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## Personality Story : In the world of Darkest Dungeon, corruption and monsters have escaped the forgotten darkness of the deep and have overrun the once idyllic Estate of the player's late Ancestor, a scion of an ancient noble family. As if being plagued by disease and misery wasn't enough, the people of the impoverished Hamlet must now withstand unthinkable nightmares roaming the land. The cause of this evil was the Ancestor himself, who meddled with dark forces in pursuit of immortality after a lifetime of perverse debauchery and unsealed a nightmarish power entombed far below his mansion. At last appalled by his actions and repentant, the Ancestor has ended his own life and bequeathed the Estate to the player, urging that they purge it of the slavering horrors that now roam freely. The player is not alone, however: news of the player's mission and the lost treasures of the Estate has traveled far and wide, piquing the interest of steadfast warriors, devotees of the arcane, and opportunistic rogues willing to brave the Estate's dungeons. ________________________________ Locations in Estate : Hamlet : A poorly-maintained and bandit-plagued road that winds through the Weald and connects the Estate to the outside world. It is a tutorial location, where the player always starts at the beginning of a new game. It is impossible to retreat from the Old Road, and it cannot be accessed again after arriving at the Hamlet for the first time. Ruins : A crumbling castle inhabited by cultists and other faul beasts, necromancers, and undead. Plenty of treasures can be found there. Warrens : A maze of aqueducts and cellars inhabited by beasts and man-pigs. Plenty of food can be found there. Weald : A stagnant, overgrown forest inhabited by bandits and the victims of parasitic fungus. Blight is contracted often there. Cove : Waterlogged caverns inhabited by fishmen, creatures of the sea, and undead. Most Curios found here apply buffs and debuffs or manipulate quirks. Courtyard : The vast, swamp-ridden ruins of a once splendid garden infested by bloodsucking insect creatures. The Courtyard is the only location with quests of Epic length, which each culminate in slaying a Boss. The light meter does not wane and is always Bloodlight, increasing stress received and decreasing bleed resistance. The Darkest Dungeon : The ancient, blood-drenched passages beneath the Estate's clifftop mansion, where eldritch evil creeps and the source of the corruption resides. The Darkest Dungeon contains 4 quests in total, all of which are Darkest level and all of which are required to complete the game. Although it is unlocked early, an inexperienced team has little hope for victory there. After successfully completing a quest in The Darkest Dungeon, all heroes in the roster will have their stress reduced to 0 and all afflictions cured. _________________________________ Locations in the Hamlet : The Abbey : A place where the people relieve Stress, it has a Cloister a Transept and a Penance Chamber. Blacksmith : At the Blacksmith, people' weapons and armor can be upgraded for a hefty fee, strengthening various aspects of the adventurer's defensive and offensive potential Graveyard : The Graveyard tracks every death occurred during expeditions, giving an insight on what killed the hero and when The Nomand Wagon : The Nomad Wagon hosts a nomad woman who will sell different valuable trinkets each week for a steep price, in case the player is in need of specific equipment or has trouble finding good trinkets during expeditions. The Sanitarium : At the Sanitarium, people can get rid of troublesome negative quirks, lock positive quirks in place to make them permanent, and treat the various maladies that can be contracted when exploring dungeons. Stage Coach : The Stage Coach is the place to visit to recruit new heroes for the Hamlet's roster, entirely free of charge. New and different recruits will be available each week. The Survivalist : The Survivalist is a mysterious woman used to the rhythms of the wilds, who will teach camping skills to the heroes, provided a steep fee is paid in advance. The Tavern : Like the Abbey, the Tavern allows the relief of accumulated stress for the heroes. It is often more prone than the Abbey to apply temporary negative conditions or quirks, but also have more positive results. _________________________________ Characters : Crusader - Reynauld ( male ) Highwayman - Dismas ( male ) Vestal - Junia ( female ) Man-at-arms - Barristan ( male ) Plague Doctor - Paracelsus ( female ) Bounty Hunter - Tardif ( male ) Houndmaster - William ( male ) Abomination - Bigby ( male ) Antiquarian - Katherine ( male ) Occultist - Alhazred ( male ) Leper - Baldwin ( male ) Arbalest - Missandei ( female ) Flagellant - Damian ( male ) Shieldbreaker - Amani ( female ) Grave Robber - Audrey ( female ) Hellion - Boudicca ( female ) Jester - Sarmenti ( male ) Antiquarian - Katherine ( female ) _____________________________ Background Characters : Barkeeper ( Owner of the Tavern ) Town Events Guy ( Person that announces the events in the Hamlet of The Darkest Dungeon. ) Sanitarium Nurses ( Take care of mental ill people and sick people ) Caretaker ( Mental insane person that gives the player quests and works at the graveyard + sells the player their equipment ) Villagers ( Farmers,Sellers etc. ) Bandits _____________________________ Enemies : Cultists Cultist Priests Monsters _____________________________ More Details about the characters : Bounty Hunter ( Tardif ) : Sinister and precise, the Bounty Hunter specializes in targeting a single foe to deliver it's head for the reward. He has found that simply striking before thinking is an ineffective way to kill, so he has taught himself many ways to take advantage of his foe's vulnerabilities. If they wear armor, he can find the weak points in it. If they are reeling from a hit, he'll make a surprise attack to strike it down. Even the enemies who think they're safe behind their frontlines will find that the Bounty Hunter's grappling hook can pull them in or slice them up. And if all else fails, he can