Inventory of modded characters

Darkest Dungeon®4 · 76 ratings4k views181 favorites58 min readby Shinesman KhakiUpdated Mar 31, 2021View on Steam ↗

Introduction

This includes pretty much everything I could find as new character classes in the Steam workshop, though I have skipped some that are obviously incomplete as well as Muscarine's set (already well described elsewhere). It provides brief play notes as well as categorization into groups based on likely appeal to players. I've noted whether the character "feels right" for the game since quite a few of these are characters from other games or otherwise goofy, though I've skipped the various Dark Souls inspired characters as they fit well thematically with Darkest Dungeon. Classes in each category are in alphabetical order, not in order of preference.

Each character is given a rank as a healer or stress healer with the Crusader used as a benchmark for a "MAJOR" as it's the weakest healer that can reasonably be used as a primary. Marks are indicated as to whether the character applies offensive marks or benefits from them, defensive marks are noted in the comments where they matter.

Formation position is given in three groups (x,y,z) with x being ideal positions, y being OK positions, and z being undesirable positions. An "M" indicates a character that is constantly moving.

Longer sections are broken into characters by the dozen due to character limits for these guides on Steam.

Utility

The first set are characters with a utility function. These are generally recommended though they bypass core game mechanics and make the game easier so might not be a good choice for a new player.

U1 - Heir
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 34,2,1

The mod calls this the "Rightful" heir - there's another heir class listed in the "Overpowered" section of this list. The core value of this class is that it produces additional heirlooms when looting and increases heirloom stack size, which makes buying town improvements easier. It also has an ability that increases resolve xp gained, speeding up promotion of characters.

In combat, the heir has limited healing and stress healing abilities. Melee attacks move him around in the formation, and he has a weak blight ranged attack.

U2 - Heiress
__________________

Heal - Minor
Stress - Minor
Mark - Benefit
Position - 234,-,1

The Heiress has all of the noncombat abilities of the heir (#U1), no stress healing, better attacks, and does not shuffle the formation. Using one or the other is sufficient.

U3 - Librarian
__________________

Heal - MAJOR
Stress - MAJOR
Mark - Apply
Position - 34,2,1

In addition to functioning as a capable combined stress and health healer, many of the Librarian's abilities give the entire party a bonus to resolve xp gained, which substantially shortens grinding for levels. She also has some quirky trinkets that turn her into a reasonable attacker. Without those trinkets she has very little offensive capability.

U4 - Steel Driver
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

This class has a camp skill that generates comet shards. Since you can usually go into a (long) dungeon and retreat without cycling a week, this allows you to walk in, set up camp twice, generate a bunch of shards (note that items that increase shard gain only have to be in the party, not on the driver), and then leave and repeat. This is helpful for avoiding the long grind in endless mode.

In combat, the Steel Driver is a heavy melee that has a basic attack that pierces armor, deals damage over time with a ranged attack that gives him an aegis block, and summons an explosive barrel.

Top Recommendations

This group is simply my favorites of the modded classes I've played, about 10% of the total. I also really enjoyed a lot of the characters in the "Complex" list below, but I'm keeping them in a separate section as they're notably different.

T1 - Bogatyr
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 2,13,4

The Bogatyr (essentially a Slavic knight errant) sometimes generates a special boss fight when resting, similar to the Shieldbreaker. In combat, his most interesting skill is a stun that hits the entire enemy formation. Using the skill reduces the success chance for a few battles, other skills that he has increase the success chance for a few battles. Samobranka (a reference to a magic blanket that generates food, don't insult the cooking) heals the entire party, but has a cooldown.

T2 - Butcher Bird
__________________

Heal -
Stress -
Mark - Both
Position - M

A powerful melee with several strong bleeding attacks. Her ideal position to start a fight is at 4 where she can charge to the first rank for a powerful attack. She has a simultaneous guard and riposte ability as well as a strong bleed attack that hits the first three ranks. In general she'll end up in position 1 or 2.

T3 - Cataphract
__________________

Heal - MAJOR
Stress -
Mark -
Position - M

Two basic setups - either shooting arrows from the back row or healing at the front row. The healing is comparable to the Vestal but can only heal at position 1, which frees up the back ranks for non-healing characters. Most of the other abilities move the character around, allowing the Cataphract to be used as part of a "dancing" party if the healing isn't needed.

T4 - Celt
__________________

Heal - Self
Stress - Self
Mark -
Position - 12,3,4

With powerful self healing that causes stress, and powerful self stress healing that causes self bleed, the Celt can assist in managing party resilience but is otherwise just a solid melee. Many of her trinkets and her "Eye of Balor" skill give additional bonuses at high stress, which means constantly healing her is not always a good idea.

T5 - Exorcist
__________________

Heal - Minor
Stress - Minor
Mark - Both
Position - 234,1,-

The Exorcist can give other characters in your formation an aegis block, bonus damage against marked enemies, and his stress heals are more effective when they consume corpses. He makes a strong pair with a character with Riposte as he can mark allies. His basic ranged attack grows in power as it is used.

T6 - Falconer
__________________

Heal -
Stress -
Mark - Both
Position - M

This mod includes some additional enemies that appear when she is ambushed at night in the same mechanic as the Shieldbreaker. Characters that fight these enemies can gain the "Marked by the Flock" quirk and your party will encounter more of the same enemies as part of typical dungeon encounters. A full party of four "flocked" characters will encounter a special boss.

In combat, the class inflicts marks and bleeds and can shuffle around the formation. With one ability the character can swap to a second subset of abilities with different bonuses.

T7 - Fiend
__________________

Heal - Self
Stress - Self
Mark - Apply
Position - 1,2,34

Powerful melee attacks that inflict bleeding and a quirky take on the Abomination's "transformation" without having to juggle two sets of abilities. Most of the Fiend's combat abilities reduce torchlight, making him better in dark runs or in the Crimson Court or Farmstead.

T8 - Guqin
__________________

Heal - MAJOR
Stress - Minor
Mark -
Position - 34,2,1

Most of the Guqin's abilities gain benefits while she is guarded. She has an ability that can force an ally to guard to fulfill that requirement. Her ranged attacks degrade in damage over the course of a fight.

T9 - Lamia
__________________

Heal - MAJOR
Stress - MAJOR
Mark -
Position - 34,-,-

In human form, the Lamia has a powerful stress heal that removes horror as well as a powerful single target heal that removes blight and bleed. She can transform at the cost of major stress to the party to a form that moves backwards and forwards in the formation with mass stuns and reasonably powerful attacks, but for the most part she's just a combination healer that frees up other slots in the formation.

T10 - Mambo
__________________

Heal - Self
Stress - MAJOR
Mark - Apply
Position - 23,4,1

Potent stress healer with some decent attacks. Her main stress heal damages and bleeds her and she has self healing to recover. Has reasonable attacks for a support character.

