The Kingdoms mode in is even more challenging than the Confessions mode the game launched with, or at least at first. After all, you're starting out minus all the upgrades you're used to and haven't adjusted to the unique mechanics.
For example, 's Stress and HP healing isn't a thing at Inns anymore, which means when building your team comp, you'll want to prioritize those. Heroes like Runaway and Crusader can be a great idea as they're more self-sufficient than some others, allowing you to better survive your long Kingdoms journey.
Apart from healing being more important than ever, the other key differences in Kingdoms are that heroes start out with a limited selection of skills, and Paths are expensive. As such, you'll want to focus on healing and also heroes that are strong out of the gate and treat anything extra they get as more of a bonus than anything else.
Every character in Darkest Dungeon 2 has its own unique identity and role within combat, and collecting them all is extremely rewarding.
Hero
Path
Skills
Leper
Wanderer
Chop*, Purge, Withstand*, Hew*, Solemnity
Man-at-Arms
Wanderer
Crush, Bolster*, Hold the Line, Bellow, Command
Plague Doctor
Surgeon
Incision*, Battlefield Medicine, Indiscriminate Science, Blinding Gas*, Disorienting Blast
Runaway
Arsonist
Firefly*, Smokescreen*, Run and Hide, Hearthlight, Cauterize
Priority upgrades are marked with an asterisk*.
There is some flexibility with the skills and one of the Paths here. MAA wants Defender, so you can swap out Hold the Line if you're not in the Shroud or Bellow if you're not running into Riposte and Crit tokens (mostly found on Beastmen during Sieges). Alternately, you can forgo Command, though this will make Leper less consistent.
Rank 1 refers to the front (right) row while Rank 4 refers to the back (left) row.
Meanwhile,Plague Doctor can swap Disorienting Blast for Cause of Death. You'll lose out on some control, but Cause combos well with Firefly and adds some appreciable single target burst
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