Darkest Dungeon: Difference between revisions

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* [[Sistine Steal]]: The icon of the Occultist's "Unspeakable Commune" skill shows his finger reaching out towards a tentacle. {{spoiler|Appropriate, given the allegation that humanity is born from the eldritch Thing that the Ancestor discovered}}.
* [[Start of Darkness]]: ''The Crimson Court'' DLC reveals that the Ancestor was never a morally upstanding individual, but that his encounter with the Crimson Curse was what specifically set him on the path to {{spoiler|discovering the Heart of Darkness and attempting to harness its power}}.
* [[Trauma Inn]]: Enforced. The tavern - be it the Bar, Brothel, or Gambling Hall - is the fastest but most expensive way to stabilize a hero's [[Sanity Meter]].
* [[Tome of Eldritch Lore]]: The Ancestor's journals, definitely.
** Also, stacks of books you find in dungeons are best avoided. Your heroes ''might'' gain a positive Quirk or a Journal entry from them, but far more often you will get a negative Quirk, an increase in Stress, or a decrease in the Light Meter.
* [[There Are No Tents]]: Averted. While some early dungeons have no place to rest, larger ones have places to make campfires; depending on the size of the dungeon, they may have one, two, three, or in the case of the largest, four. However, it’s very possible to be ambushed by monsters unless a skill is used to prevent it.
* [[Town with a Dark Secret]]: Well, ''DUH''. Kind of the whole plot.
* [[Took a Level In Badass]]: Naturally, heroes who survive the quests gain XP and become stronger. However, this game is unique in that the dungeons level up too as each quest involving them is completed, with harder monsters, deadlier traps, and more treasure.
* [[Unwinnable]]: Averted (outside of NG+): no matter how many heroes die, there will always be more, and while it costs money to ''upgrade'' them, they will join your roster for free. As the game says, "Heroes are a renewable resource."