T11 - Monk (No guard)
__________________

Heal - MAJOR
Stress - Self
Mark -
Position - M

There are two very similar versions of this class, this is the one that does not guard allies. The other one (F23) is a little better, and this class is fairly strong to begin with. He has several attacks that move him backward and forward and reasonable healing ability, though needs some trinket support to be fully effective. In addition to his active healing abilities, he also heals the party on critical hits.

T12 - Musketeer (Yet Another Musketeer Rework)
__________________

Heal -
Stress - Minor
Mark - Both
Position - 34,2,1

Since the base Musketeer is just a reskin of the Arbalest, this is one option that turns the class into something with a bit more variety. Stress healing would be better if she could self-target.

T13 - Snake Charmer
__________________

Heal -
Stress - MAJOR
Mark -
Position - 3,124,-

Can also function as an attacker that works with a shuffling formation. Stress heals can inflict blight, and the class can also grant additional actions to party members.

T14 - Thorn
__________________

Heal - Self
Stress - Self
Mark - Both
Position - M

Has two modes and the mode switch replaces the usual move command. Typical first turn is to switch modes, which sets up riposte and allows offensive abilities.

T15 - Thrall
__________________

Heal - Self
Stress - Self
Mark -
Position - 12,-,34

Powerful melee attacker with a self mark and riposte. Takes stress damage when he takes physical damage and has a particularly nasty affliction if stress reaches 100.

T16 - Wraith
__________________

Heal -
Stress -
Mark - Both
Position - 23,1,4

Has multiple stun and bleed attacks as well a melee attack that benefits from both marks and a bleeding target. One of the stuns hits the two middle targets of the enemy group.

Complex, 1-12

This group is characters that I found interesting or challenging to play. Some of them could also be classified in other sections (e.g. Sisters would be a top recommendation if not here and Grappler is wacky) but I'm setting them aside because people will either specifically want to play a challenge or may want to avoid a headache.

C1 - Acolyte of the Sun
__________________

Heal - Minor
Stress -
Mark -
Position - 34,12,-

Healing abilities would be MAJOR except that they come with a drawback - they can inflict a disease which can cause a character to skip their turn for a very small heal. Big attraction of the class is the ability to add additional actions to other characters. Summons an ally that heals allies and damages enemies. Some abilities have benefits at low light or high light, but nothing in between. Mod includes a set of four trinkets, one per dungeon, that relate to the class but can be used by any character.

C2 - Apostate
__________________

Heal -
Stress - Minor
Mark -
Position - 234,-,1

Abilities revolve around boosting allies at low health, including adding aegis blocks and additional actions. Abilities can be used when at higher health but are less effective. Minimal direct attacks.

C3 - Atalanta
__________________

Heal -
Stress - MAJOR
Mark -
Position - M

Does not fit with the game thematically, and one of the two skins has graphical glitches. Moves around the formation with most actions. Each action is in two parts, starting with a buff that doesn't end the character's turn and following with a weak (unless buffed) attack.

C4 - Beastmaster
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 123,-,4

Double attacks, stealth, has ability to devour corpses to boost bleed ability until end of quest. Can also consume corpses to summon a plant that stuns and damages enemies. A trinket allows him to summon the plant without a corpse. Difficult to use since abilities require corpses and inflicts bleed which doesn't leave corpses.

C5 - Commisar
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 234,1,-

Der Kommissar is in town, and the party is going to turn around. Heals and stress heals, but most abilities require moving party members substantially. Can mark a party member to heal and stress heal the rest of the party at the cost of stressing the target. Fortunately also has a basic and not complicated attack.

C6 - Divinity
__________________

Heal - MAJOR
Stress - Minor
Mark -
Position - 14,-,23

Easy winner for the most complicated class available. Reduces torchlight, always goes virtuous and virtue heals stress, heals allies. 0 HP and is constantly at Death's Door but can force an enemy to guard to take attacks so isn't as vulnerable as it seems. Support abilities only, no real attacks. Camp ability that puts an ally in a similar permanent death's door state is a good way to get the "death by trap" achievement (the Divinity itself is immune to traps). Is supposed to drain torchlight, doesn't do so consistently.

C7 - Evolutionary
__________________

Heal -Self
Stress -
Mark - Both
Position - M

Abomination-esque character that gains lasting bonuses to end of quest based on abilities used, but is initially weak. Might be a bit broken in Endless mode. Like the Antiquarian, loots antiques for extra cash.

C8 - Fury
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

Transforms to second form ("Chaos") at reduced health. In that form, the character continues to make attacks until it misses. The base "Order" form has weak but functional attacks.

C9 - Grappler
__________________

Heal - Self
Stress - MAJOR
Mark -
Position - M

Does not fit in the game thematically. Professional wrestler that gains "Hype" (+10% damage) and "Mega Hype" (+10% crit) from abilities. Having these buffs adds drops of items that temporarily boost combat abilities. Devil Driver consumes those but gives enough actions to re-mark and use Devil Driver again if the enemy falls. Starts from rank 34 to use "Devil's Comin" and open with an attack. Can also stress heal by guarding allies. Would otherwise be in the "Wacky" category.

C10 - Harbinger
__________________

Heal - Self
Stress - Self
Mark - Benefit
Position - 12,3,4

Available abilities change between three modes based on last ability used. Several abilities reduce the current torch.

C11 - Lupine
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

Does not fit in the game thematically. Skills have a variety of interactions, which require specific combination setups to work properly. Can be a little imbalanced if given enough accuracy bonuses as it skips one of her "charging up" steps. No nudity but outfit would not please moral guardians.

C12 - Martyr
__________________

Heal - MAJOR
Stress - MAJOR
Mark -
Position - 123,4,-

Very limited attacks. Many of the more powerful healing abilities harm the Martyr, but class can self heal. Limited uses per battle on skills make class dubious for boss fights or endless mode.

Complex, 13-24

C13 - (Daughter) Of the First
__________________

Heal - Self
Stress -
Mark -
Position - 14,2,3

Package with the other daughters, but no mandate to play them together. Has innate damage reflection and a special affliction mechanic. Inflicts blight damage and has several abilities that do not cost her an action but also give the enemies additional attacks.

Of the Fourth is also a complex character but is not listed here because I found her too weak to be worth using.

C14 - (Daughter) Of the Second
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 2,13,4

Package with the other daughters, but no mandate to play them together. Gains additional turns on critical hits, and has a skill that automatically crits the first time it is used. Summons a totem that reduces damage dealt by enemies, but doesn't reliably unsummon and causes stress damage when attacked.

