A guide on wacky and overpowered classes containing healing, stress, power, weapon, etc. in Darkest Dungeon: Ancestral Edition
Guide to Classes
Wacky classes
These classes vary from the downright strange (a walking mushroom) to the utterly silly (a rainbow-generating pony). All of these are functional and reasonable classes if you ignore the art and descriptions.
W1 – Bigboy
Heal – Self
Stress – Minor
Mark – Apply
Position – 12,-,34
Is a Man at Arms head on a Bone Commander body. Has a weak mass stun and weak mass heal. Turns into smol boi at times due to graphical glitches.
W2 – Clobber
Heal – Self
Stress – Self
Mark – Both
Position – 2,1,34
Is a sentient mushroom. Many skills boost the effectiveness of the once per battle “Punchout” skill, which does up to 10 weak attacks to enemies.
W3 – Crow
Heal – Self
Stress –
Mark –
Position – M
This is the Shrieker from the optional boss fight. It has really high hit points and dodge and can guard the party but the only real damaging attack is at random and has a cooldown. Many abilities increase stress of party. Gains an additional turn on a critical hit, and can be effective with trinkets available in a couple of mods that add bleed to attacks, but otherwise has very poor offense.
W4 – Dild
Heal –
Stress –
Mark – Both
Position – M
It’s a Highwayman with legs for arms. Most effective in position 2, but capable of moving. Attacks are fairly basic, stun skill can also stun the Dild when used.
W6 – Good Girl
Heal – Self
Stress –
Mark –
Position – 1
It’s a dog. Several abilities are attacks that hit a random target, and many move the dog forward.
W7 – Itinerant Cook
Heal – MAJOR
Stress –
Mark – Apply
Position – 23,1,4
Switches to cooking mode which heals party at end and inflicts massive blight on enemies. Other skills boost this final effect. Otherwise applies healing over time. Struggles somewhat to self heal, but otherwise a competent healer. Adds additional loot from combat that are edible items with extremely minor effects.
W8 – Paracausalist
Heal –
Stress –
Mark –
Position – 34,2,1
Does not fit thematically for the game (Ghostbuster). Mod includes new enemies for Ruins, trinkets for class are drops rather than usual acquisition from quest rewards. Has an ability that hits positions 123 for massive damage which is mostly balanced by poor accuracy; accuracy bonuses make it devastating.
W8 – Piglet
Heal –
Stress –
Mark – Apply
Position – M
Is Wilbur from the Swine Prince fight. Can mass stun enemies from position 1 but gets pushed back to position 4, where he can only stun and mark.
W9 – Pony
Heal – MAJOR
Stress – Minor
Mark –
Position – 34,2,1
Stress heal would be better but can’t stress heal self. Can boost damage of allies, can charge from position 4 to position 1, and has a weak basic attack in front ranks.
Overpowered Classes
These classes are not recommended as their abilities are on above and beyond what’s normal for the other classes in the game. They’re all playable and functional, and some like the Enigma have fun mechanics, but they cause balance issues for one reason or another and will reduce the challenge of the game. I didn’t have any technical issues with them, but I don’t recommend them.
O1 – Arch-Devil
– Meteor attack that’s a mass stun for good damage on a class with reasonable speed.
O2 – Baron
-One of his abilities hits the back row for +100% damage.
O3 – Black Swordsman
-Cannon shot that penetrates armor and does massive damage.
O4 – Condena
-Gets two actions a turn.
O5 – Enigma
-Generates items while camping that can boost stats for the entire dungeon and can be stockpiled – easy to just run a long dungeon, generate a bunch, leave, repeat. Also has district that automatically generates the permanent bonus items.
O6 – Heir
-Overpowered healing abilities and strong bleed attacks.
O7 – Maiden
-Overpowered stress heal
O8 – Overlord
-Multiple ranged abilities that do excessive damage from any position.
O9 – Warden (Banner)
-Has ability that removes stress from the entire party while giving massive dodge bonus.
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