Darkest Dungeon

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Ruin has come to our family. [...] You remember our venerable house, opulent and imperial. It is a festering abomination! I beg you, return home, claim your birthright and deliver our family from the ravenous clutching shadows of the Darkest Dungeon.

Darkest Dungeon is a 2016 Roguelike/Dungeon Crawling video game by Red Hook Games in which the player takes on the role of an heir to a once-proud but now-fallen noble house. The heir is summoned to the old estate by a letter from his ancestor, which explains that he heard rumors of great power dwelling beneath the manor, spent the family fortune excavating it, and unearthed terrible things. The player then recruits, equips and dispatches teams of heroes into various dungeons surrounding the manor to put down the monsters that have come to dwell there, and clean up the Ancestor's mess.

A sequel has been announced for release late in 2021. Confirmed for this sequel is Wayne June reprising his role as the Ancestor, and Grave Robber, Hellion, Highwayman, Leper, Man-at-Arms, and Plague Doctor returning as playable heroes. Promotional material seems to suggest the heroes will be delving far beyond the Hamlet of the first game, that they will be embarking on a "grueling journey" in which they would see the "supernatural apocalypse twisting and distorting the world beyond the estate".

Not to be confused with Dark Dungeons.

Tropes used in Darkest Dungeon include:
  • Afraid of Needles: Seems a common fear among the heroes, if their dialogue upon being admitted to the Sanatorium is any indication.
  • Alien Invasion: The monsters in the Farmstead are thralls of an abomination from space, sleeping inside a gemstone-comet. This is a reference to Lovecraft’s The Colour Out of Space.
  • All of the Other Reindeer: Initially, Abomination could not be in a party with any of the church-affiliated classes; Crusader, Flagellant, Leper, and Vestal had some taboo against cooperating with lycanthropes. This was kind of odd, seeing as they were okay with seedy heroes like Grave Robber and Highwayman, and this was eliminated with the "Colour of Madness" DLC.
  • Amazon Brigade: It's actually pretty easy to build a competent party out of the female characters; several official Party Combos have a combination of the Antiquarian, the Arbalest, the Grave Robber, the Hellion, the Plague Doctor, and the Vestal.
  • Apocalyptic Log: Some of the rare finds in dungeons are diaries of adventurers from the Ancestor's days.
  • Artistic License Medicine: The Leper is supposed to be, as his name implies, suffering from leprosy, a disease that causes, among other things, atrophy of muscles, meaning lepers tend to be weak. However, this guy is very strong. While he’s clumsy and doesn’t hit as often as you’d like, when he does hit, he hits hard.
  • Ascended Meme: Wayne June (the voice of the narrator/Ancestor) recorded a set of Darkest Dungeon-themed voice notifications for streamers. It includes some Shout-Outs to Undertale, Dark Souls and "Truly, this is the Dankest Dungeon."
  • Announcer Chatter: The Ancestor provides commentary on battles, encounters and town events, but he doesn't really "chatter": he makes ominous, portentous comments about victory and/or doom.
  • Arc Symbol: The "Stress" symbol (which is, incidentally, an "arc symbol" with lines through it, resembling a thorny halo) begins to figure more and more prominently on enemy attire and the architecture as the heroes plumb greater depths of the dungeons.
  • Army of Thieves and Whores: The brigands which inhabit the Weald are such an army, and the player's roster of heroes may not be much better.
  • Awesome but Impractical/Boring but Practical: There is almost always a trade between effectiveness and reliability when it comes to heroes. The Vestal, for example, has two reliable healing abilities, but only heals for a few HP each turn. The Occultist, on the other hand, can heal a hero up to 100%, or heal for zero HP, or even inflict bleeding, depending on the whims of the Random Number God. Likewise, heavy-hitting heroes tend to be squishy, inaccurate, or costly or limited in some other way.
  • Badass Preacher : Vestal is the best healer in the game, but she’s no pushover in melee combat either. Of course, you’ll rarely need her for that, as she’s much better in the back, healing the much tougher fighters.
  • Body Horror: Many of the enemies (especially the swinefolk) are quite horrific. The Ancestor and Heart of Darkness can also inflict Body Horror on the heroes as an attack.