C15 - (Daughter) Of the Third
__________________

Heal - Minor
Stress -
Mark - Benefit
Position - 3,14,2

Package with the other daughters, but no mandate to play them together. Loots extra crest heirlooms, increases stack size of inventory items. Actual combat abilities aren't terribly interesting, but brings camping supplies as a default item in inventory and has a camping ability that gives +500% (!) resolve xp. It only lasts one turn, but if you camp at the end of the dungeon and immediately leave, you'll get the bonus. Her abilities before maximum rank can be upgraded at level 0, but the upgrade just changes how they work rather than make them better (e.g. affects Beast instead of Eldritch).

C16 - Samurai
__________________

Heal -
Stress - Self
Mark -
Position - M

Gains additional mechanics while bleeding and starts with items that inflict self bleeding. Many of the skills increase stress, using riposte skill reduces stress.

C17 - Scourge
__________________

Heal - Self
Stress -
Mark -
Position - 12,-,34

Skills revolve around inflicting blight on self, allies, and enemies. Can guard the rest of the party and self-heal which removes blight. Many skills inflict self-blight which can then be transferred to enemies.

C18 - Seer
__________________

Heal - MAJOR
Stress - MAJOR
Mark -
Position - 34,-,12

Healing skills inflict self-stun, but most of her skills also increase her stun resistance so she has to open with Hypnosis or Ethereal Blessing to avoid being stunned by her own abilities. Touch of Death does massive damage to a sufficiently debuffed enemy but otherwise has very little offense.

C19 - Sisters
__________________

Heal - Minor
Stress - Minor
Mark - Both
Position - M

Starts in "Scholar" mode where she has one set of abilities, transforms to "Warrior" mode with another set and can transform any number of times per battle. Using abilities of one mode increases stress effects of that mode and reduces stress effects of other mode, meaning that class has to switch back and forth over long fights to minimize stress. Warrior abilities involve movement, but she has something to do in any position.

C20 - Somnambulist
__________________

Heal - Self
Stress - Self
Mark -
Position - M

The sleepwalker (somn-sleep, ambul-walk) starts in "Awake" mode, which has some light attacks and a stun. Switches to "Sleep" mode while in 34 which allows use of basic attacks and self heal that moves forward. While in position 1, can mass stun and attack entire enemy group and switch back to awake. Unlike other transforming classes, stays in asleep mode after fight instead of returning to default. Sleep mode actions can inflict high damage short duration bleed.

C21 - Soothsayer
__________________

Heal -
Stress - MAJOR
Mark -
Position - 3,24,1

Primary stress heal ability can stun allies when used, self stress heal can inflict bleed. Damage increases at high stress.

C22 - Succubus
__________________

Heal - Self
Stress - MAJOR
Mark - Both
Position - M

Heals stress by guarding allies in human mode. Typically remains in 34 as "human" mode, has ability that increases own damage by decreasing enemy damage that lasts until camp. Without a specific trinket deals no damage in human mode. When transformed moves to front ranks and can force enemies to guard and has penetrating and mass bleed attacks, but steals life from allies to heal at end of each turn. Somewhat overpowered in Endless mode, as permanent bonuses continue to stack and a boosted Succubus is excellent at clearing trash enemies.

C23 - Voivode
__________________

Heal - Self
Stress - Self
Mark - Both
Position - M

Voivode of Wallachia was the official title of Vlad III ("Dracula"). The human form stays in the back ranks and applies bleed and stun. Can tranform into bat mode, which has attacks based on own health and heals on hit but moves forward with every attack. Can't attack from position 1, but has ability to go back to 4.

C24 - Werewolf
__________________

Heal - Self
Stress - Self
Mark -
Position - 123,-,4

While in human mode, some abilities unreliably switch her to werewolf mode. While in werewolf mode, has a chance to switch back to human on each attack. Camp skill that produces "cleansing elixir" gives an item that clears stun from the entire party and can be brought back to town and used by another party.

Solid classes, 1-12

These classes are ones that have no problems and are recommended, just not as highly recommended as the top tier mostly because they're just not as interesting. The groupings by dozen are alphabetical, not in order of preference.

F1 - Alchemist
__________________

Heal - MAJOR
Stress -
Mark -
Position - 23,14,-

Using attacks boosts the power of the alchemist's primary healing skill, and he can consume corpses to heal the party as a whole. He has two summon skills, Homonculus which consumes a corpse to create a decoy and Algernon that deals a minor bleed to the enemy group on use and then randomly debuffs, blights, or bleeds the enemies. His camp skills include the ability to make four potions which can be stockpiled and used by any character. Each lasts for one battle (one increases defense, one offense, one healing, and one causes stress and raises virtue chance).

F2 - Alraune
__________________

Heal - Self
Stress - MAJOR
Mark -
Position - 2,1,34

The self heal is from a restoration effect on critical hits. Heals stress either with a minor party-wide reduction that also reduces critical hits taken, with an ability that guards an ally, or pushes himself back two rows to reduce his one stress, none of which is terribly convenient. Has attacks that inflict blight, including one that hits the first three enemy ranks.

F3 - Barbarian (Conan)
__________________

Heal - Self
Stress -
Mark - Benefit
Position - M

The first of two unrelated barbarians is a clear copy of the classic movie barbarian, who isn't too far off thematically from the game's setting (Conan the Destroyer includes what might as well be an eldritch abomination). He lacks a straightforward melee attack and has a variety of complex abilities. Has several abilities that allow riposte but call it "enrage" instead. Starts missions with booze and can loot additional booze from curios that heals party and can be stockpiled and used by any character. Many of his abilities are extremely random, with only a percentage chance of any given effect rather than a predictable outcome. Note that you can only use one of the two barbarians. I slightly prefer the one below, but both are fine.

F4 - Barbarian (Ahmonza)
__________________

Heal -
Stress - Self
Mark -
Position - 1,2,34

The second barbarian is a heavy hitter has high but random damage. His basic attack pierces armor and he has a potent mass bleed attack. Of the two Barbarians, I prefer this one over the Conan type as the randomness of the Conan type is really annoying.

F5 - Cannoneer
__________________

Heal -
Stress -
Mark - Both
Position - M

Other than a mass bleed attack, this class must use one of the abilities to boost its own damage before attacking but does massive damage once boosted. In general fights this often means taking extra damage compared to a more straightforward damage dealer but he is devastating against bosses, especially the Garden Guardian.

F6 - Conqueror
__________________

Heal - Self
Stress - Self
Mark -
Position - 12,-,34

The frustrating aspect of this class is that it lacks a basic attack, with all of his attacks each having a substantial drawback (low accuracy, inflicts self-bleed, low damage, etc...). While this makes him interesting to use, he's also sometimes annoyingly complicated for the same reason.

F7 - Conquistador
__________________

Heal -
Stress -
Mark - Benefit
Position - M

While this character has quite a few potent abilities that move him around the formation, you can also leave him in the back row and just use his musket attack for consistent damage. The "Corned Gunpowder" item that he starts with gives him a temporary bonus to the damage of his musket abilities.

