The Shieldbreaker will warn the player with a special bark that happens after the player selects the amount of food for the party to eat, and in this case you are free to spend all your respite points on preparing for the flashback fight instead of trying to prevent an ambush.
When camping with the Shieldbreaker, there's 50% chance to encounter a special flashback fight which overrides the normal ambush and cannot be prevented with camping skills.
It means that monsters will not receive the usual increase in their damage, accuracy, and critical hit chance, while your heroes will not suffer from more stress than usual.
The Courtyard area has unique torch settings which persist even if you get ambushed after camping (despite the visual effect of darkness). Another option is to equip combat skills which can be used to reposition the shuffled heroes (such as Hellion's Breakthrough) or are usable in suboptimal positions (such as Grave Robber's Pick to the Face). If you don't have camping skills which prevent the ambush, it's wise to shuffle your heroes before camping: so if you get ambushed, there will be a chance that your surprised heroes will reshuffle themselves in their right positions. Nighttime ambushes can be prevented by use of the Camping Skills: This allows stronger battle skills to be used instead of ambush protection skills. Nighttime ambushes do not occur in the Darkest Dungeon or in the Farmstead. Highwayman's Clean Guns), meaning that after the ambush these buffs will only be effective for 3 more battles instead of 4. Keep in mind the enemies encountered can be of any composition that exists within the dungeon (excluding bosses), so some ambushes are significantly more dangerous than others.Īlso note that the ambush fight counts towards the duration of camping buffs (e.g. Even in an ambush, the benefit of decent loot is higher as the darkness bonus provides better treasure, if you defeat it. Retreating from an ambush fight is impossible.Īs with many other decisions, this is about risk and reward management: preventing the ambush safeguards the benefits of camping, while taking the chance for one to occur will allow you to spend Respite on other camping skills. A random composition of the enemy party will entail that the peril your heroes face during the ambush may vary from basically free loot to having the stress and health healing undone to a complete party wipe. Your thoughts on this comp would be appreciated, and I'd love to hear you guys out on your views on characters and teams.ĮDIT: Hellion in this setup could be changed for something else, but YAWP is working out rather well.The party will always be surprised by the ambush, and the torch level will drop to 0, although it may be increased by hero's skills (for instance, Arbalest's Rallying Flare or Crusader's Inspiring Cry). Most likely going to have this comp be m main group for money making apart from a secondary comp I'll set up once I get my first antiquarian. And it's obvious that the comp suffers a little bit in the ruins with some of the regular mobs having very high bleed resistance. During those 5 weeks I did 2 ruins and 3 weald runs, just to rush the bosses for possibly good trinket drops. The composition has its flaws though, no blight, only one stunner (due to houndmaster being in 3rd row, 2 stunners at times once surprised which is an upside) and semi reliant on bleeds. The upsides of the comp being rather good damage, a lot of healing, quite a few bleeds, good stress recovery and decent cc. They have now done 5 weeks worth of torchless dungeoning in a row, always leaving with close to no stress gained from each run (aprox 40 total at worst between the four). Vestal - Houndmaster - Hellion - Flagellant With my most recent save file I got lucky and managed to get a I used to love the HWM but as of this expansion I've come to like a trifecta of houndmaster/flagellant/vestal. Just another discussion where I want to hear you out on your favorite characters or comps and why you like it/them.