Jul 18, 2016 I go through a dungeon and explain combat prioritization, scouting, provisions and other basics of Darkest Dungeon. I cover this live on stream as I. Aug 10, 2017 Darkest Dungeon® All Discussions. Since the CC is one of those sort of weird dungeon where it sort of auto-scouts as you go, will bringing scouting and surprise trinkets help in any way? Showing 1-8 of 8 comments. Aug 10, 2017 @ 5:16am Surprise trinkets help. Nov 01, 2017 Scout chance is 25% + all the bonus from everyone in the team + other bonus like the light bonus. Critical Scout, the massive map reveal, is half of that chance so if you want to reveal half of the dungeon the moment you step inside, you will need 200% scounting chance to guarantee it.
A trap is an obstacle that can be encountered along corridors during expeditions.
Upon being triggered, a trap will inflict both health and stress damage to a random hero in the party. The health damage will be a percentage of the hero's MAX HP, while stress will always be +15. Additionally, traps in different locations also inflict various additional effects:
Region | Damage | Effect |
---|---|---|
Ruins | 25%/28%/30% | |
Weald | 0% | |
Warrens | 10% | 100%/110%/120% Bleed 2/2/3 |
Cove | 10% | |
Courtyard | 15/18/18 damage (not percentage) | 100%/110%/120% Bleed 2/2/3 |
Avoiding traps[edit | edit source]
Triggered traps can be dodged, with the chance depending on a hero's Trap Resist (not their DODGE). The best method to avoid traps, however, is scouting the area beforehand. Scouted traps will be represented with a purple icon on the map and are visible on the ground as they're approached, giving heroes a chance to disarm them. Disarming a trap renders it harmless and heals 8 stress for the hero. Traps can sometimes be encountered along corridors that have already been explored, as they have a chance to spawn when moving into an already-explored hallway.
Trap Resist / Disarm Chance[edit | edit source]
Trap Resist is the chance to dodge unscouted traps. If a trap has been scouted, the chance for a hero to disarm it is their Trap Resist + 40%. Like most other hero resistances, Trap Resist increases by 10% per Resolve Level.
Additionally, it is possible to further raise Trap Resist by equipping appropriate trinkets, with a theoretical maximum of +55% for Grave Robbers (Ancestor's Map + Raider Talisman). Disarm Chance, in addition to being displayed in the character's page, is featured in a purple icon that appears when approaching a trap, alongside other buff and debuff icons above the health bar.
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Disarm Chance can go above 100%; expeditions of higher difficulty level require a higher chance to be disarmed successfully: traps in Veteran level dungeons have +20% chance to resist disarm, while traps in Champion level dungeons have +40% chance. Darkest level dungeons have +50% chance, but this is only applicable to the Countess' quest, as the Darkest Dungeon completely lacks traps.
The list of heroes by their base Trap Resist, from highest to lowest:
Trap Resist | |||||
---|---|---|---|---|---|
Grave Robber | Bounty Hunter | Highwayman | Houndmaster | Jester | Hellion |
50% | 40% | 40% | 40% | 30% | 20% |
Plague Doctor | Shieldbreaker | Abomination | Antiquarian | Arbalest | Crusader |
20% | 20% | 10% | 10% | 10% | 10% |
Leper | Man-at-Arms | Musketeer | Occultist | Vestal | Flagellant |
10% | 10% | 10% | 10% | 10% | 0% |
Darkest Dungeon Scout Mission
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