F8 - Courtesan
__________________

Heal - MAJOR
Stress - MAJOR
Mark - Both
Position - 3,24,1

All of her healing abilities reduce the torch when used, and her offense is somewhat limited, but the Courtesan is an effective combined stress and health healer which frees up party flexibility in construction. Since her physical healing isn't that impressive, bringing a little more healing (or just a bunch of extra food) is a good idea if using her as a primary healer. While her outfit isn't likely to get too much moral guardian attention, some of her skills use language that said moral guardians might find objectionable.

F9 - Darkwraith
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

Very low base hit points means that this class is reliant on a life draining attack that boosts his health total for a few battles. He also has a melee attack with low accuracy that does not take a turn and a variety of abilities that damage his own health for effects.

F10 - Dragonslayer
__________________

Heal - MAJOR
Stress -
Mark -
Position - M

This class and the Dragonslayer Knight (F11 in this guide) use the same art assets but have different skills. This one charges up the power of his lightning impale skill by using his other attacks, has a decent but not incredible single target heal, and has a skill that both sets riposte and guards an ally at the same time.

F11 - Dragonslayer Knight
__________________

Heal -
Stress -
Mark - Benefit
Position - M

Uses the same art assets as Dragonslayer (F10) above. Half of the abilities boost dodge and speed, the other half debuff the same stats. Between the two, the one above is the more interesting class but they're both fine.

F12 - Druid
__________________

Heal - MAJOR
Stress - Minor
Mark -
Position - 34,2,1

Has a variety of healing over time abilities, as well as an Earthquake that shuffles the enemy formation. Summon Thorn doesn't actually inflict the self-bleed at higher levels without a bleed resistance penalty.

Solid classes, 13-24

F13 - Dryad
__________________

Heal - MAJOR
Stress - Self
Mark - Apply
Position - 34,2,1

Has a mass heal, a single target heal that removes bleed and blight, and a stun. Broadly comparable to the Vestal in role, though she lacks the depth of healing support trinkets available to the Vestal. To no one's surprise for a dryad her art is unlikely to earn the approval of moral guardians but isn't anything shocking.

F14 - Duchess (Human)
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

There are two variants of this class, this is the one that I prefer. The other is S13 in this list. Both are functional, the other is a shapeshifter that's forced into her other really bizarre looking form to not be mind-numbingly boring. This one is a riposte tank with melee attacks that benefit against bleeding enemies as well as attacks that restore her own health. Some of her camp abilities interact with the blood and crimson curse.

F15 - Eucharistan
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 34,2,1

This class would be MAJOR for both healing and stress healing if your entire party is afflicted with the crimson curse. Most of his abilities are either substantially worse or have major drawbacks if the target does not have the curse. His basic attack boosts his healing skills for several battles so the low healing numbers in the skills may be a bit misleading. He substantially increases the stack size of the blood and finds both the blood and special items that interact with the crimson curse when looting curios.

F16 - Executioner
__________________

Heal - Minor
Stress - MAJOR
Mark - Both
Position - 2,13,4

If used as a stress healer has to use a separate skill for removing his own stress as his primary stress heal cannot target himself. Otherwise just a melee with some usable ranged attacks and a marking skill that breaks enemy guards.

F17 - Forsaken
__________________
Heal - Self
Stress -
Mark -
Position - 12,3,4

This class deals bonus damage with melee attacks to blighted enemies and has an ability to attempt to blight all enemies for a small amount. His skills refer to a self-inflicted disease, it is always the same one and it reduces death blow resist but removes his need to eat.

F18 - Grove Tender
__________________

Heal - MAJOR
Stress - Self
Mark -
Position - 1234,-,-

Very weak attacks make this almost entirely a support class that's mostly there for the healing. It can grant aegis blocks to allies and has the benefit of being a healer that functions in any rank, which adds flexibility to the party.

F19 - Hollow Knight
__________________

Heal - Self
Stress - Minor
Mark -
Position - M

As a large construct, this class isn't particularly thematic with the usual band of ne'er-do-wells that make up the usual fare for Darkest Dungeon. His most interesting ability is Pugilism - it ramps up in damage as it is used but attacks a random target. He can also clear horror and remove stress from the rest of the team at the cost of increasing his own stress.

F20 - Housecarl
__________________

Heal - Self
Stress - Minor
Mark -
Position - 2,13,4

This class may simply be miscoded as his melee attacks can hit positions 234 but can't actually hit position 1; it seems like they should hit 123. His inability to hit position 1 makes him somewhat less useful, but he has a combined guard/riposte and two stunning skills and is quite playable.

F21 - Keeper
__________________

Heal - MAJOR
Stress - Self
Mark -
Position - 23,14,-

Most of the Keeper's abilities add to her own stress but many also gain additional strength if her stress level is higher. She has a fairly powerful self stress heal that also clears horror and heals her health, an acceptable stun attack, and an acceptable bleeding attack. The main effect that makes her interesting is the ability to guard the rest of the party combined with a skill that causes her to gain damage reflection. Otherwise she is just a competent healer as an alternative to the Vestal. One of her attacks includes nudity, so moral guardians would not approve.

F22 - Lord's Blade
__________________

Heal - Self
Stress -
Mark - Both
Position - M

This class has a camping ability that refers to the Abysswalker (S1), a class that is among my less recommended. While an effective component to a "dancing" party, the Lord's Blade only has one skill to move back and it's not that great. The major asset to the class is a powerful self-heal that doesn't take a turn but leaves the Lord's Blade vulnerable to attack - usually a good trade if used intelligently.

F23 - Monk (Guard)
__________________

Heal - MAJOR
Stress - Self
Mark -
Position - 123,4,-

Very similar to the Monk (T11), the main difference to this class is that his health transfer ability is much more powerful and also guards the target after healing. Of the two, this is the more powerful set of abilities though in some cases it's just different rather than outright better. All of the animations and other parts of the class are the same.

F24 - Onnabushi
__________________

Heal -
Stress -
Mark -
Position - M

This class can grant blocks to allies and put itself in stealth mode. Almost all of her attacks include a move either forward or back, so the class is best used in a party that can either put up with her constantly changing the formation or that benefits from the mobility.

Solid classes, 25-36

F25 - Phantom
__________________

Heal - Self
Stress -
Mark - Both
Position - M

The Phantom comes with a "Pocket Venom" item and can generate more with a camp skill. When used, this adds an additional bonus to all of his other skills, typically adding a blight damage effect (sorta, resisted by debuff resistance rather than blight resistance). He has a skill that puts him in stealth that doesn't always take a turn, and his random target dagger toss is humorous to watch even if it's not particularly effective.