drop flash grenades or sucker punch enemies to disorient them. No matter the situation, this calculating killer will have an answer for it. Crusader ( Reynauld ) : Every cause needs a champion, a hero to rally otherwise common men to a righteous cause and lead them to victory. The Crusader is that champion. With holy blade in hand he smites the wicked and sends them back to the darkness from whence they crept. While his armor restricts his movement it affords him great protection, allowing him to stand in the frontlines to take the blows that his weaker comrades cannot. No matter the pressures he faces he will remain strong, finding strength within himself to keep fighting on while inspiring others to do the same. Even in the midst of battle he can galvanize his allies, giving them the strength to fight off madness for a little longer. When the Crusader is leading the charge, all of hell will know to fear the flame. Highwayman ( Dismas ) : A bandit seeking redemption on an old road, the Highwayman is one of the fastest classes in the game and is able to dish out a lot of damage quickly. He can be placed in both the front ranks and rend enemies with his short sword, or he can pursue enemies from the back with his trusty pistol. He has a lower HP value than most classes, but makes up for this with high evasion. When night falls and all of his allies are settled around a campfire, the Highwayman is preparing for what dangers await. He'll spend his time performing maintenance on his weaponry, practicing his blade-work or setting up alarms to keep himself safe during the night. If he must interact with others it'll be with his dark sense of humor, which might upset some. But for what the Highwayman lacks in tact he makes up in unparalleled finesse. With a flintlock in one hand and a dirk in the other, the Highwayman is sure to make short work of his foes. Vestal ( Junia ) : The warrior nun channels her zeal for battle into healing abilities, holy judgements and dazzling explosions of light. A strong backbone to any party, the Vester can also hold her own on the front line with a powerful mace bash and close-quarters condemnations. Man-at-arms ( Barristan ) : An old, battle-scarred veteran, the Man-at-Arms has seen enough war and bloodshed to last more than a dozen lifetimes. While he can no longer swing his great mace with the force he once could, you should not stand where he swings his mighty weapon. However it is not offense, but his defense, that makes the Man-at-Arms such a vital member of any team. His ability to read the enemy's movements allows him to draw fire to himself to defend his allies and then retaliate with surprising force. The battlefield is a chaotic place, and the Man-at-Arms knows how to make himself heard. With his vociferous shouting he can issue vital commands to his men or let out a terrible bellow to strike fear into the enemy's heart. At camp, the Man-at-Arms can take time to instruct and practice with others, giving efficient information and life saving instruction. As long as the Man-at-Arms stands, he will never allow the line to break. Plague Doctor ( Paracelsus ) : A doctor, researcher and alchemist who prefers to hang back, eating away at her foes with stacking damage-over-time abilities like toxic clouds & plague-filled grenades. She is equally effective in a support role, blinding and confusing foes while enhancing a party's survival with damage-increasing tonics, and remedies for bleed and blight effects. Houndmaster ( William ) : A tough and uncommonly compassionate ex-lawman, the Houndmaster and his faithful Wolfhound work in tandem to bring down their enemies and protect the innocent. Together they stalk the back ranks, bursting forth in a flurry of harrying bleeds, gnashing teeth, and stunning blows. Should the tide of battle turn, the pair can support an ailing party by protecting the weak, and rallying the stressed. Abomination ( Bigby ) : Beaten, branded and imprisoned for untold decades, this furtive vagrant hides a terrible secret. The Eldritch poison coursing through his veins has given him unspeakable power, at a terrible cost. As his form changes, so too does his role in combat! Antiquarian ( Katherine ) : She searches where others will not go, and sees what others will not see. Occultist ( Alhazred ) : Knowledge - the poison of man. Since time began, it has been the folly of men such as the Ancestor. Many have sought it out, but those who discover the truth of this world's secrets have found the revelations too much to bear. The Occultist, however, has utilized that same knowledge to further his understanding of the eldritch. His pursuits in antediluvian apprehension have left his body fragile and weak, but it has made his mind sharp and his capabilities most versatile. From the back, he can channel his baleful energy to strike those hiding in the shadows or pull them forward, removing all filth from his presence. With his curses, he can expel a foe's strength or open them up for devastation. His eldritch powers can rend the souls of even the most foul of beasts leaving them motionless, but at the cost of calling the ever-looming shadows closer. While mostly destructive, the Occultist can also use his profane powers to reconstruct flesh and heal wounds. This technique is powerful, but unpredictable as it may restore a man to perfect health or tear apart their flesh. At camp, he practices rituals and rites that can empower his allies and even bring them back from the brink of death, but many of these eccentric practices can leave both the Occultist and his companions troubled. The gate to hell is open, and this man will seal it away with the very power it gave him. Leper ( Baldwin ) : Struggle, and futility — all one's days are a constant toil to shelter life's ember through one more night. The Leper not only knows but embraces such solemnity. Tortured existence has taught him to count not on the care of others. He has learned to channel his energy inward, a kingdom within one man. His power can neither serve nor comfort others; but, drawing on it, he can gain strength others can but dream of, or the endurance to bear