Ancestor: "The flesh is fluid, it could be changed, reshaped, remade!"

  • Blood Magic: Blood is a rare drop that can be found anywhere, but it is only usable - via this Trope -Court DLC. during the Crimson
  • Book Ends: "Ruin has come to our family."
  • Breaking the Fourth Wall: One of the apocalyptic logs that the heroes can find is a note from Red Hook thanking the player.
  • Combat Sadomasochist: Flagellant is a sort of extremist monk who becomes stronger via self-mutilation. It's not pretty, but it works, the pain making him a Blood Knight bruiser who does not know when to quit.
  • Cosmic Horror Story: Creepy ancient manor? Check. Eccentric ancestor unleashed horrible eldritch things from beneath it? Check. The end of the world is inevitable, if not now, then some generations later? Check.
  • [[Damage Over Time: The Blight and Bleed effects do this to the heroes, but they can inflict both on monsters too. Bleed doesn't work on skeletons, but it does work on the Mushroom Men in the Weald.
  • Dem Bones: Skeletons will likely be the first mooks you encounter in the Ruins, which will likely be the first dungeon you tackle. Bone Rabble are the weakest, followed by Bone Soldiers, Bone Courtiers, Bone Arbalists, Bone Defenders, Bone Captains, Bone Spearmen, and Bone Bearers. The Necromancer is the boss behind all Dem Bones.
  • Door to Before: Thankfully, completing a quest moves your party out of whatever dungeon they are in and back to the Hamlet.
  • Downloadable Content: The Musketeer, The Crimson Court, The Shieldbreaker and The Color of Madness.
  • Driven to Suicide: The opening cutscene implies that the Ancestor committed suicide after writing the letter to his heir. The final boss battle implies that this may not have been exactly the case. He also suggests that the Heir may be Driven to Suicide himself.
  • Evil Is Not Well Lit: Naturally, these dungeons are pretty dark. Exploring them without a light source will actually gain your part more experience and treasure, but will also stress them faster.
  • Fate Worse Than Death: Purposely sending your loyal minions to their deaths is bad enough, Dismissing them - an easy way to get rid of a hero who isn’t worth healing - might be even worse. The Ancestor describes dismissed heroes as “Slumped shoulders, wild eyes, and a stumbling gait — this one is no more good to us.”
  • Fish People: Most mobs in the Cove are this; that’s another Lovecraft reference, this one to The Shadow Over Innsmouth.
  • Gameplay and Story Segregation:
    • Classes in this game are sort of like the characters in Team Fortress 2. Each of them is a unique individual with his or her own backstory, personality, and motivations. Now you will lose some (many a lot) of them over the course of the game, and unless you're using Easy Mode, they stay dead. But, the same class can be recruited multiple times, and you can even have multiple members of a class on the party at one time.
    • The Vestal's backstory makes her a Celibate Hero, but she can still use the brothel's services if the player tells her to. Lampshaded with one dialogue when she does, as she bribes them to "forget" she was there.
  • Game Mod: Mods are available for this game that let players design classes, monsters, skills, and even entire dungeons. You know, for players who think the game isn’t difficult enough. The developers encourage this, displaying the best mods on their official website.
  • Grave Robbing:
    • Grave Robber, of course, although she's far better at fighting monsters than she is at stealing from tombs.
    • The Collector is an undead boss who collects the skulls or corpses and victim, and possibly their souls as well.
  • Go Mad from the Revelation: Several enemies (Madmen and the Prophet and perhaps the Ancestor) already have, and as stress mounts, the heroes run the risk of following them. Some enemy attacks explicitly revolve around revealing unsettling things to the heroes to increase their stress and provoke their fall into madness. In the ending, the Ancestor implies that the Heir is next.
  • Heart Is an Awesome Power: The Antiquarian, full stop. She’s not a good fighter, she only has one skill that can benefit party members other than herself, but she doubles the amount of loot you get from both monsters and Curios. Thus, she greatly reduces the need to grind, one of the most reviled Scrappy Mechanics in video games.
  • Heroic Sacrifice: On Darkest difficulty, fleeing from a battle requires one of the heroes to stay behind and hold the line, which results in that hero's offscreen death.
