Expeditions Guide

If you are unclear on certain words or terminology, please check out the Glossary.

Enemy Types:
The most common enemy types specific to that region

Primary Provisions:
The most effective supplies for that region, both in battle and for curios

DOT Weakness:
There are two DOTs in the game, bleed and blight, and each area enemies are usually resistant to one but weak to the other. For example, the skeletons of The Ruins will not be affected by bleed, but they have virtually no resistance to blight.

Important Curios:
Curios found specifically in that region that are very helpful if you use the right cleansing item.

Trap:
When a hero activates a trap and doesn't dodge it, they will take DMG, stress and in some regions take an additional effect. This is where those additional effects will be listed.

The Courtyard
The Courtyard requires you bring a little bit of everything, one stack of Torches should suffice for a typical venture here. Shovels are important for obstacles but they are also the only method of obtaining Firewood in the Courtyard.

Note that using Skeleton Keys on chests will replace the trinkets contained with random loot, so it is not advisable to take any.

The Farmstead
There is no need to bring Torches or Shovels here. Food is not available for the Apprentice/Veteran missions, it will be useful for the Miller's Hearth curio when camping.

The Farmstead works in waves of endless enemies, bring any Bandages, Antivenom, Medicinal Herbs, Holy Water or Laudanum you think you will need. Take at least one Skeleton Key with you.

It's important to have well-chosen camping skills, you will not need scouting or ambush prevention skills, you cannot be ambushed on Farmstead quests.

The Endless Harvest is a matter of endurance, maintaining your party's overall health (particularly stress) will be paramount for a long run.

The Darkest Dungeon
For information on The Darkest Dungeon, please refer to its own page.