F26 - Picaroon
__________________

Heal -
Stress - MAJOR
Mark - Benefit
Position - M

A Picaroon is a term for a slaver, pirate, or rogue, though in this case it appears "pirate" is the intent. Her stress heal forces the target to guard the Picaroon. She has a multi-target stun that starts out hitting two enemies and hits three at maximum rank, so as long as you can put up with the constant moving around with her skills she's quite potent. Additionally, she finds "doubloons" when looting curios which are only 60 gold each but are found in large numbers.

F27 - Privateer
__________________

Heal - MAJOR
Stress - MAJOR
Mark -
Position - 23,14,-

Since the major healing ability for the class can only be used in the back ranks and his better attacks can only be used in the front ranks, the Privateer has two distinct party roles. While his healing ability is only about as good as the Crusader's, the physical healing ability also heals stress at the same time, which is quite potent. He has a pair of trinkets that boost one at the expense of the other.

F28 - Prodigy
__________________

Heal -
Stress - Self
Mark - Both
Position - M

This character has two sets of skills and can switch between them. One set moves him forward and consists of powerful attacks, one set moves him backward and is notably weaker. He is best used starting in position 4, as his strongest attack can be used from that position and he can then slowly push himself back on subsequent rounds.

F29 - Rescuer
__________________

Heal - MAJOR
Stress - MAJOR
Mark - Benefit
Position - 23,14,-

Double the dogs, double the fun, this class has weak but usable attacks but is primarily useful as a combined healer and stress healer. Unfortunately his stress heal can stun himself, so he's more effective healing health and leaving the stress to someone else.

F30 - Revenant
__________________

Heal - Minor
Stress -
Mark - Apply
Position - 12,-,34

This class can apply a self aegis, riposte, and is otherwise a "tank" that can take hits and inflict bleed. He has a healing skill that can transfer health to allies, but he's mostly just there for the bleed and the sturdy front line.

F31 - Riftwatcher
__________________

Heal - Self
Stress -
Mark -
Position - M

Moving constantly, this class has a self-healing ability that is automatically used at the end of every battle. One of his camping skills produces "Resin" items that can be stockpiled and brought back to the hamlet for use by any character. They last a few rounds and include effects like the ability to ignore protection.

F32 - Rogue Knight
__________________

Heal - Self
Stress -
Mark -
Position - 1,2,34

Has a double stun ability with a cooldown rather than limited uses and can hit all four enemies simultaneously. The "Black King's Bar" ability can be used without expending his turn and massively increases his resists while clearing the afflictions he has. While based on a DotA 2 character, there's nothing here that seems out of place for Darkest Dungeon.

F33 - Ronin
__________________

Heal - Self
Stress - Self
Mark - Apply
Position - 12,3,4

Clearly a couple of Rurouni Kenshin (Samurai X) references, but isn't heavy handed about it. His self-heal can stun him but is quite powerful. Other than that, he's a fairly standard front row attacker.

F34 - Royal Aegis
__________________

Heal -
Stress - Self
Mark -
Position - 2,13,4

Several of this character's abilities are boosted by being in low light, typically adding armor penetration. He can double stun the first two ranks and also push back the first two ranks. He has an ability that does not use his turn but performs a weak attack and moves him forward one. He's less useful in rank one, so without some other way to move him back it's not as useful as it sounds.

F35 - Senua
__________________

Heal - Self
Stress -
Mark -
Position - 2,13,4

She has a variety of basic attacks that each give an unreliable chance to set up riposte. Her abilities to stealth (or de-stealth) the entire party and all enemies are less useful than they sound but she's a solid combatant that can inflict good damage through her attacks and (usually) ripostes.

F36 - Seraph
__________________

Heal -
Stress -
Mark - Both
Position - 12,3,4

The main quirk of this class is that it consumes marks on enemies to do a lot more damage than a typical marked enemy bonus skill. With a stun that hits both front enemies (and inflicts horror on your party) she's not by any means bad, but I don't recommend her as highly as Seo's other creations as she tends to seem more like busy work than fun strategic choices.

Solid classes, 37-48

F37 - Shield Maiden
__________________

Heal - Minor
Stress - Minor
Mark -
Position - M

The class has a powerful healing ability that can only be used a limited number of times per battle from rank 4, but also can't do much else from rank 4. Her ability to shield charge from rank 3 to rank 1 for bonus damage is quite potent, and she's otherwise quite fun to use.

F38 - Sunlight Warrior
__________________

Heal -
Stress - Self
Mark -
Position - 123,-,4

Unsurprisingly, this class benefits from high light levels, notably a once per battle party buff that reduces incoming stress. He has several stuns and a spear attack that does varying damage based on what position it hits.

F39 - Tactician
__________________

Heal - Minor
Stress - Minor
Mark - Apply
Position - 12,34,-

Can switch between two modes in battle and as a result has access to a greater variety of skills than most classes. These include an ability to give other characters turns and an ability that marks multiple enemies. He's also a capable if unremarkable melee fighter in his own right.

F40 - Templar Arbalest
__________________

Heal -
Stress - MAJOR
Mark - Benefit
Position - 3,4,12

This class is fairly straightforward with bolts that pierce armor, a multi-target blight attack, and a stress heal.

F41 - Torchbearer
__________________

Heal -
Stress - MAJOR
Mark -
Position - 2,13,4

Unsurprisingly, the Torchbearer has a lot of skills that interact with the light meter, either increasing it or decreasing it substantially. Many of his attacks inflict substantial blight damage. He's not as imbalanced as he seems for the crimson court as blight isn't very effective there and for the farmstead his major darkness-inducing ability is limited to one use per battle. For ordinary dungeons, just bring a lot of extra torches and he can be quite strong.

F42 - Twilight Knight
__________________

Heal -
Stress - MAJOR
Mark -
Position - 12,-,34

The stress heal for this class hits the entire party, which isn't as good as it sounds as it means that the Twilight Knight takes a massive stress hit each time it attempts to remove stress - three times the amount listed. This can be compensated by equipping stress reduction gear, though the basic attack on the character also reduces his stress.

F43 - Warden (of the North)
__________________

Heal - Self
Stress - Self
Mark - Both
Position - 2,13,4

It's Eddard (Ned) Stark from Game of Thrones, and his rambling war stories from his camp skill reinforce that. Maybe a younger Ned, as he's not as chubby as he is in the TV show. Regardless, he's a solid melee option. There's another Warden class (O9) that's completely unrelated to this one, and of the two I actually prefer this option as the other is a bit overpowered. His trinkets include a sword that gives him the riposte ability when he uses a friendly skill. If that friendly skill hits all party members such as his various party buffs, it will trigger four times and he will do no (-120%) riposte damage.

F44 - Warlock
__________________

Heal - MAJOR
Stress -
Mark - Both
Position - 123,-,4

This comes in a package mod with the Warrior, below. While a potent healer, his healing skill also inflicts meaningful stress on the healed target, which makes it hard to recommend as a primary healer for the party. His Cosmic Horror and Ignite skills hit positions 1 and 3 (or 2 and 4), not just one of the two, it's not obvious from the interface.

