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Unlocking Memories & Permanent Progression — Darkest Dungeon II Guide
Darkest Dungeon II

Unlocking Memories & Permanent Progression — Darkest Dungeon II Guide

Master permanent progression and unlock memories in Darkest Dungeon II. Learn about Confessions, hero relationships, combat mechanics, and the journey to The Mountain.

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Unlocking Memories & Permanent Progression — Darkest Dungeon II Guide

Master permanent progression and unlock memories in Darkest Dungeon II. Learn about Confessions, hero relationships, combat mechanics, and the journey to The Mountain.

Darkest Dungeon II introduces a new structure focused on a grueling journey rather than dungeon-delving. The game is divided into five acts, or "Confessions," each culminating in a boss fight at The Mountain. Progression is tied to unlocking new heroes and abilities through "Candles of Hope" earned during gameplay. The metagame features a completely different structure involving a journey, with heroes' relationships and stress playing a crucial role in combat success. Unlike its predecessor, trinkets are not persistent across playthroughs.

Key Progression Mechanics:

  • Confessions: The game's story is divided into five acts (Denial, Resentment, Obsession, Ambition, Cowardice), each representing a full playthrough and a unique boss encounter.
  • Candles of Hope: Earned through gameplay, these are used to unlock new heroes and other permanent upgrades.
  • Hero Relationships: Heroes develop relationships (positive or negative) based on their interactions during the journey, impacting combat performance.
  • Stress System: Heroes can experience meltdowns when their stress meter maxes out, affecting the party and resetting relationships.
  • Skill-Based Abilities: Hero abilities are now skill-based and can be upgraded by the Mastery Trainer at Inns, rather than relying on equipment.
  • Trinkets: While present, trinkets are not persistent and are lost upon playthrough completion or death.

The Journey:

  • Players embark on a journey to The Mountain with a party of four heroes in The Stagecoach, protected by The Flame.
  • The journey is divided into routes, starting with The Valley and ending with The Mountain. Regions between can be chosen by the player at The Inn.
  • No two trips are the same due to random modifiers, layouts, and goals.
  • Avoiding combat is possible but can leave the party unprepared.

Combat Changes:

  • Turn order, speed, HP, and status effects remain important.
  • Hits are guaranteed unless an enemy has a special token (e.g., dodge, block).
  • Status effects are represented by tokens (Bleed, Blind, Blight, Burn, Immobilize).

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