Cove



The Cove is the second to last dungeon that can be explored. It is a water-logged nightmare filled with pelagic horrors, once used by the Ancestor for unsavory deliveries - and unspeakable pacts.

The music that plays during combat in the cove is The Cove Battle.

Provisions

 * Medicinal herbs extremely useful due to debuff traps and attacks, as well as curios, like Eerie Coral.
 * Bring a few extra shovels for chests
 * bandages to cure bleeds from cultists/Pelagic Guardian/Ucas.

Party Composition
Bleed is less effective due to fish scales. Conversely, blight damage is extremely useful due to low resistances and the presence of high PROT enemies with ability to guard weaker foes. Plague Doctor and Hound Master are very good in Cove due to their ability to deal with high PROT enemies. Occultist does increased damage to enemies in Cove due to them being eldritch. Crusader can usually kill Thralls in one hit.

Strategy
Between heavy bleeds, hard-shelled sea creatures and robust fishmen, the Cove is considered to be the most dangerous of four regions. Traps will apply crippling debuffs, shamans will heal their allies back to full health, even maggots have armor in this place. But with great danger comes great reward: gems hidden in fish carcasses, reliefs, granting positive quirks and negative quirk removing corals.

There are many targets you want to kill as soon as possible, so chose wisely depending on the party's health and stress level. If party is low on health, consider finishing Groupers first. It is recommended to kill the Thrall as soon as possible, although, because of his low speed, he can be left until the second round. Stunning them is also a viable option. Leave Maggots, Stingers and heavily armored enemies for later, as they are the least dangerous. Knowing how the guard ability works will help you greatly against Pelagic Guardians.

Things to watch out for

 * Thrall after the first turn
 * Groupers
 * Uca's bleeds
 * Traps