what no other could. And when his massive blade falls, death's call rings loud to all caught in its thunderous arc. However, such force falls not nimbly, and foes may lightly evade their execution. His dread sickness has given the Leper his name surely as it has taken his body. Huddled by a campfire, its ruinous toll becomes most evident, to himself and those lit by the same flames. Should their mental firmness be tenuous, the Leper may isolate himself to spare their peace of mind; a mercy, paid for with his own well-being. However, if his own solace be paramount, the protection and prison of his mask may be slipped — a calming intoxication of air upon a striken visage. While looking upon such maligned flesh may revolt those he shares the firelight with, true companionship he can always find, meditating on his lofty blade — a once officious weapon, now broken as the man who wields it. In the end, all will meet with death. The Leper sets his sights only on ensuring as many of the twisted horrors of this land as possible attend their final appointment, until his own may be postponed no more. Arbalest ( Missandei ) : Clad in heavy armor and able to vanquish foes with her massive crossbow, she is like a living embodiment of a cannon. Her life of war has given her many skills for the battlefield such as marking down targets, raining arrows upon her foes and even firing bolas to disrupt the enemy's formation. She also learned how to dress and treat wounds, and can apply makeshift healing upon the battlefield. Given enough time at camp, she can treat the wounds of all her allies, or even instruct them in how to be quicker than their adversaries. Or she may spend her night tending to her crossbow, her one companion since childhood. As long as she is given ample distance between herself and her quarry, no foe is safe from this sharpshooter's wrath. Flagellant ( Damian ) : If there was ever such a thing as ‘weaponized suffering’, then the Flagellant would be the term made flesh. This man is unique among the various classes in the sense that he thrives on the ruin of his mind and body. Whereas every sane member of your band of mercenaries aims to minimize wounds and disability by mitigation (armor) or avoidance (dodging), the Flagellant welcomes them. He will stand like a wall between his comrades and his foes, with his arms wide open, his body exposed, acting like a magnet for all harm that may come their way. His power lies within the martyrdom, and it is something that transcends physical laws: every action of violence that lands on his tortured corpus creates not an equal, but a far more potent reaction. He converts damage in either powerful healing for his allies, or horrifying punishment for his enemies in the form of insanely powerful bleeding attacks. And the more the minions of darkness try to end his life, the stronger he becomes, since his strength is at its summit when he himself is at the brink of death… or madness. How far are you willing to push him? Because the desire for power can cloud judgement, and sometimes pushing too far can have… dire consequences. Shieldbreaker ( Amani ) : Hailing from the distant windswept dunes of the east, the Shieldbreaker arrives in the Hamlet! Deadly as a viper, her iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, her emancipation from the barren wastes came at a price so terrible, it haunts her dreams even now... The Shieldbreaker is a powerful ally in the fight to reclaim the Estate and banish the evil that squats in the Darkest Dungeon. A highly-tactical hero with solid damage dealing capability, she truly excels when countering monsters with high protection and those who guard their allies. Her movement, speed, and targeted abilities make her a valuable ally for dismantling intractable monster groups. Though she possesses relatively low health, the Shieldbreaker maintains high survivability thanks to her Aegis Shield. Grave Robber ( Audrey ) : The Grave Robber is a versatile and nimble combatant, moving back and forth through the ranks with ease. She strikes without warning and retreats to the shadows, continuing her assault at range. If her throwing daggers and poison darts aren't getting the job done, she can return to the melee, buffed and slinging her pickaxe! Hellion ( Boudicca ) : Wild, unpredictable, and utterly ruthless, the Hellion thrills to the spilling of blood! Her massive glaive affords her impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Versatile and unrelenting, she can hit the back row with her blade and devastate her foes. Certain skills leave her exhausted, however, and she may occasionally need to take a turn to recharge her adrenaline before entering the fray once again. Jester ( Sarmenti ) : n the darkest depths of these twisted lands few things are as welcomed as a good laugh, a merry song, and razor sharp blade. The Jester brings all of these in spades. Armed with a sickle and lute, this maniacal minstrel is a versatile class that has several tricks up his sleeves. With his oddly shaped blade he can slice the 2nd and 3rd positions of the opposition to ribbons, causing them to bleed out. With his lute he can provide in-battle comfort for his companions, playing songs that inspire greatness or relieve tension. His merry tunes are best in the back row however if he gets shuffled to the front his blades can do serious damage. Regardless of his position in your party, he is able to dance elegantly around those pesky party shufflers and set up opportunities to single out an enemy and bring about its utter, almost laughable demise. As an entertainer, he can make a stressful night of camping turn into a night of merriment and wit. The melodious riffs of his lute will make any party member's mind quiet as he encourages them to strike quickly and precisely like a tiger. Beware though, not all find the Jester's antics amusing as mockery and cynicism is only funny until it happens to you. All who dare to confront the Darkest Dungeon know that it might mean their end, but with the Jester in tow he will make sure that it is at least a heroic end.
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