have a cooldown
  • Finale and Finale+ backwards movement reduced from 3 to 2
  • Finale and Finale+ now have a Use Limit of 3x per battle
  • Finale and Finale+ receive unique bonuses from Battle Ballad, Harvest, and Play Out
  • "Next Finale" buffs provided by the above skills will only be applied if Finale is equipped
  • Finale and Finale+ consume all "Next Finale" and "Melee DMG" buffs when used
  • Finale and Finale+ store all consumed buffs as "Last Finale" buffs if Encore is equipped; these buffs are inactive and provide no benefit on their own
  • Encore has been reworked into a unique version for this Path
  • Encore and Encore+ no longer provide an Extra Action
  • Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
  • Encore has a cooldown of 4
  • Encore+ has a cooldown of 2
  • Encore and Encore+ are now self-target skills
  • Encore and Encore+ restore all inactive "Last Finale" buffs to their active "Next Finale" state; this includes any stored "Melee DMG" stacks
  • "Last Finale" bonuses for Finale DMG and Melee DMG will be added to any active stacks (up to the 3 stack cap) rather than replacing them during restoration
  • Encore and Encore+ now move the Jester forward 1
  • Encore+ now grants a Speed token
  • Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
  • Battle Ballad+ does not increase the number of ranks it moves the target
  • Battle Ballad causes the next Finale to ignore Blind tokens
  • Battle Ballad+ causes the next Finale to Ignore Dodge and Blind tokens
  • Harvest DMG increased from 3-4 to 3-5
  • Harvest CRIT reduced from 15% to 5%
  • Harvest+ DMG increased from 3-5 to 4-6
  • Harvest+ CRIT reduced from 15% to 10%
  • Harvest and Harvest+ launch ranks increased from 2 3 to 1 2 3
  • Harvest and Harvest+ no longer innately pierce Bleed RES
  • Harvest and Harvest+ no longer inflict Bleed
  • Harvest heals the Jester for 10% per Bleeding target hit
  • Harvest+ heals the Jester for 15% per Bleeding target hit
  • Harvest causes the next Finale to grant the Jester a 20% heal
  • Harvest+ causes the next Finale to grant the Jester a 30% heal
  • Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
  • Play Out+ does not increase the number of ranks it moves the target
  • Play Out causes the next Finale to ignore Guard tokens
  • Play Out+ causes the next Finale to ignore Block and Guard tokens
  • Solo has been reworked as a risk/reward tanking skill
  • Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
  • Solo and Solo+ are now self-target skills
  • Solo and Solo+ no longer apply Combo
  • Solo and Solo+ no longer grant Speed
  • Solo and Solo+ cooldown increased from 1 to 2
  • Solo and Solo+ now grant 2x Taunt tokens

Intermezzo


The Intermezzo Path has been refined to further emphasize its focus on Bleed and unpredictable support.
  • Battle Ballad and Battle Ballad+ retain the former Wanderer target ranks of 2 3 4
  • Battle Ballad+ no longer clears Combo
  • Battle Ballad and Battle Ballad+ can no longer apply Dodge+ or Block tokens
  • Battle Ballad's (weighted) random bonus token list has been adjusted to select from Strength, CRIT, or Speed tokens
  • Battle Ballad+ adds a 5% jackpot chance of Extra Action to that list and increases the weighting of CRIT
  • Echoing March no longer applies the "On Move: Bleed" debuff when unmastered
  • Echoing March+ pull reduced from 2 to 1 to maximize value from the "On Move: Bleed" debuff
  • Echoing March+ continuous pull debuff reduced from 2 to 1 for the same reason
  • Echoing March+ now only rolls a single Debuff RES check when applying both debuffs; either both will apply or both will be resisted
  • Encore and Encore+ are no longer affected by this Path as the former Intermezzo version is the new default
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale+ now deal an additional +50% DMG vs. a Bleeding target
  • Inspiring Tune and Inspiring Tune+ target ranks increased to full party AoE
  • Inspiring Tune and Inspiring Tune+ cooldown increased from 1 to 2
  • Inspiring Tune stress heal reduced from 2 to 1
  • Inspiring Tune+ stress heal reduced from 3 to 1
  • Inspiring Tune+ no longer grants a +20% Stress RES buff
  • Inspiring Tune+ no longer removes Horror
  • Inspiring Tune targets all Heroes with 5+ Stress
  • Inspiring Tune heals 1 Stress on all targets, plus an additional 1 Stress if the target has Bleed
  • Inspiring Tune+ expands targeting to any Hero with 5+ Stress or Bleed
  • Inspiring Tune+ separately heals 1 Stress if the target is Bleeding and 1 Stress if the target has 5+ Stress, allowing minor Stress healing of targets who are under the normal Stress threshold
  • Inspiring Tune and Inspiring Tune+ Bleed decreased from 2 (3 Turns) to 1 (3 Turns) to account for its AoE nature
  • Play Out and Play Out+ retain the former Wanderer target ranks of 1 2 3
  • Play Out+ retains the former Wanderer backward move value of 1
  • Play Out+ no longer clears Combo
  • Play Out and Play Out+ can no longer apply Strength or CRIT tokens
  • Play Out's (weighted) random bonus token list has been adjusted to select from Block, Dodge, or Speed tokens
  • Play Out+ improves those to Block+, Dodge+, Speed, or a jackpot 100% heal; this heal has no threshold
  • Solo and Solo+ no longer grant Speed
  • Solo and Solo+ now have an innate 5% CRIT chance to support Bleed application

