Choose what’s important to you as you formulate your assaults on the Mountain.Īs travels progress, heroes bond with each other or grate on each others’ nerves, leading to desperately needed combat synergies or journey-ending dysfunction. Even an untimely end will arm you with resources that can be spent to improve your next journey.Įngage with a massive system of upgrades and boons that opens up new strategies for each expedition. Roguelike Runs, Each With Its Own Emerging StoryĮach expedition lasts from 30 minutes to several hours. Unlock their full potential via new skills, paths, items, and more. Uncover and experience the tragic origin stories of each hero. The all new Token System helps make your decisions impactful while adding even more depth of play. The ground-breaking genre-defining combat from Darkest Dungeon returns, but everything from stats to rules has been refined and improved. Tried and True Turn-based Combat, Improved Gather your courage and ride out into the chaos of a world undone.įour heroes and a stagecoach are all that stand between darkness and salvation. The greatest dangers you face, however, may come from within. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. touching books is almost never a good idea, ditto for shelves, ditto for shit like weird altars and stuff like that.Darkest Dungeon II is a roguelike road trip of the damned. If u dont want to do it then as a general rule u dont want to touch everything since half the curios are a mixed bag if u dont have a "key" item for them. U can check on official wiki, there's a full list of curios and what does every item do on them, and it's technically not spoiling + some interactions are really unintuitive Btw how bad is it to attempt to open like every curio (i know that crates and backpacks are probably like 99% safe but i mean the books and closets etc) unless i'm doing badly in the current run
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