F45 - Warrior
__________________

Heal - Minor
Stress -
Mark -
Position - 1,23,4

The Grand Sacrifice skill on the Warrior does not heal himself. Since the character has skills that both move him back and forward from position 1, he is functional for "dancing" parties but not ideal as both of his movement skills have drawbacks.

F46 - Weald Witch
__________________

Heal - Self
Stress -
Mark - Both
Position - 3,24,1

Inflicts a variety of bleed and blight attacks. Boo is a winged hamster now, apparently. Can be a bit excessive if combined with trinkets available in some mods that add bleed to all attacks, as she has multiple attacks that hit the entire enemy group including a mass de-stealth.

F47 - Windcaller
__________________

Heal - Minor
Stress -
Mark -
Position - 3,124,-

Has a variety of abilities that move enemies and allies forward and back. Her most interesting skill is Wild Whirlwind, which shuffles your party but gives substantial buffs. A party that can make use of that skill would find her useful (e.g. two windcallers, two crusaders). In general she's playable as she has decent basic attacks but her unique abilities are underwhelming. She is rather amusing with the Prodigy (F28) as she can move him back to his ideal striking position.

F48 - Wretch
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

This class blights itself and can then transfer that blight to enemies. It also has a fairly powerful mass-blight ability and a basic attack that inflicts bleed.

Secondary classes, 1-12

These classes are ones that are functional, but have some sort of flaw such as being thematically inappropriate, annoying to play, borderline overpowered, borderline underpowered, or just boring. All of them are, however, perfectly functional unless otherwise indicated and the distinction between the top, first, and second groups are just my opinion. The groupings by dozen are alphabetical, not in order of preference.

S1 - Abysswalker
__________________

Heal -
Stress -
Mark - Apply
Position - M

This class has a special affliction mechanic such that it doesn't actually have a downside for becoming afflicted by high stress. It has an unusual riposte mode that inflicts blight and bleed and a strange two-step melee attack that stuns. One of the camp skills specifically interacts with the Lord's Blade (F22).

S2 - Adventurer
__________________

Heal - Self
Stress -
Mark - Benefit
Position - 3,124,-

It's Link from the Legend of Zelda, actually the first of two - the other is called the Hero (S17). This is the less interesting of the two Link options, but he's functional.

S3 - Arachnid
__________________

Heal - Self
Stress -
Mark -
Position - 23,1,4

This class gratuitously has the antique finding ability from the antiquarian, but none of the drawbacks of using a weak character like the antiquarian. It's just a fairly standard melee class with some utility abilities.

S4 - Arcanist
__________________

Heal -
Stress -
Mark -
Position - 12,3,4

While in some ways I rather like this class, the double-stun with damage to the front two rows is a bit excessive and it's thematically dubious. Several of the class abilities reduce the torch, which isn't much of a balancing factor in the DLC dungeons.

S5 - Ashen Warrior
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

It's Kratos from the God of War series. He inflicts "Enrage" on himself and on enemies (a bonus to damage done and taken) and several of his abilities are notably improved by the enrage status effect. Overall he's a fairly solid character and he's not ridiculously off thematically.

S6 - Battle Knight
__________________

Heal - MAJOR
Stress - MAJOR
Mark -
Position - 2,13,4

This class is very similar to the Crusader, though it lacks his holy lance and instead has a damage buff ability that lasts the length of the battle. Given the way it's written with two separate damage bonuses it seems like there might just be an error in the way it was set up, but it's pretty silly for places like boss fights or the farmstead where lasting the entire battle is quite impressive.

S7 - Black Mage
__________________

Heal -
Stress -
Mark -
Position - 4,3,12

Obviously not thematic, it's a clear import from the Final Fantasy series. The Ultima skill moves him forward from 4 to 3 and hits all enemies. Meteor does respectable damage and stuns. He also has three otherwise identical abilities - Fira, Thundara, Blizzara - that each deal bonus damage to a specific type of enemy.

S8 - Bloat
__________________

Heal -
Stress - Self
Mark - Benefit
Position - 23,1,4

This sewage spewer seems a bit out of place thematically. He inflicts blight and a little bit of bleed, usually to all or most enemies at the same time. If he dies, he inflicts a special disease on the surviving allies and grants a special trinket. The head (Collector or secret room) trinket and his special trinket allow a setup where a character has three diseases that don't harm them and instead give bonuses, which is amusing but not enough to recommend the class.

S9 - Bloodclot
__________________

Heal - Minor
Stress - Self
Mark -
Position - 23,1,4

The Bloodclot has a variety of blighting and bleeding abilities, most of which require him to be blighted or bleeding himself to be fully effective. He ends up being a bit fiddly and underwhelming since he tends to resist his own blights and bleeds for trying to set up using his abilities to their fullest.

S10 - Butcher
__________________

Heal -
Stress - Minor
Mark - Both
Position - 123,-,4

He has some odd abilities, such as a stress heal and speed bonus that hits the middle two characters of your party from position 1, but most of his abilities are either underwhelming or pretty standard fare. Some of them get more interesting at higher levels, but not radically.

S11 - Chosen (Cultist)
__________________

Heal - Self
Stress -
Mark - Both
Position - M

Three of his six abilities move him forward a rank, so he's likely to end up in position 1 even if he didn't start there. He borrows his art from one of the enemies in the final dungeon. Thematically he's kind of odd as there's no (non-spoiler) reason he'd be fighting on your side, and even with spoilers he's debatable.

S12 - Dark Messiah
__________________

Heal - Self
Stress -
Mark - Both
Position - 1,2,34

Unusually for a character with both the ability to mark and benefit from marks, those two are in the same ability. Most of his other skills are pretty standard stuff, but the ability to guard the whole party and the ability to give a huge damage buff (at the cost of a huge hit that'll put you on death's door if not blocked) are interesting. He's really out of the art style of the game and thematically he doesn't make much sense, but he has some interesting abilities.

Secondary classes, 13-24

S13 - Duchess (Shifter)
__________________

Heal - Self
Stress -
Mark -
Position - 12,3,4

The second of the two Duchess characters, I'd recommend the other (F14) before this one though it's playable. This character has a serious lack of diversity in her abilities in human form and her shapeshifted form looks more than a little bit goofy.

S14 - Esper
__________________

Heal -
Stress -
Mark -
Position - 3,124,-

This is Terra from Final Fantasy VI. Her shapeshifting uses a lot of the Abomination's mechanics on stress and isn't that useful given her powerful abilities in "human" form and the heavily restricted targeting and placement in "esper" form. She starts a dungeon with an additional firewood.

