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===Regions=== While the Darkest Estate is long gone and almost certainly fucked beyond recognition, the world going batshit insane has spawned several all-new regions to go mad in. The last one needs at least one miniboss defeated and its head mounted on the cart before proceeding for the finale. The '''Foetor''' is basically [[Nurgle|Grandpappy Nurgle's]] vacation home -- formerly a prosperous farmland full of peasants and peaceful farmers, it's now full of maw-studded walking corpses, diseased [[Great Unclean One]]-looking mofos that want to eat you, and trees turned into juicy red meat pillars with bones in the middle. Expect a lot of Blight to go around, and for fuck's sake, ''do not let them eat the corpses''. Miniboss is a "Harvest Child", a half-born fetus gushing forth from an amniotic fluid and flesh covered cornucopia with sickeningly delicious bits of meat that try charming your heroes into a feeding frenzy and losing time and health chowing down delicious pungent flesh. The '''Sprawl''' is a medieval city, now smashed to shit and on fire thanks to rampaging mobs of Fanatics, who've decided the best way to deal with the world going mad is to burn LITERALLY EVERYTHING. Bandits also prey on the few people the crazed mobs haven't burnt alive or lynched. You know the drill: burn resistance is everywhere, so bring your blighters and have a means to stop burn DoTs. Miniboss is a burning librarian who burns books and gets stronger doing so. If all books are burned, you are all fucked. The '''Shroud''' is the Cove MK2: Fishfucker Boogaloo. Formerly a hamlet whose people turned to worship of what are all but stated to be the Pelagics from DD1 to survive, it's now full of [[Deep One]] expies and drowned undead, ruled over by a fuckhuge sea monster known as the Leviathan. The '''Sluice''' is a huge network of old tunnels and caves, once used by miners and weary travellers as a place to rest. Now the Swinefolk have overtaken this dark warren of roadways and passages, ambushing any travellers who dare to pass through. Your old pal Wilbur can be found down here, now much more swole than before and sporting a severe grudge against your old heroes. Oh, and they now have pigmen ninjas (no, seriously). As usual, get your bleed attacks on. The '''Tangle''' is a haunted old wood full of ruined keeps and abandoned outposts, now home to an army of undead known as the Lost Battalion. Originally an army in service to the Light, the new Cult broke their will with ease after they descended from the Mountain, reducing them to an army of lethargic, but disciplined undead. Bleed is useless here, but Blight and Burn (the latter is ''especially'' useful for the Boss) can do some heavy damage. The '''Mountain''' is your ultimate goal. From here, the madness that stains the world spreads out, poisoning the bodies and minds of humankind. The reborn Cult from the first game guards the approach to the Mountain, and you'll have to go through them if you want to reach it. Within the stone itself, your failures wait to be faced. No longer bound to one estate, the party is simultaneously more disposable than an [[Imperial Guard|Imperial Guardsman]] in Armageddon and more precious than a [[Custodes]] to the Emprah. Anyone who dies stays dead, and unlike before, there's no convenient carriage bringing a new supply of cannon fodder to feed to the hordes; one random new hero per Inn is your only way of replenishing losses. Your first run ''will'' end badly, and your second is unlikely to be any better. Yet every time you die, your futile crusade generates experience points which advance your profile for a better restart. Sort of like ye olde flash games of the 2000s-2010s. There are no reinforcements but fast-paced 4 vs 4 duels: after all, you fight off looters and keep driving to the mountain. Certain tough enemies are also hero-like with Death's door enabled, and the time limit in some looter quests will make many players mad. There are also optional side-encounters known as Lairs, in which you face several back-to-back fights before taking down a miniboss (unique to the area) in exchange for some fairly good trinkets and other rewards. The Torch has changed -- no longer a physical source of light, but a manifestation of the last remaining hope in the world, it is the only thing that will light your way down the dark roads leading to the Mountain. Do NOT let it reach zero, lest you wish to be forced into an encounter with an incredibly dangerous mini-boss that will almost certainly hand you a [[TPK]]. The game also introduces the "Loathing" mechanic to compliment this -- a representation of the Cult's power over the world, it'll drain the torch faster and make encounters a hell of a lot more difficult if it gets too high, so make certain to detour and smash Cult strongholds if it starts getting above a certain level. Also, the Antiquarian, being the opportunistic bitch she is (we knew she sacrificed that poor girl rather than freeing!), is now among bandit encounters as a mini-boss with all her abilities carried over from the first game. Therefore, say hello to the new class - The '''Runaway'''! Coming from an orphanage with a sadistic caretaker that would brand her with a hot iron for the slightest offense, she developed pyromania and uses abilities that are all themed around fire - poking enemies with a red-hot iron, blinding them with a smokescreen, applying burn DOTs, you name it - she can burn it. [[Grimdark|Unfortunately, that same obsession with fire led to her accidentally burning to death a kindly old couple who took her in after her escape from the orphanage, leaving her alone and on the run again]].
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