    • Flagellant is a hero that seems too eager to make a Heroic Sacrifice, and even seems made for this purpose. He’s not easy to kill and can recover from wounds and stress pretty easy (seeing as he benefits from both), but if he actually dies, the other heroes are buffed AND the monsters are stunned! Talk about a Dying Moment of Awesome.
  • Hearing Voices: Maybe, maybe not. It is left ambiguous whether the Ancestor's words are being read from a text or whether the Heir is hearing his voice due to an actual curse, Sanity Slippage or both.
  • Holy Burns Evil: Zigzagged. Holy Water is a common item in this game, but you don't use it on monsters. Rather, you use it to sanctify cursed altars (which you can then use to buff or heal your party) or on piles of bones (to gain loot from them) or to give them protection against conditions.
  • Human Shield: A common strategy in this game. You should always have the tanky bruisers in the front two slots and the healers and spellcasters in the back two. This is why attacks that shuffle your positions are such a pain. Monsters tend to use this strategy too, but the shuffling techniques can also work for the heroes.
  • Idiosyncratic Difficulty Levels: Dungeons are labeled as Apprentice (balanced for heroes of resolve level 0-2), Veteran (2-4), Champion (4-6) and Darkest (challenging even for 6's). The game itself can be played in Radiant, Darkest and Stygian modes. Radiant isn't really "easy", per se, but some mechanics are changed to allow the game to be completed more rapidly (e.g. experience gain is increased, reducing the number of missions required to level up heroes). Darkest is the normal difficulty, and Stygian (the former New Game+ mode) makes the enemies tougher, locks the difficulty options to maximum, and places a timer and death limit before the Heart of Darkness wakes up and the player loses.
  • Interchangeable Antimatter Keys: Not only are they single-use, but each one costs money during provisioning. Sometimes the Random Number God will smile and bestow extras during a dungeon, but in general, it's up to the player to guess how many they will probably need for the coming mission and purchase accordingly.
  • Inverse Law of Sharpness and Accuracy: The Leper is a class you'll have accuracy from the start, and while he is very strong and deals a lot of damage when he hits an enemy, his accuracy isn't so hot, and he tends to miss his target about a fourth of the time.
  • Martial Medic: Plague Doctor is this, full stop. She's a decent healer who can cure diseases or blights (bleeding too, but only when healing herself) but also has AOE attacks that can stun enemies, blight them, or even shuffle their positions.
  • Lovecraft Lite: If you're a fan of Cthulhu Mythos stories, it's easy to see the references in this game. To give one example, the questline at the Farmstead is a clear Homage to The Colour Out of Space.
  • Luck-Based Mission: Dungeon layouts are randomized, and while they have "Apprentice", "Veteran" and "Champion" designations, there is still a wide variation of difficulties within each, and party and trinket choices add even more variables to the pot.
  • Man of Kryptonite:
    • Crusader has a skill called Smite which is extra-effective against undead foes, making him very useful in the ruins, especially against the Necromancer.
    • Antiquarian isn’t a good fighter, but having her in the party increases the treasure you gain. So she’s an excellent choice when going up against the Siren, seeing as its no big deal if she is hypnotized and turned against the party, and Bosses tend to have a lot of treasure.
  • Metal Slime: To be frank, the first time you fight the Collector isn't going to be the last. The Shambler is almost as bad, but at least you are guaranteed to gain an Ancestral Trinket if you defeat him.
  • Mysterious Backer: The Ancestor starts out this way. As your heroes explore, however, you find out more and more about him, and probably wish he had stayed "mysterious".
  • Our Vampires Are Different: For one thing, they're Not Using the V Word. Vampirism is referred to as the "Crimson Curse", and enemy vampires have the "Bloodsucker" type. The bloodsuckers themselves are themed after insects rather than bats. Some of the enemies are simply giant insects, while others initially appear human but then morph into insectile forms after drinking the heroes' blood.
