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Darkest Dungeon

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Expeditions

Provisions

Buy for mission length, region, and risk tolerance.

Updated 10/5/2026Source-backed editorial base · v1

Overview

Food, torches, shovels, and regional supplies prevent different failures. The right load depends on mission length, region, planned Curio interactions, and party experience.

Each supply prevents a different problem

ItemUseDecision
FoodHunger, limited healing, and camping.Reserve food for hunger checks; do not spend all of it healing.
TorchMaintain light and alter expedition conditions.Beginners usually favor high light over darkness loot risks.
ShovelClear obstacles without manual-clearing penalties.Do not assume a route has no obstacles.
BandageRemove bleed and interact with some Curios.Match the destination and party recovery tools.
AntivenomRemove blight and interact with some Curios.Not a substitute for health or stress management.
Medicinal HerbsDebuffs and Curio interactions.Can turn certain risky objects into useful rewards.
Holy WaterResistances and specific Curios.Check the object: not every altar uses the same item.
Skeleton KeyLocked objects and secret rooms.Leave room for valuable loot.

A shopping example, not a guaranteed quantity

For an ordinary early short mission without mods, an editorial conservative starting point is to evaluate 12 food, 8 torches, and 2 shovels plus regional supplies. This is not a game formula: route length, random hunger, combat, and Curio decisions change consumption. Medium and long missions need food for camping and the remaining journey. Adjust using what your party actually consumed.

Before the expedition

  • Start with mandatory consumption and mission-ending failures.
  • Add items for Curios you intend to use.
  • Leave inventory capacity for loot.
  • State difficulty and enabled DLC beside recommended quantities.

Visual reference