Darkest Dungeon: Difference between revisions

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* [[Posthumous Narration]]: The Ancestor is implied to have committed suicide shortly after writing the letter that summoned the Heir, but that doesn't stop him from commenting on everything that his Heir does. {{spoiler|Or maybe he's not so 'posthumous' after all}}.
* [[Random Number God]]: Hitting, critting, dodging, blighting, bleeding, debuffing, stressing, hero deaths and in some cases ''healing'' are all based on rolls of the dice. The player can upgrade hero equipment and skills, and use trinkets or certain supplies to improve their odds, but rarely is any action truly ''certain'' to succeed.
* [[Right Makes Might]]: Getting a powerful crit on an enemy might lower that hero's stress.
* [[Sanity Meter]]: Each hero has a stress meter. Enemy critical strikes, certain attacks or unsettling curio encounters increase it, and player critical strikes and some player abilities reduce it (as does spending time at the Tavern or Abbey). There's no [[Interface Screw]]ing as the stress mounts, since it's not really tracking sanity ''per se'', but when it reaches 100, the hero is "tested" and will obtain a virtue (e.g. "Stalwart") or, more likely, an affliction (e.g. "Abusive") until their stress is reduced. If the hero becomes afflicted, their stress can mount higher still, until reaching 200, when the hero suffers a heart attack and risks dying (a Virtuous hero cannot increase above 100 stress, though the effect only lasts for the duration of the expedition).
* [[Schmuck Bait]]: