Tokens
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Many combat status effects in Darkest Dungeon II are represented by tokens, which are visible below the health bar of any combatant.
Mechanics
- Tokens can be added or removed in a variety of ways, from skills and combat items to quirks and region-wide effects.
- Tokens have varying stack limits, typically stacking up to three times.
- Most tokens have a limited duration of effect. The vast majority of tokens, when not consumed, expire after three turns, including the unit's current turn.
- Certain skills may ignore tokens. For example, the Runaway's Hearthlight will hit enemies regardless of whether they are in
Stealth. The upgraded version of Hearthlight will additionally ignore
Blind on the Runaway herself.
- Skills may also remove tokens. A skill that removes a token will also remove its variants — for example, an attack that removes
Dodge will also remove
Dodge+ from the target.
- Certain skills may steal tokens from the target and transfer them to the skill user.
- Some tokens may be negated by other tokens — if one is applied while the other is present on the target, both will be removed. This also means that these two tokens may never be present on a unit at the same time.
- Certain tokens are marked as Positive or Negative. Effects that apply to Positive or Negative tokens apply only to those in the lists below, regardless of the token's actual effects. The
Winded token, for example, negatively affects the Hellion, but it is not, strictly speaking, a Negative token and cannot be removed by the Plague Doctor's Indiscriminate Science. The easiest way to determine whether a token qualifies is to look at its colour: for the most part, Positive tokens are yellow and Negative tokens are blue.
List of Tokens
Positive
Crit
- Next applicable attack or heal is guaranteed to be a Critical Hit.
- Using combat items also consumes
Crit tokens.
- Using combat items also consumes
- Duration: 3 turns
- Limit: 2
Riposte
- Counter-attacks the next damaging attack received.
- The counter-attack is defined as a special Riposte Attack in the unit's skill table, with its own damage, critical chance, and additional effects. Consult individual unit pages (the Highwayman's, for example) for more information.
- If a unit without a pre-defined Riposte Attack tries to copy, steal, or otherwise gain a
Riposte token (e.g. using the Caked Palette trinket), nothing will happen.
- At most one
Riposte will trigger per attack. If multiple units with
are targeted by the same attack, only the frontmost
will trigger.
- Duration: 3 turns
- Limit: 3
Dodge
- 50% chance to dodge next attack.
- If
Dodge+ is also present,
Dodge+ tokens will be consumed first.
- Duration: 3 turns
- Limit: 3
Dodge+
- 75% chance to dodge next attack.
- If
Dodge is also present,
Dodge+ tokens will be consumed first.
- Duration: 3 turns
- Limit: 3
Block
- Receive -50% DMG from next damaging attack.
- If
Block+ is also present,
Block+ tokens will be consumed first.
- Negates
Vulnerable.
- Duration: 3 turns
- Limit: 3
Block+
- Receive -75% DMG from next damaging attack.
- If
Block is also present,
Block+ tokens will be consumed first.
- Negates
Vulnerable.
- Duration: 3 turns
- Limit: 3
Guarded
- Next attack directed at unit is redirected towards guarding unit instead.
- A unit may guard, or be guarded by at most one unit at a time.
- A guarded unit may not guard another unit.
- If a new
Guarded token is added which violates one of the above conditions, the old
will be removed.
- Duration: 3 turns
- Limit: 3
Strength
- Next attack deals +50% DMG.
- Negates
Weak.
- Duration: 3 turns
- Limit: 2
Speed
- Acts faster next round.
- Increases the unit's
Speed attribute by 100 at the start of the next round, when turn orders are calculated.
- This means that units with
will (almost certainly) act before units without the token, but two units with
will resolve ties between themselves as usual.
- This increase is temporary — only active at round start — and in particular, does not interact with turn start
conditions, like the Snappy Swig trinket.
- Increases the unit's
- Negates
Daze.
- Duration: 1 turn
- Limit: 1
Stealth
- Cannot be directly targeted by most enemy skills.
- Can still be targeted by area-of-effect attacks.
- Can still be targeted if no other targets are available.
- Duration: 1 turn
- Limit: 2
- Despite having a different colour,
is affected by all interactions that target Positive tokens.
Negative
Daze
- Next action will be delayed to the end of the round.
- Converts to
Stun when stacked.
Daze and
Stun cannot exist on a unit at the same time;
Stun will always take priority.
- Negates
Speed.
- Duration: 1 turn
- Limit: 1
Stun
- Lose next action.