S15 - Guardsman
__________________

Heal -
Stress - MAJOR
Mark - Benefit
Position - 2,134,-

An Imperial Guardsman from Warhammer 40k. The flashlight he's using is quite impressive in this setting, and it's not a bad class, but thematically it's completely out of place. Then again, maybe the Heart is just a demon from the Immaterium?

S16 - Harlot
__________________

Heal -
Stress - Minor
Mark - Both
Position - 23,1,4

With a bleed-based riposte and an ability to add turns to other characters, this isn't an unplayable class. It lacks a clear party role as it's too light to be a real damage dealer and there are better classes to use for the extra turn abilities.

S17 - Hero
__________________

Heal -
Stress - MAJOR
Mark - Both
Position - 12,3,4

The second of the two Legend of Zelda characters (the other is S2). This is the more interesting of the two, with trinkets that fundamentally change how his abilities work and a stress heal that starts out fairly weak but is extremely effective at higher ranks.

S18 - High Priestess
__________________

Heal - MAJOR
Stress -
Mark - Apply
Position - 34,2,1

Like the other characters that use art assets from in-game enemies, this character's graphics don't always behave and sometimes look a bit goofy. She's a pretty basic healer without anything terribly unusual to recommend her. Exactly why she's on your side is dubious.

S20 - Jedi Knight
__________________

Heal -
Stress -
Mark -
Position - 2,134,-

If you're looking for characters that fit thematically, move along, this isn't the druid you're looking for. His push, pull, and saber throw all stun the target and he has some basic attacks. Doesn't seem to be based on any specific character from the movies.

S21 - Moogle
__________________

Heal - MAJOR
Stress - MAJOR
Mark - Apply
Position - 3,4,12

This is Mog from Final Fantasy VI. He's a competent but unimpressive healer and hits stuff with his spear. He brings an additional firewood and also finds antiquities for cash, so he's a little bit excessive with his utility bonuses though he's just decent in combat so I've placed him here rather than in the overpowered section.

S22 - Nightsister
__________________

Heal - MAJOR
Stress - Minor
Mark -
Position - 3,24,1

I'm actually not sure which fandom this is from, but some of the abilities remind me of the old Final Fantasy Tactics. Regardless, she's a bit of a stretch for the Darkest Dungeon setting but isn't jarring. Her abilities, however, are a bit overpowered. The only restriction on her stress healing is that she can't target herself.

S23 - Omen Seeker
__________________

Heal -
Stress -
Mark -
Position - 3,24,1

The art on this character is absolutely ridiculous between the ridiculous chest dimensions (moral guardians beware!) and the random wagon showing up in strange places. She has a double stun that hits positions 2 and 3 as well as a variety of ranged attacks.

S24 - Paladin
__________________

Heal - MAJOR
Stress -
Mark -
Position - 12,34,-

Using attacks boosts this character's healing power. He can grant blocks to allies and has an ability that clears stuns without using his turn.

Secondary classes, 25-36

S25 - Pariah
__________________

Heal - Minor
Stress - Self
Mark - Both
Position - 2,13,4

This flagellant-esque character has several powerful attacks that require him to be at lower health, though not as low as the flagellant. Unlike the flagellant, however, the abilities don't heal him. They also cause stress when used. He's a bit fidgety to use as intended.

S26 - Pit Fighter
__________________

Heal - Self
Stress -
Mark -
Position - 12,-,34

Low accuracy means that the character is pretty much forced to either use trinkets to make his punches land or use one of his lower damage attacks that gives an accuracy buff before making serious attempts at a fight.

S27 - Prophete
__________________

Heal - MAJOR
Stress -
Mark -
Position - 34,2,1

This character has a mass stun/blight attack that is definitely at the high end of the power scale. His heals cause him to take blight damage and his blight attacks heal him. Not everything in the game text is translated from French other than his abilities.

S28 - Reaver
__________________

Heal -
Stress -
Mark -
Position - 34,2,1

There are several riposte skills and a single target buff from this character. Not that much to say, otherwise a pretty standard back row ranged damage dealer.

S29 - Ruler
__________________

Heal - Minor
Stress - Minor
Mark - Apply
Position - 12,-,34

This character has impressive art that's more anime than Darkest Dungeon theme - looks great, but doesn't fit in at all. She has two modes, one of which is a set of straightforward attacks and the other is heals and a charge attack that transforms her back to the first mode. Transforming doesn't take a turn and moves her back in the formation but has a cooldown; the charge attack is strong and I would typically transform back and forth on her first turn. She has some borderline broken riposte abilities and low hit points.

S30 - Rune Knight
__________________

Heal - MAJOR
Stress - Self
Mark - Apply
Position - 2,134,-

This is Celes from Final Fantasy VI, so she's a bit out of theme for the game. She has a single use per battle Blizzara that shuffles the enemy formation and moves her forward one, so if she's using that as her opening action it's better to start her in position 3.

S31 - Sepulchre
__________________

Heal - Self
Stress -
Mark -
Position - 12,-,34

Funeral Rites is a bit overpowered at lower levels since the accuracy doesn't improve but starts at 75. It appears that the -75% damage if not bleeding doesn't work, as the skill does plenty of damage. The class also consumes corpses to gain a damage boost until camp.

S32 - Serpent
__________________

Heal - Self
Stress -
Mark -
Position - M

Not terribly thematic since it's a snake as a part member, but seems less glitchy graphically than many of the other characters that use art from the enemies in the game. Based on enemies from the Shieldbreaker DLC, it inflicts blight and debuffs on enemies.

S33 - Shadow Dancer
__________________

Heal - Self
Stress - Self
Mark - Both
Position - M

This character's abilities reference "Retsu Kuji" which is an extra action. Inflicts bleed and blight and generally stays in position 2 but has abilities that move her around. The art is likely going to leave moral guardians dubious but doesn't include anything particularly offensive.

S34 - Shadow Walker
__________________

Heal - Minor
Stress -
Mark - Apply
Position - M

Has a variety of bleed and blight attacks. When looting curios he generates jade items that can be sold for additional cash.

S35 - Slayer
__________________

Heal - Self
Stress - Self
Mark - Apply
Position - M

This character might also be classified as wacky, as he's an attempt to implement the marine from the Doom games ("Doomguy") as a character in Darkest Dungeon. All of his abilities interact with Bound For Glory (BFG) turning it into a powerful single shot attack that can potentially cause damage to the Slayer. These effects last until camping, so it's not an ability that means much in a short dungeon.

S36 - Spartan
__________________

Heal - Minor
Stress - Minor
Mark - Both
Position - M

One of the skins is quite obviously Leonidas from 300. Has an "attack all" ability that's similar to the Shieldbreaker's, but lacks the Shieldbreaker's effective single target attacks and is otherwise underwhelming.

Secondary classes, 37-44

S37 - Spehss Mehreen
__________________

Heal -
Stress - Minor
Mark - Benefit
Position - 12,3,4

It's a Space Marine from Warhammer 40k, available in Imperial Fist, Ultramarine, or Blood Angel colors. Other than a mass stress heal that doesn't benefit the marine himself, the abilities are all pretty dull. Obviously does not fit thematically.

