![]() 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. Other dangerous foes like the Cultist Acolyte, Madman and Pelagic Shaman who can deal severe stress damage or heal their allies are also good targets for Stuns, since it robs them of a turn they could spend causing problems.A change to this blog: I’m removing the “Heroes” section from part 2 and adding it to this part. Stunning them buys heroes extra time to kill them. Foes like Drowned Thralls and Gatekeepers act on a timer, meaning that once they pass two turns, they deal a devastating party-affecting move. While it's annoying when used by enemies, Stun is actually a great status to inflict to give players a chance to buff up their heroes and knock their opponents down. Others like the Sycophant, Webber and Maggot hit for much less damage, but still drag the fight out by Stunning, which costs a hero them a turn and gives time for reinforcements to arrive. Enemies like the Chevalier, Bone Defender and the Gargoyle have hard-hitting moves that also Stun heroes in addition to knocking them back through the ranks. Instead, it's caused by an opponent's attacks, both routine attacks and heavy-hitting. Unlike the other two status effects, Stun cannot be dealt to a hero outside of battle, meaning that a curio or trap won't trigger it.
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