Trinkets


  • Busker’s Haul: Overhauled to have Target: Hero: Dodge (20%), Target: Play Out Skills: Remove1 Negative Token, Target: Battle Ballad Skills: Turn Start: Forward 1 (1 Turns), and Turn End: If Relics in inventory < 25: +1 Stress (25%)
  • Royal Summons: Removed Target: Play Out Skills: Remove 1 Negative Token and Turn End: If Rank = 4: Add 1 Taunt Token. Added Gain On Crit: All Allies Behind: Add 1 Positive Token and Gain When Hit: Forward 1
  • Severed Finger: Replaced Slice Off Skills: +2 Bleed Dealt with Round Start: If Bleed: Add 1 Positive Token. Changed +1 Bleed Received to +1 Bleed Duration Received.

Vestal


Adjustments have been made to improve some skill synergies and make certain effects more accessible.

Wanderer


  • Divine Grace HP threshold increased from 25% to 33%
  • Divine Grace base healing value reduced from 25% to 20%
  • Divine Grace+ now gains +10% chance to CRIT heal at 3x Conviction in addition to the +10% Healed
  • Hand of Light launch ranks increased from 1 2 to 1 2 3
  • Illumination and Illumination+ now inflict Daze
  • Illumination and Illumination+ now have an innate 5% CRIT chance and can consume CRIT tokens
  • Mantra and Mantra+ can now be used from all ranks
  • [Comm] Mantra now benefits from Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
  • Mantra now gains an additional +10% healed, for a total of 30%, at 3x Conviction
  • Mantra+ heal bonus at 2x Conviction has been increased from +10% to +20%
  • Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation

Chaplain


  • Path Seal description has been updated
  • Now has a 60% chance to receive an additional Conviction token when being CRIT
  • Hand of Light DMG increased from 1-2 to 2-3 to match Wanderer
  • Hand of Light+ DMG increased from 1-2 to 3-4 to match Wanderer
  • Ministrations is now a Path skill
  • Ministrations launch ranks changed from 3 4 to 1 2
  • Mantra and Mantra+ cooldown increased from 1 to 2
  • Mantra and Mantra+ no longer require that a target has Guard
  • Mantra is now a self-target skill
  • Mantra now benefits from Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
  • Mantra now heals 2 Stress at 3x Conviction
  • Mantra+ base heal reduced from 15% to 10%
  • Mantra+ heal bonus at 2x Conviction increased from +10% to +20%
  • Mantra+ will additionally target any Heroes with Guard, applying Mantra effects at half strength to them
  • Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation

Confessor


  • Updated Confessor Conviction token description to use "RES Piercing" language instead of "Chance"
  • Updated Confessor Path Seal text to use "RES Piercing" language instead of "Chance"
  • Hand of Light launch ranks changed from 1 2 to 2 3
  • Hand of Light+ DMG increased from 1-2 to 2-3
  • Judgement DMG slightly increased from 3-5 to 4-6
  • Judgement+ DMG slightly increased from 4-7 to 5-8
  • Judgement+ CRIT increased from 5% to 10%
  • Judgement Weak tokens at 2x Conviction increased from 1 to 2
  • Judgement now also inflicts Daze at 3x Conviction
  • Judgement+ now also inflicts Stun at 3x Conviction
  • Mantra and Mantra+ can now be used from all ranks
  • Mantra and Mantra+ cooldown increased from 0 to 3
  • Mantra and Mantra+ no longer interact with Consecrations
  • Mantra and Mantra+ now target any Heroes with a Negative token
  • Mantra now benefits from Conviction
  • Mantra now removes 2 Negative tokens at 2x Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 3x Conviction
  • Mantra+ now removes 3 Negative tokens at 2x Conviction
  • Mantra+ now gains +15% healed, for a total of 25%, at 3x Conviction
  • Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation

Trinkets


  • Icon of the Light: Changed +2 Regen Dealt while in Rank 4 to +1 Regen Dealt or +2 Regen Dealt when Flame is 100. Changed Melee Skills: -50% DMG to Gain When Crit: Flame -5 (66%).
  • Profane Scroll: Reworked to +1-2 DMG, If Flame < 50: +30% Stun RES Piercing, Self: Ally Behind: Hand of Light Skill: Guard x2, Gain On Miss: +1 Stress (25%)

Known Issues


  • The Vestal changes have not been localized to all languages yet. We will be patching this early next week.


We have made more hero, enemy and gameplay changes. You can read these remaining patch notes on our website here!

Logo for Darkest Dungeon II
Release:08.05.2023 Genre: Rollenspiel Entwickler: Red Hook Studios Vertrieb: Red Hook Studios Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
Einzelspieler Mehrspieler Koop

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Darkest Dungeon II Celebrates its First Anniversary
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Update on Upcoming Darkest Dungeon II Mod Support
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Darkest Dungeon II releases onto PlayStation this Summer!
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Darkest Dungeon II joins The Triple-i Initiative
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Infernal Pursuits Feedback
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