It's with a heavy heart I send this letter to you adventurer. My father has let our estate fallen into the claws of darkness in his thirst for knowledge. Through the years he dug further and further below this mansion and eventually he found what he was searching for and along with it his own demise. The portal he found in the depths he released a darkness, a plague of both mind and body. The plague that is as I write this tearing away at the land and people and beasts inhabiting it can not be healed only vanquished.
So it's with a heavy heart I must ask you. Pleas come to my aid. I will not lie to you, the assignment I give is filled with danger and I do expect most of you who come to my aid will indeed fall in battle or from your mind slowly dwindling away into nothingness. What I however promise in return is treasure, a place to stay and the chance to become legends.
So I beg again, come to my aid and defeat the horrors hidden here in the darkest dungeon
Hero classes:
"Holymen,thieves,brutes and occultists. I care little for you faction, just get rid of these horrors"
There are currently 10 classes and they are as following:
(Warning ! They will close this window)
-Bounty Hunter-Crusader-Grave Robber-Hellion-Highwayman-Jester-Leper-Occultist-Plague Doctor-Vestal
Skills:
"No matter your skills you will need them to fight this plague"
Each class has base stats and a set of skills all. You yourself can pick your 4 main skills as wished. You start with 3 camping skills and of those 1 (or more if you wish) has to be one of the ones everyone has access to. There will be a bunch of dice-roles to see if you hit, how much you hit for, if you crit, how much you heal, if the skills special takes effect ( those effects can be bleeds, stuns, blight,debuffs or shuffles).
(To the few people reading this, im at school and I will add more info at lunch time.)
Quirks:
"You might not be perfect, but you are still welcome"
Most heroes have around 2-3 quirks, but you can also have just 1 if that's your wish. However you can't have only positive quirks (so if you have 3 you can have 2 good and to bad or 1 good and 2 bad. You can pick). The first quirks you get to pick, but from thereon on you are left in the mercy of rng jesus.
After each adventure you hero will receive 1 or 2 quirks, but you can only gain 1 good and/or 1 bad for each mission. This will be decided by a random number generator that goes between the numbers 1 and (I will put in a number when I figure out how many quirks there are) and it will do this twice. The first number picked will be the quirk you are guarantied and if the 2nd number gives a quirk of the same side (eks, positive+positive) the 2nd quirk will not be added, however if they are opposite sides (positive+negative) you will gain both quirks.
Positive:
Amateur Armorsmith: -20% Armor Upgrade Cost
Amateur Weaponsmith: -20% Weapon Upgrade Cost
Back Tracker: No Stress penalty when walking backwards
Clotter: +15% Bleed Resist
Clutch Hitter: When Health is below 50%, +3% Critical Chance
Deadly: +1% Critical Chance
Eagle Eye: +3% Critical Chance for Ranged attacks
Early Riser: When Light Above 75, +2 Speed
Evasive: +5 Dodge
Fated: Chance of missed attacks not to miss
Gift of the Healer: In Camp: +20% Heal received
Hard Noggin: +15% Stun Resist
Hard Skinned: +5% Protection
Hatred of Beast: vs Beast type Monsters: +15% Damage inflicted and -15% Stress Damage taken
Hatred of Eldritch: vs Eldritch type Monsters: +15% Damage inflicted and -15% Stress Damage taken
Hatred of Mankind: vs Human type Monsters: +15% Damage inflicted and -15% Stress Damage taken
Hatred of Unholy: vs Unholy type Monsters: +15% Damage inflicted and -15% Stress Damage taken
Improved Balance: +15% Chance to resist being pushed or pulled in battle.
Last Gasp: When Health is below 50%, +1 Speed
Lurker: When Light is <= 25%, +10% Damage
Meditator: Improves stress recovery for meditating at Abbey and while camping.
