
Instead of maneuvering from tile to tile on a dungeon map, the player instead navigates through a map filled with various encounters, destinations, and boss battles. A successful run currently looks like it will take around four hours, so it’s important to reiterate that players unlock all kinds of special things at the account level based on each journey. So even as all is lost – and it will be, frequently – you venture toward the final destination with some degree of progress. The only hero I would avoid completely for this part is the leper.That said, don’t fear too much – you acquire hope (an in-game currency) from all of your runs, which you can use to unlock various components to show up in subsequent runs, new characters, skills for your caravan, and even permanent boosts.

But the position swapping the enemies do here backfires on them completely if you have a jester. You can probably use a MAA instead of a highwayman, a hellion instead of a crusader etc. If there is a must for the first part of DD, in my opinion, it is the jester. The fourth is whatever, but I believe I used a hound master.

I also used a crusader with lance, so that he could do something meaningful even if he was moved into the fourth rank. Plus your jester can stress heal any time he isn't in rank one. Sometimes you can fire a PBS with your rank 1 HWM with the jester in rank two and therefore get a finale immediately after, and then another PBS after that. That way you get lots of rank one freebies with those two and the damage is very high as a result. The last time I did it, I used a jester and highwayman with finale and PBS/riposte respectively. Because of the shuffling you want people who can do something regardless on what rank they are in.
