Everything you need to survive the road to the Mountain in Darkest Dungeon II: the core Confessions loop, combat tokens, stress and relationships, hero picks, the Altar of Hope, and the separate Kingdoms campaign mode.
Researched September 2026 — current as of the post-Kingdoms build (all three Kingdoms modules out; DLCs The Binding Blade and Inhuman Bondage). Live games change; check the linked sources if something differs.
The core mode is structured as five Confessions, each a chapter of the story: Denial, Resentment, Obsession, Ambition, Cowardice. You unlock them in sequence by beating the Mountain.
A run follows this loop:
| Region | Theme | Notes |
|---|---|---|
| The Valley | Tutorial | Short introduction the first time through |
| The Foetor | Farmland | Pestilent enemies; Blight-heavy |
| The Tangle | Forest | Woodland creatures |
| The Sprawl | Ruined city | Cultist encounters |
| The Shroud | Coast | Aquatic hazards |
| The Sluice | Caves | Bonus region, water mechanics |
| The Catacombs | Crypts | Bonus region, skeletal enemies |
| The Mountain | Finale | Confession boss fight |
| The Tundra | Icy | Kingdoms mode only |
Each region has nodes (battles, shrines, hospitals, events, loot), roads with hazards, region modifiers that change difficulty, and region goals that pay out extra rewards like Candles of Hope or trinkets. Read the goals before you pick a route; they often decide which path is worth taking.
Your stagecoach carries the party and can be damaged by road obstacles and ambushes. Keep an eye on its wheels and armor and repair when you can. Stagecoach upgrades (more item slots, better parts, lantern upgrades) come from the Altar of Hope and from loot during the run.
The Flame on the stagecoach represents your party's hope. It drops over time and from certain events, and rises from resting and specific choices. When it is nearly out, your team suffers penalties. Treat it as a second health bar for the whole run.
Combat is turn-based and rank-based. Four heroes stand in ranks 1 (front) to 4 (back), facing enemies in the same format. Every skill lists which ranks it can be used from and which ranks it can target.
Tokens replace most of the percentage buffs from the first game. They are visible, predictable and consumed on use.
| Positive token | Effect |
|---|---|
| Crit | Next applicable move is a guaranteed critical hit |
| Riposte | Counter-attack the next damaging attack received |
| Dodge | 50% chance to dodge the next attack |
| Dodge+ | 75% chance to dodge the next attack |
| Block | Take 50% less damage from the next damaging attack |
| Block+ | Take 75% less damage from the next damaging attack |
| Guarded | The next attack on this unit is redirected to its guard |
| Strength | Next attack deals 50% more damage |
| Speed | Acts faster next round |
| Stealth | Cannot be directly targeted by most enemy skills |
| Negative token | Effect |
|---|---|
| Daze | Next action is delayed to the end of the round |
| Stun | Lose the next action |
| Blind | 50% chance to miss the next attack |
| Weak | Next attack deals half damage |
| Vulnerable | Take 50% more damage from the next damaging attack |
| Taunt | Enemies must attack this unit if able (the game classes it as a negative token even when your tank applies it on purpose) |
| Immobilize | Cannot move or be moved |
Some heroes also use Combo tokens (applied by one skill and consumed by another for bonus effects). Practical rules:
Bleed, Blight and Burn tick each turn. They are strong against high-HP enemies and bosses and weak against fights that end in two rounds. Heroes like the Plague Doctor (Blight) and Hellion and Highwayman (Bleed) lean on them; the Runaway uses Burn.
A hero who reaches 0 HP enters Death's Door. Further hits roll against their deathblow resistance. Heal them out immediately; don't gamble a hero on a second hit.
Stress rises from enemy stress attacks, crits against you, bad events and hostile relationships. At 10 stress a hero melts down, taking a big hit and damaging relationships. Priorities:
As heroes travel, they build affinity with each other from shared choices, events and combat actions. At the Inn, relationships can resolve into positive bonds (romance, respect) or negative ones (resentment, hatred). Positive relationships trigger helpful combat effects, like guarding or buffing a partner; hostile ones make heroes interfere with or stress each other.