Natural Eye: +5 Accuracy for Ranged attacks
Natural Swing: +5 Accuracy for Melee attacks
Nymphomania: +20% Stress Heal from using Brothel
On Guard: +4 Speed and +5 Dodge on the first round of Combat
Photomania: When Light is Above 75, +20% Stress Resist
Precision Striker: +3% Critical Chance for Melee attacks
Quickdraw: +4 Speed on the first round of Combat
Quick Reflexes: +2 Speed
Resilient: +10% Stress Heal
Robust: +15% Disease Resist
Ruins Adventurer: +20% Stress Resist in dungeon: Ruins
Ruins Explorer: +20% Scouting Chance in dungeon: Ruins
Ruins Scrounger: +10% Scouting Chance in dungeon: Ruins
Ruins Tactician: +15% Damage in dungeon: Ruins
Second Wind: When Health is below 50%, +10% Damage
Slayer of Beast: vs Beast type Monsters: +10 Accuracy and +3% Critical Chance
Slayer of Eldritch: vs Eldritch type Monsters: +10 Accuracy and +3% Critical Chance
Slayer of Mankind: vs Human type Monsters: +10 Accuracy and +3% Critical Chance
Slayer of Unholy: vs Unholy type Monsters: +10 Accuracy and +3% Critical Chance
Slugger: +10% Damage for Melee attacks
Steady: +10% Stress Resist
Stout: +15% Heal Recieved while camping
Stress Faster: When Stress is >= 50, -100% more Food consumed
Thick Blooded: +10% Blight Resist
Tough: +10% Max HP
Unerring: +10% Damage for Ranged attacks
Unyielding: +10% Death Blow Resist
Warrens Adventurer: +20% Stress Resist in dungeon: Warrens
Warrens Explorer: +20% Scouting Chance in dungeon: Warrens
Warrens Scrounger: +10% Scouting Chance in dungeon: Warrens
Warrens Tactician: +15% Damage in dungeon: Warrens
Warrior of Light: When Light is >= 75%, +10% Damage
Weald Adventurer: +20% Stress Resist in dungeon: Weald
Weald Explorer: +20% Scouting Chance in dungeon: Weald
Weald Scrounger: +10% Scouting Chance in dungeon: Weald
Weald Tactician: +15% Damage in dungeon: Weald
Negative:
Ablutomania: Obsessed with cleanliness
Alcoholism: In town, will only Drink.
Anemic: -10% Bleed Resist
Automatonophobia: (Monster Type Human) -20% Stress Resist
Bad Gambler: Increased chance of losing money while Gambling.
Bad Humours: -15% Max HP
Bloodthirsty: Fascinated with injury, wounds, and torture.
Bulimic: (In Camp:) -20% Heal Received
Calm: (First Round) -15% DMG
Claustrophobia: Severe fear of enclosed spaces.
Clumsy: -5 Dodge
Compulsive: Suffers intense need to do specific actions.
Creeping Cough: -5 ACC, -5 DODGE, -1 SPD
Curious: Obsessed with the acquisition of knowledge.
Dacnomania: Obsessed with killing.
Dark Temptation: Prone to investigating the Dark Arts.
Demonomania: Believes is posessed[sic] by demons.
Deviant Tastes: Is not allowed to visit the Brothel.
Dispomania: Intense craving for alcohol.
Diurnal: (Light Below:25) -2 SPD
Egomania: Obsessed with self-worship.
Enlightened: In Town, will only Meditate for stress relief.
Faithless: Will not Pray or Flagellate for stress relief.
Fear of Beast: (Monster Type Beast) -15% Stress Resist -10 ACC
Fear of Eldritch: When fighting Eldritch monsters, -15% Stress Resist and -10 Accuracy
Fear of Mankind: When fighting humanoids, -15% Stress Resist and -10 Accuracy
Fear Of Unholy: (Monster Type Unholy) -15% Stress Resist -10 ACC
Flagellant: In town, will only Flagellate for stress relief.
Flawed Release: (Ranged) -3% CRT
Fragile: -10% MAX HP
Gambler: In town, will only Gamble.
God Fearing: In Town will only Pray for stress relief.
Guilty Conscience: Bears the crushing guilt of deeds real and imagined.
Hagiomania: Obsessed with sainthood.
Hemophilia: -20% Bleed Resist
Hieromania: Experiences religious visions and delusions.
Hylomania: Obsessed with material things.
Kleptomaniac: Prone to stealing Items
Known Cheat: Is not allowed to gamble while in town.
Lazy Eye: -5 Accuracy for ranged attacks
Light Sensitive: (Light Above:0) -10% DMG
Lockjaw (Tetanus): -10 ACC, -10% DMG
Love Interest: In town, will only visit the Brothel for stress relief.