S38 - Tifa
__________________

Heal -
Stress -
Mark -
Position - M

Based on the character from Final Fantasy VII. No actual nudity, but the art isn't going to leave moral guardians happy with obvious nipples and a clear upskirt on one of her attacks. Has two modes, her standard attacks and a "limit break" mode that she can only use at lower health. The limit break moves also damage her health.

S39 - Trap Maker
__________________

Heal -
Stress -
Mark - Both
Position - 3,24,1

Back row damage dealer with a variety of debuffs.

S40 - Two-B
__________________

Heal -
Stress -
Mark - Both
Position - M

Many of her abilities give bonuses to each other, encouraging use in a specific order, though she (it?) can also just use basic melee attacks repeatedly and tends to stay near the front of the formation. The "Glorius android hips" (sic) do not end up with anything that's actual nudity or scandalous, but moral guardians likely wouldn't be thrilled with her art, especially while camping. As an android, she's also not thematically consistent with the game.

S41 - Vampiress
__________________

Heal - Self
Stress -
Mark -
Position - 12,34,-

She can be useful from any position with her powerful bleed attack in human form, but can only use her transformed melee attacks in the front rows so is best put there. Her transformed form is not wearing any clothes, though there aren't any naughty bits visible, so moral guardians would not approve. While transformed, her "manslaughter" ability kills one of your other characters (no deathblow resistance, just chomp and done) so be careful with that one...

S42 - Witcher
__________________

Heal -
Stress -
Mark - Benefit
Position - 12,3,4

Geralt from the Witcher series, which isn't that far off thematically. The riposte abilities on this class don't work since they have a one turn duration; I'm speculating that the class was made before the shift of duration ticking down at the end of the round instead of the start. If they worked properly the class would be overpowered, and it has quite a few rather extreme trinkets as it is. There are two modes - swords and signs, and the class can switch freely between the two.

S43 - Wizard
__________________

Heal - Minor
Stress - Minor
Mark -
Position - 34,2,1

While marked as "minor" for heal and stress that's only because he can't target himself with his healing ability, which is quite overpowered at higher levels. He has a couple of useful attacks, though some of them are a bit redundant with each other. Random profanity won't please the moral guardians, and the graphical glitches are somewhat annoying.

S44 - Zealot
__________________

Heal - Self
Stress - Minor
Mark - Apply
Position - 2,13,4

Most of the abilities on this class are fairly standard, but Sentence the Guilty makes the class borderline game-breaking since it's a summoned "enemy" where the fight continues when it's the only thing left alive, allowing time for healing and recovery without an actual enemy. It also has really obnoxious sound effects, so play this class with the volume off.

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.

Not recommended

The following classes I tried and can't recommend. Most of them are frustratingly weak or otherwise problematic.

N1 - Ancestor

Abilities are not well explained. For example, Time Dilation sometimes does (and sometimes doesn't) grant another turn. Overall the class is fairly weak, though the camping abilities that cost something other than camping time are an interesting twist. A lot of good ideas in the class, just comes across as an obvious half-finished beta.

N2 - Android RK800

Other than the ability to boost his own resolve xp gained by massive amounts, he just isn't that effective. He has some healing abilities but nothing special. Not thematic.

N3 - Bluesman

Probably the most borderline of the characters in this list, he's more playable than most. He has a skill that boosts his base damage to respectable levels but adds stress, otherwise he's fairly weak. Once boosted, he has limited attacks (one from the front, one from the back) and some dubious support skills. Not thematic.

N4 - Fairy

With only one hit point regardless of level and an ability to force guard that doesn't take a turn but inflicts stress, the fairy has little to offer offensively other than a mass stun that takes a turn to set up. Loots rupees from curious for extra gold, but it's hard to justify bringing the fairy along. Not thematic.

N5 - Haruspex

This class has some interesting ideas with inflicting self bleed and then transferring that to enemies (bleeding skeletons!) but it's very weak and actually setting up the transfer isn't effective enough to justify the complexity of the class. Might be a fun challenge, but it's a really weak class.

N6 - Hypnotist

No offensive abilities, but also can't heal or stress heal itself so it can't be used as the primary healer of a group. It has some decent stuns and debuffs, but with low health and no clear party role, it's usually just dead weight in a party. Uses enemy art assets, so has visual glitches.

N7 - Nothing

By far the strangest mod class in the game, this class has 999 hp, massive dodge, and no abilities. It's an amusing addition with a character that can force it to guard, such as the antiquarian, but other than pointing and laughing at the Shrieker while it fails to kill something it can't hit the class is pretty useless. Since you're always passing it will gain stress; it has a special affliction that reduces stress gained once afflicted.

N8 - Of the Fourth

The other three characters from this mod are in the "Complex" section above. This character could also be there, but since it switches back and forth from healing health to healing stress based on whether it's afflicted it lacks a consistent party role. Might be an interesting challenge, but it's a complicated mess of a class and I don't recommend it.

N9 - Rapturous Cultist

Based on the "Rapture" enemy in the Darkest Dungeon, this class actually does have some offensive abilities, but they can only be used at low health. It's otherwise a competent healer, but it has little to offer in the way of variety or support and there's little reason to play the class. Since it uses enemy art assets it has visual glitches.

N10 - Sorceress

This class has some interesting abilities, but most of them inflict self stun and unlike the similarly self-stunning Seer it does not have any way in class to prevent that stun. It's a playable and functional class, just weak and not terribly interesting.

Partially tested classes

The following classes I did not test for a variety of reasons. For some, I'm not sure why - it looks like they should work, but they don't. It may have something to do with the fact that I've got nearly 200 mods in the list, though I rarely used more than 100 at a time.

Drowner - described as not complete
Gunslinger - didn't show up in list of expected characters with mod loaded
Lotus - I tested this class and it worked fine for a while, now it crashes my game at startup
Red Mage - crashes game at startup
Relic Hunter - described as not complete
Sith Inquisitor - crashes game at startup
Skeletonman - described as not complete
Struggler - crashes game at startup (page notes that it's not compatible with DLC)

Closing remarks

I wrote this guide after testing all of the characters listed by bringing at least one of them to resolve level 6 in a game on Radiant difficulty. Roster size increase mods and the faster walking/combat/scouting mods were a big help in the project. I'm using all of the DLC available at time of writing, which is prior to the Butcher's Circus DLC.

A big thanks to all of the people who've made custom classes for the game. I had a lot of fun with this project. Thanks also to Red Hook for an amazing game, I'm looking forward to the sequel.

This guide is not copyrighted in any meaningful sense. It'd be kind of rude to copy it and pass it off as your own work, but I really don't care that much.

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