Tips:
| How you get them | Heroes |
|---|---|
| Starting four | Plague Doctor, Grave Robber, Highwayman, Man-at-Arms |
| Altar of Hope unlocks | Hellion, Runaway, Jester, Leper, Occultist, Vestal, Flagellant, Bounty Hunter |
| The Binding Blade DLC | Duelist, Crusader (via a DLC quest) |
| Inhuman Bondage DLC | Abomination |
Each hero starts on the Wanderer path and can unlock alternative paths that rework their skills and role. Paths are how you adapt one hero to multiple team compositions.
| Hero | Typical role | Key skills to know |
|---|---|---|
| Man-at-Arms | Front-line protector | Defender (guard an ally), Bolster, Retribution |
| Highwayman | Flexible damage, rank-mobile | Pistol Shot, Point Blank Shot, Duelist's Advance, Wicked Slice |
| Plague Doctor | Blight damage, utility, healer-support | Noxious Blast, Plague Grenade, Blinding Gas, Battlefield Medicine |
| Grave Robber | Evasive back-line killer | Pick to the Face, Lunge, Thrown Dagger, Shadow Fade |
| Hellion | Heavy front-line damage and Bleed | Wicked Hack, Iron Swan, Adrenaline Rush |
| Leper | Slow, massive front-line hits | Chop, Hew, Withstand, Solemnity |
| Vestal | Main healer | Divine Grace, Divine Comfort, Judgement |
| Jester | Stress support and mobile damage | Dirk Stab, Harvest, Battle Ballad, Finale |
| Occultist | Hybrid healer and debuffer | Wyrd Reconstruction, Abyssal Artillery |
| Runaway | Burn damage from mid ranks | Uses Burn heavily |
| Flagellant | Self-harming damage and healing | Thrives near low HP |
| Bounty Hunter | Marks and executes targets | Strong against single big threats |
At Inns you can spend mastery points to upgrade skills. Upgraded skills are significantly stronger, so pick one or two core skills per hero and master those first rather than spreading points evenly.
Every run earns Candles of Hope based on how far you got and what goals you completed. Spend them at the Altar of Hope on:
Suggested order for new players:
Your profile rank also rises as you finish runs, unlocking more characters and items.
Kingdoms is a separate strategic campaign added for free in January 2025. Progress is tracked separately from Confessions, and you can switch between saves in each mode freely.
| Module | Enemy threat |
|---|---|
| Hunger of the Beast Clan | Beast faction |
| Secrets of the Coven | Coven faction |
| Curse of the Court | Court faction |
| Building | Purpose |
|---|---|
| The Provisioner | Buy items and pets |
| The Wainwright | Stagecoach upgrades |
| The Mastery Trainer | Skill management and path changes |
| The Hoarder | Buy and sell items |
| Field Hospital | Healing and fatigue removal |
| Barracks | Unlocks Peasant Militia for sieges |
Enemies periodically besiege inns. If an inn is undefended, or all defenders die, it is destroyed and every kingdom hero suffers stress and fatigue penalties. You lose the campaign if too many heroes die, too many inns fall, or you run out of time. Upgrade the Barracks early so Peasant Militia fill empty defender slots.
How long is a run? Red Hook describes expeditions as lasting 30 minutes to several hours, depending on how far you get.
Who are the best starting heroes? The starting four (Plague Doctor, Grave Robber, Highwayman, Man-at-Arms) form a complete team. Man-at-Arms up front, Highwayman in rank 2, Plague Doctor and Grave Robber behind is a solid first party.
What are the Confessions? Five story chapters (Denial, Resentment, Obsession, Ambition, Cowardice), each ending with a different challenge at the Mountain.
Is Kingdoms a separate game? It is a separate mode inside Darkest Dungeon II, with its own saves and progression. You can switch between Confessions and Kingdoms freely.
Which DLC adds which heroes? The Binding Blade (December 2023) adds the Duelist and Crusader plus a roaming mini-boss, the Warlord. Inhuman Bondage (January 2025) adds the Abomination.
Is the game still updated? The core game has been stable since the Kingdoms modules shipped. In 2026 Red Hook has mostly posted weekly Mod Showcases and a Mac mod-fix beta branch, plus The Fire's Edge DLC for the original Darkest Dungeon, which adds the Runaway and Duelist (both introduced in Darkest Dungeon II) to the first game.
How do I stop heroes hating each other? Choose road-event options the party approves of, use affinity-raising Inn items, and avoid actions that anger specific heroes.