Lygophobia: (Light Below:25) -20% Stress Resist
Mercurial: -5% Resist Affliction
Misses the Spot: -1% CRT
Necromania: Fascinated with corpses.
Nervous: -10% Stress Resist
Nocturnal: (Light Above:75) -2 SPD
Off Guard: (First Round) -4 SPD, -5 DODGE
Paranormania: Obsessed with the paranormal.
Phengophobia: (Light Above:75)-20% Stress Resist
Plutomania: Manic for money.
Rabies: -10 ACC +20% DMG
Resolution: In town, will never Drink.
Ruins Phobe: (In Dungeon: Ruins) -20% Stress Resist
Ruminator: -10% Stress Heal
Satanophobia: When fighting Unholy monsters, -20% Stress Resist
Scattering: (Ranged) -5% DMG
Shocker: -10% Stun Resist
Sickly: -10% Disease Resist
Slowdraw: (First Round) -4 SPD
Slow Reflexes: -1 SPD
Soft: -5% MAX HP
Stress Eater: (Stress Above: 50) +100% Food consumed
Syphilis: -5 ACC, -10% DMG, -10% MAX HP
Thanatophobia: (Health Below:50%) -20% Stress Resist
The Runs: -10 DODGE, -10% MAX HP
The Yips: -5 Accuracy
Thin Blooded: -10% Blight Resist
Tippler: In town, will only drink for stress relief.
Tither: Pays extra gold for all Abbey activities.
Torn Rotator Cuff: -5% Damage
Tuckered Out: (Health Below:50%) -10% DMG
Unquiet Mind: May not Meditate while in town.
Warrens Phobe: (In Dungeon: Warrens) -20% Stress Resist
Wasting Sickness: -50% Disease Resist
Weak Grip: (Melee) -3% CRT
Weak Grip on Life: -10% Death Blow Resist
Weald Phobe: (In Dungeon: Weald) -20% Stress Resist
Winded: -1 Speed when Health Below 50%
Witness: After seeing troubling behavior, will not take part in Prayer activity in town.
Zoophobia: (Monster Type Beast) -20% Stress Resist
Dungeons:
"The plague has covered all of this place, leave no stone upturned"
For those who have not played the game (I bet everyone here has anyways) I just want to note a few things. There is currently 3 areas the ruins, weald and the warrens. The dungeons have what is refereed to rooms and pathways between them. The room often contain battle, treasure, some kind of artifact or nothing at all and the pathways to the rooms contain the same, but they also have traps.
Monsters:"Skeletons rarely bleed"
Now onto the big bad monsters of the darkest dungeons. Each area has their own set of monsters that will try to kill you, but some monsters can be found in all/several areas (the bandits being an example). They all have their own sets of skills and everything else you expect them to have.
Things you will find along the road:
"Fell free to take what you want, I have no use for it"
In the rooms and pathways you will as said find monsters, but other then that you will aslo find traps, artifacts and other fun things.
Artifacts:
"drench them in holy water, it usually works"
These things give buffs, the remove stress or in some cases even give traits. However they can also have negative effects like inflicting stress, giving bad quirks or decrease you light level.
Other interactive objects:
"Treasure can be hidden anywhere, in trees or in corpses"
Along your trip you will run into a load of things you and the group can choose to ignore or search, this can be helpful or hurtful. Almost every object has an item it will react to to make it safer. So will your group chance it and not use an item or will you be safe and use some herbs on the remains ?
Traps and road blocks:
"Sometimes it feels like the very land is fighting you"
Being frank these things are the devil (at least if you don't have shovels). There are traps scattered around the place waiting for someone to walk over them, they inflict damage, stress and they can also give you a bleed or blight stack. As for the roadblock... these things is something on the pathways that you simply cant sneak around, you have to dig you way through them and if you have shovels have fun using your hands.
Cs: Story and personality can be short, but I want it there, it gives a bit of something to each person
Name:
Appearance: (optional, you don't have to look like the heros do in-game)
Age:
Personality:
Story:
Class:
Skills:
Camping skills:
Quirks:
Also here is the wiki:
http://darkestdungeon.gamepedia.com/Darkest_Dungeon_Wiki
Sorry that it has taken some time for me to work on this. It's just that a few things are happening which I need to deal with, but luckily its the weekend soon and I will have unlimited time to sit on my ass and write