  • Pig Man: The Swine King and his minions are incredibly ugly versions of this found in the Warrens. According to the Ancestor, these are the result of his attempts to summon beings from the "outer spheres" using common pigs as vessels. Clearly, it didn't go as he planned... This area is not based on a Lovecraft work, but on William Hope Hodgson's The House on the Borderland, a work that did inspire Lovecraft.
  • 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. 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 Screwing 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:
    • Many curios are more troublesome than they are worth, such as books and corpses (unless the proper item is used... though even if the player knows this, heroes with certain quirks have a probability of touching them anyway), but a few are downright cheeky, such as the Shambler's Altar. "Place a torch if you crave the void!" Suuuuure. The torch gets dropped to zero, and the heroes get sent into the "outer spheres" and fight the Shambler.
    • Likewise, the "Bandit's Trapped Chest" in the tutorial: "Something is not quite right with this one..." Enjoy your blight if you have the hero touch it.
    • And in the Stygian (formerly New Game+) tutorial, the "Transcendent Terror": "Surely nothing good can come of a dialogue with the dead...?" +100 stress and an affliction for the rest of the dungeon... and the next dungeon as well, since no stress-relief activities are unlocked yet. Sometimes jokingly stated by fans as "Talk to the ghost in the tutorial to get your NG+ bonus!" for extra schmuck-baiting.
  • Sesquipedalian Loquaciousness: The Ancestor has a pretty severe case of it, sometimes. "Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue."
  • Sex for Solace: The brothel is expensive, but it can lower a party member's Sanity Meter back to safe levels quickly.
  • Shout-Out:
    • The default name of the Occultist is "Alhazred", named for the author of the Necronomicon in the Cthulhu Mythos.
    • The default Houndmaster's name is "Shag and Scoob".
  • Simple Yet Awesome: Never underestimate the usefulness of a simple shovel, which can be bought in the Hamlet or found as treasure. Clearing debris blocking your path by hand can exhaust your party quickly, and shovels can do it much quicker.
  • Sistine Steal: The icon of the Occultist's "Unspeakable Commune" skill shows his finger reaching out towards a tentacle. 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 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."
  • The Very Definitely Final Dungeon: The Darkest Dungeon itself, with twisting passages, Alien Geometries and enemies that tax the heroes' (and the player's) sanity. Theoretically, it is accessible from the very beginning of the game, but it's not recommended to tackle it without leveling up some heroes to max in the other dungeons first...
  • Villainous Glutton: The Pig Men of the Warrens will gladly consume their victims, but they also steal any other foodstuffs they can get their hands on, like grain. A possible Quest for the Warrens is to rob their grain pantries to starve them out and bolster the Hamlet’s supplies.
  • Wake Up Call Boss: The Collector is a boss who is not tied to any specific location, whom you have a chance of encountering if your inventory is at 85% capacity or more. You can literally encounter him on your first quest, and if that happens, it won't be pretty.
  • Warmup Boss: The Old Road could be considered a Warm Up Dungeon, but it's hard to call two "rooms" a "dungeon". Its an encounter with two characters - a Crusader and Highwayman - fighting a Brigand Cutthroat, with the fighting system explained during the fight.
  • We Have Reserves: You will see your heroes die quite a bit, but there will always be more to fill their role, and the more you upgrade the Stagecoach, the more experienced new recruits will be.
  • A World Half Full: Despite the inevitable Cosmic Horror of the Heart of Darkness destroying the world when it wakes (and it will), the world is saved (for a while, anyway) not by paragons of virtue or mighty armies, but by a small band of flawed, imperfect humans.

Ancestor: These creatures can be felled, they can be beaten!

  • You Are Already Dead: You'll quickly learn exactly when it is safe to ignore a foe and focus on another; if a monster is low on health inflicted with Blight or Bleeding condition, said condition will do it in within a round or so, unless the group has a Mook Medic.
  • Xanatos Gambit: If you hadn't answered the Ancestor's summons, the Heart would have escaped in the future when the stars were right, and because you did answer, the resulting bloodshed and chaos have accelerated its awakening.