Maintain Equipment | |||
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Time Cost | Target | Description |
4 | Self | +15% PROT (4 Battles) +15% DMG (4 Battles) | |
Bark | "Keep your harness polished, and it will not fail you." | ||
Tactics | |||
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Time Cost | Target | Description |
4 | Party | +10 DODGE (4 Battles) +5% CRIT (4 Battles) | |
Bark | "The key to a continued heartbeat is to MOVE YOUR FEET." | ||
Instruction | |||
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Time Cost | Target | Description |
3 | One Companion | +10 ACC (4 Battles) +3 SPD (4 Battles) | |
Bark | "Skill always trumps raw strength. Strike like so..." | ||
Weapons Practice | |||
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Time Cost | Target | Description |
4 | All Companions | +10% DMG (4 Battles) +8% CRIT (75% chance) (4 Battles) | |
Bark | "A lifetime of practice still leaves more to learn." | ||
Man-at-Arms
- Man-at-Arms
- Strategy
- Butcher's Circus
- Barks
- Gallery
This article is about the hero in Darkest Dungeon. For other appearances, see Man-at-Arms (disambiguation). |
Man-at-Arms | |||||
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Stats [Compare] | |||||
Armor | 1 | 2 | 3 | 4 | 5 |
MAX HP | 31 | 37 | 43 | 49 | 55 |
DODGE | 5 | 10 | 15 | 20 | 25 |
Weapons | 1 | 2 | 3 | 4 | 5 |
SPD | 3 | 3 | 4 | 4 | 5 |
CRIT | 2% | 3% | 4% | 5% | 6% |
DMG | 5-9 | 6-10 | 7-12 | 7-13 | 8-14 |
Base Resistances | |||||
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40% | ![]() |
40% | ||
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30% | ![]() |
40% | ||
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30% | ![]() |
30% | ||
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67% | ![]() |
10% | ||
Other information | |||||
Movement | 2 forwards, 2 backwards. | ||||
Crit Buff Bonus | -33% Stress | ||||
Religious | No | ||||
Provisions | None |
“ | The raw strength of youth may be spent, but his eyes hold the secrets of a hundred campaigns. | „ |
~ The Ancestor |
The Man-at-Arms is one of the playable Character Classes in Darkest Dungeon.
Description
“ | An old, battle-scarred veteran, the Man-at-Arms has seen enough war and bloodshed to last more than a dozen lifetimes. While he can no longer swing his great mace with the force he once could, you should not stand where he swings his mighty weapon. However it is not offense, but his defense, that makes the Man-at-Arms such a vital member of any team. His ability to read the enemy's movements allows him to draw fire to himself to defend his allies and then retaliate with surprising force. The battlefield is a chaotic place, and the Man-at-Arms knows how to make himself heard. With his vociferous shouting he can issue vital commands to his men or let out a terrible bellow to strike fear into the enemy's heart. At camp, the Man-at-Arms can take time to instruct and practice with others, giving efficient information and life saving instruction. As long as the Man-at-Arms stands, he will never allow the line to break. |
„ |
Combat Skills
“ | The Man-at-Arms is a seasoned veteran of combat, and has been rewarded for his toil with haunting guilt and stoic resilience in equal measure. Immovable, commanding, and focused, the Man-at-Arms breaks down enemy lines with his mace, buckler, and furious battle cries. | „ |
~ Guild |
Note: New Men-at-Arms will always come with the Crush skill.
(All buffs and debuffs last for 3 rounds unless otherwise specified.)
Crush# | |||||||||||||||||||||||||||||||||||||||||||||
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Range | Rank | Target | Damage | Accuracy | Crit mod | Effect | Self | |||||||||||||||||||||||||||||||||||||
Melee | ![]() ![]() ![]() ![]() |
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+0% | 85 | 5% | ||||||||||||||||||||||||||||||||||||||||
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Rampart# | |||||||||||||||||||||||||||||||||||||||||||||
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Range | Rank | Target | Damage | Accuracy | Crit mod | Effect | Self | |||||||||||||||||||||||||||||||||||||
Melee | ![]() ![]() ![]() ![]() |
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-60% | 90 | 5% | Knockback 1 (100% base) Stun (100% base) |
Forward 1 | ||||||||||||||||||||||||||||||||||||||
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Bellow# | |||||||||||||||||||||||||||||||||||||||||||||
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Range | Rank | Target | Damage | Accuracy | Crit mod | Effect | Self | |||||||||||||||||||||||||||||||||||||
Ranged | ![]() ![]() ![]() ![]() |
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-100% | 90 | -5 DODGE (100% base) -5 SPD (100% base) +5% Crits Received while Marked (100% base) (3 rds) |
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Defender# | |||||||||||||||||||||||||||
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Rank | Target | Effect | Self | |||||||||||||||||||||||
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Guard Ally (3 rds) | +15% PROT (4 rds) | ||||||||||||||||||||||||
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Retribution# | |||||||||||||||||||||||||||||||||||||||||||||
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Range | Rank | Target | Damage | Accuracy | Crit mod | Effect | Self | |||||||||||||||||||||||||||||||||||||
Melee | ![]() ![]() ![]() ![]() |
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-75% | 85 | 2.5% | Mark Self (2 rds) Activates Riposte* (3 rds) Riposte: -40% DMG (3 rds) | |||||||||||||||||||||||||||||||||||||||
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Command# | |||||||||||||||||||||||||||
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Rank | Target | Effect | Self | |||||||||||||||||||||||
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+5 ACC +4% CRT +15% DMG while Guarded (3 rds) |
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Bolster# | |||||||||||||||||||||||||||
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Rank | Target | Effect | Self | |||||||||||||||||||||||
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+5 DODGE (1 Battle) -10% Stress (1 Battle) |
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Limit: | 1 Use per Battle |
* Man-at-Arms' Riposte has a base ACC of 90, and no CRIT mod.