Daze and
Stun cannot exist on a unit at the same time;
Stun will always take priority.
- Duration: 1 turn
- Limit: 1
Blind
- 50% chance to miss next attack.
- Duration: 3 turns
- Limit: 2
Weak
- Next attack deals -50% DMG.
- Negates
Strength.
- Duration: 3 turns
- Limit: 2
Vulnerable
Taunt
- Enemies are forced to attack this unit if able.
- Duration: 3 turns
- Limit: 3
Immobilize
- Cannot move or be moved.
Immobilize and
Permanent Immobilize cannot exist on a unit at the same time;
Permanent Immobilize will always take priority.
- Duration: 1 turn
- Limit: 3
Harvest Hunger
Main article: Harvest Child
- Turn start:
Forward 1
- Ignores
Move resistance, but not
Immobilize or
Permanent Immobilize.
- Ignores
- If in rank 1 after moving, forced to use Feed the Hunger.
- Duration: 1 turn
- Limit: 1
- The hunger overwhelms all reason.
Chosen Target
Main article: Bullseye Barrett
- Receive +30% DMG from Bullseye Barrett's attacks.
- Duration: Until end of combat
- Limit: 1
Other
Combo
- Consumed by various skills to trigger additional effects.
- Duration: 3 turns
- Limit: 1
Permanent Immobilize
- Cannot move or be moved.
- Functions similarly to
Immobilize, but cannot be removed and has longer duration.
- Effects that apply to units with
Immobilize, like the damage bonus from Staggering Striker, do not apply to units that have
Permanent Immobilize.
Immobilize and
Permanent Immobilize cannot exist on a unit at the same time;
Permanent Immobilize will always take priority.
- Only used by certain bosses or granted by The General's Dream.
- Duration:
- Heroes: 5 rounds
- Enemies: Until end of combat
- Limit: 1
Hero-Specific
Flagellant
Hellion
Occultist
Runaway
Vestal
Consecration of Light
Consecration of Light+
Consecration of Fortitude
Consecration of Fortitude+
Conviction
Duelist
Enemy-Specific
Cadavers
Fisherfolk
Plague Eaters
Beastmen
Cultists
Boss-Specific
- Leviathan's baleful gaze rests upon you
- It is reacting to attacks
- Ominous vines encroach from above
- Vines hamper movement -2 SPD
- Vines constrict both body and mind
- Something moves beneath the ground
- Cannot use Melee Skills.
- Abilities can't be used under any circumstances.
- Lasts until the end of the round.
- Limit: 1
- Cannot use Ranged Skills or Items.
- Abilities can't be used under any circumstances.
- Lasts until the end of the round.
- Limit: 1
- Cannot use Healing Skills or Items.
- Abilities can't be used under any circumstances.
- Lasts until the end of the round.
- Limit: 1
- Cannot use Stress Heal Skills or Items.
- Abilities can't be used under any circumstances.
- Lasts until the end of the round.
- Limit: 1
- Each Lung gains this token at the start of the round.
- Increases DMG and
dealt by Sundering Exhalation. Removed if sufficient damage is taken.
- Each lung has is own token. The Front Lung requires 12 damage to destroy it while the Back Lung requires 9 damage.
- Duration: Turn End.
- Limit: 1 per Lung.
- Applied by the Cloistered Eyes, Bifurcated Eye, and Cluster of Eyes.
- Enemies will focus this hero. Remove with
, when the enemy misses, or land the killing blow on a Cloistered Eye.
- Deals 1 stress per round to the hero.
- Allows the use of Limerence (All heroes with the Focus token will be targeted by this ability).
- Duration: Until end of Combat.
- Limit: 4
- You're next.
- Limit: 1
Notes
- Damage modifiers (
and
, e.g.) stack additively on the attacker, and damage-received modifiers (
and
, e.g.) stack additively on the defender. The two cumulative modifiers are then multiplied with one another to calculate the damage amount. See also Damage.
- Chance to hit works similarly:
and
both stack multiplicatively with
.
and critical hits function differently, by boosting a skill's base damage to 150% of the maximum value in its normal attack range. See Critical Hit (Darkest Dungeon II) for more details.
- Due to how
works by simply adding
100 to that unit's initiative, its technically possible for an unit without a
to go before an unit with one if their
is high enough.
Trivia
- Tokens are a new mechanic in Darkest Dungeon II. Many of the status effects, buffs, and debuffs from the first game have been translated into the token system.
- The Corpulent token originally had a different appearance: