

This explains why a couple of my characters always seemed to get their turns last…. The higher this number, the more likely that that character will go first in a battle. Turns out, it determines who has priority during battles. Speed (SPD): I wondered how this stat played in.Certain class abilities will also help or hurt this number. Your armor quality, plus and buffs/debuffs, quirks, and trinkets, will affect this number. Dodge: this will increase your chance of avoiding a hit.The better quality of your weapons, the more damage you can inflict. You hit something with a big sword, it will take damage if you get hit with a big sword, you will take damage. Low torchlight increases the critical hit chances, for everyone, Heroes and enemies alike. However, if a Hero takes a critical hit, those same damage and effects happen to them they also have their stress increased. It also prolongs any bleed, blight, or stun applied for an additional 2 rounds. If your character scores a critical hit with a physical or magical attack, they do 1.5x their maximum damage to their victim, plus have their own stress reduced sometimes, other Heroes will have some of their stress relieved, also. Critical Hit Chance (CRIT): critical hits can change the tide of battle pretty quickly.Accuracy (ACC): the modifier (good or bad) applied to the character’s ability to hit an enemy. This can be affected by quirks and trinkets.Resolve: the resistance level to bleed, light, stuns, and other bad effects it governs the overall effectiveness of the other stats.There are 15 classes, with each class having 7 main stats to keep track of: In the final part of the ‘Darkest Dungeon’ review, I’m going to take a look at the Hero Classes. A change to this blog: I’m removing the “Heroes” section from part 2 and adding it to this part.