Camping Skills
“ | The Man-at-Arms seeks to either practice his strict training regimen himself, or teach it to his companions. Dexterity, damage and unerring accuracy await those fortified enough to endure his lessons. | „ |
~ Survivalist |
Camping skills are special skills heroes can use while they are camping. They take a certain number of "respite" points to use, and can only be used once per camp (unless the skill says otherwise). Most heroes have three shared camping skills and all heroes have 4 unique camping skills (with the Flagellant being the exception, having only unique camping skills). Only 4 of these can be equipped at one time. Any Buffs or lasting effects given from a camping skill lasts for 4 battles.
Being a military veteran, the Man-at-Arms makes sure that training isn't overlooked even when resting. He can buff himself, one other hero, or even the entire party for almost any stat, including DODGE, CRIT, ACC, and DMG.
Encourage | |||
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Time Cost | Target | Description |
2 | One Companion | -15 Stress | |
Bark | "This formation, yes!" "To the line! TO THE LINE!" "Remember the drills and we will see this through!" | ||
Wound Care | |||
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Time Cost | Target | Description |
2 | One Companion | Heal 15% HP Removes Bleeding Removes Blight | |
Bark | "It isn't much but you should pull through." "Take this, works a charm." "I'm no physician but this should steady you." | ||
Pep Talk | |||
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Time Cost | Target | Description |
2 | One Companion | -15% Stress (4 Battles) | |
Bark | "We are strong together, hold fast!" "You execute maneuvers well!" "Stick to the plan and we will survive." | ||
Equipment
“ | Clad in the heaviest plate, the Man-at-Arms is a mace-wielding heavy hitter. Quick to react and adapt, he is most effective leading the charge, protecting his companions with his unbreakable shield. | „ |
~ Blacksmith |
Unlike other games, equipment upgrades in Darkest Dungeon are linear, all bought at the Blacksmith.
Each Hero has Trinkets unique to them that only they can equip. The Man-at-Arms has seven; 2 common, 2 Crimson Court and 1 uncommon, rare and very rare. In the base game, his lower level trinkets are eye-patches and his high level trinkets are shields. The Crimson Court DLC adds a banner and toy soldier.
Trinket Image | Trinket Name | Rarity | Class Restriction | Origin Dungeon | Effect | Additional Notes |
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Cleansing Eyepatch | Common | Man-at-Arms | Weald |
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Sly Eyepatch | Common | Man-at-Arms |
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Longevity Eyepatch | Uncommon | Man-at-Arms |
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Rampart Shield | Rare | Man-at-Arms |
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Guardian's Shield | Very Rare | Man-at-Arms |
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The Crimson Court DLC added special Trinket Sets, two for each hero. They confer powerful bonuses to the hero equipped with them, and having both equipped at once yields an additional bonus, which is shown greyed out at the bottom. The origin dungeon for all Trinket Sets is the Courtyard and they all have the rarity Crimson Court. The Shieldbreaker Trinket Set, however, is only obtainable through her final 6th and 7th nightmare encounters and won't be dropped or given as a reward in the Courtyard. Trinkets you already have will stop dropping, so there's value in not selling the ones you don't like until you get the ones you want.
The Color of Madness DLC added trinkets with a new rarity, Crystalline. Each hero has their own unique crystalline trinket which can be bought from Jeweler inside the Nomad Wagon with Crystal Shards found within the Farmstead.
District Bonus
The Crimson Court DLC adds Districts to the Hamlet, some of which confer passive benefits to heroes.
The table below lists all of the currently available buildings that can be constructed within Hamlet's Districts, the cost of doing so, and the benefits of each individual project.
The gold cost of most Districts in Radiant mode is significantly reduced. The price in Radiant mode is shown in parentheses.
Districts | |||
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Name | Image | Effect | Cost |
Training Ring | Arbalest, Houndmaster, Man-at-Arms, Shieldbreaker, and Musketeer receive:
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5000 (1000) | |
300 | |||
1 |
Trivia
- Both the Man-at-Arms' and Vestal's weapon are called "Mace," despite both the artwork and stats of the weapons being entirely different. The Man-at-Arms' Mace's round head and spikes qualify it more specifically as a morning-star.
- The Man-at-Arms introduced two new mechanics to the game when he was added: guarding and ripostes.
- The predetermined name of the Man-at-Arms is Barristan, a reference to Barristan the Bold, a character from the book series A Song of Ice and Fire. Barristan the Bold is a famed knight, now well past his glory days, and sometimes called Barristan the Old, similar to how the Man-at-Arms is past his glory days.
- The guild text refers to Man-at-Arms' shield as a buckler, but it is actually a heater shield.
- The level 3 mace and plated mail are named "Sergeant Major's" while the level 4 ones are named "Master Sergeant's", despite Sergeant Major being a higher rank in real life than Master Sergeant.
- One of the Man-at-Arms' names is 'Pipin'. This could be a reference to the Berserk character of the same name.
- Another possible name is 'Chatwood'. This is likely after Stuart Chatwood, composer of Darkest Dungeon's soundtrack.