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Darkest Dungeon II
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== Gameplay == ''Darkest Dungeon II'' features significant gameplay changes from its predecessor. === Confessions === {{Quote|I hereby acknowledge and accept the fullness and severity of my mistakes.|"Complete your Confession" choice prompt}} The game's story is divided into five acts, or "Confessions", with each one consisting of a single full playthrough. The chosen Confession determines which boss the player will confront once they reach [[The Mountain]]. The player can select which Confession to play at the beginning of a playthrough, and also replay previous Confessions. During early access, Confessions will be made available one at a time as development of the game proceeds to the full launch. # Denial - ''You have cowered in your crumbling denial long enough.'' # Resentment - ''Left unsurfaced, grievances gain a terrible strength.'' # Obsession - ''Mania and misery - companions to the last'' # Ambition - ''A relenless reach left you empty handed, aching for more'' # Cowardice - === Travel === The player is tasked by their mentor, [[The Academic]], with traveling to [[The Mountain]] and defeating the source of evil there. This journey takes the player and a party of four heroes across a [[Locations (Darkest Dungeon II)|kingdom fallen to ruin and chaos]]. The party's means of transport is [[Stagecoach (Darkest Dungeon II)|The Stagecoach]], and they are protected from the evil presence by [[The Flame]], which must be kept lit. Certain actions and encounters, such as winning a battle, can cause The Flame to wax or wane, affecting the party's safety and sanity. Once it is extinguished, the party is attacked by a group of deadly cultists. Surviving the cultist ambush will restore The Flame to its weakest state, giving the party one last chance to finish the journey. The journey itself is divided into multiple routes, always beginning with [[The Valley]], a tutorial segment, and always ending with [[The Mountain]]. The regions that the party travels in between can be chosen by the player at [[The Inn]], the safe haven that marks the endpoint of each route. Random modifiers, layouts, and goals mean that no trip through a region is exactly the same. For example, during one passage of [[The Sprawl]], the party may be granted extra rewards, while during another, they may be required to avoid a specific encounter, such as a mini-boss, or suffer severe consequences. It is possible to avoid combat situations, but this can leave the party unprepared for the final boss. Regions: # [[The Valley]] # [[The Sprawl]] # [[The Foetor]] # [[The Sluice]] # [[The Shroud]] # [[The Tangle]] # [[The Mountain]] === Combat === The player selects the four members of their party at [[The Crossroads]] at the start of each playthrough. At [[The Inn]], the player may have the chance to recruit a new or replacement hero, but the party's number can never exceed four. At first, only four heroes are available, but as the player plays, they can get [[Candles of Hope]] which can be used to unlock new heroes. A new aspect of party management is relationships, which complements stress. Over the course of the journey, the heroes will interact with each other in different ways, building a rapport and perhaps romance, or fostering rivalry and hatred. Positive affinity between heroes can grant boons in battle, while negative relationships can cause distractions, mistakes, and more stress. Should a hero's stress meter max out, they will experience a meltdown, reducing them to a single health point and inflicting stress on the rest of the party, but also resetting relationships with other heroes. Player actions, such as choosing who to heal, influence relationships and stress. Heroes' abilities are now dependent on skills instead of armor and weapons. Skills can be upgraded by the [[Mastery Trainer]] at every Inn. In battle, gameplay no longer includes any Accuracy component, but turn order, speed, HP, and status effects remain. Hits are guaranteed unless the enemy has a special trait token that allows them to dodge or block. Dodgy enemies can avoid attacks, while blocking enemies will still be hit, but receive only half damage. Other tokens include Bleed, Blind, Blight, Burn, and Immobilize. These tokens represent certain effects, in contrast with the buff and debuff system of the previous game. Heroes must equip [[Inn|Provisions]] outside of combat in order to use them. [[Trinkets (Darkest Dungeon II)|Trinkets]] can still be collected, but are not persistent across playthroughs, meaning any Trinkets obtained are lost upon party death or playthrough victory. === Heroes === {{Main|Heroes (Darkest Dungeon II)}} *[[Plague Doctor (Darkest Dungeon II)|Plague Doctor]] (Available at start) *[[Grave Robber (Darkest Dungeon II)|Grave Robber]] (Available at start) *[[Highwayman (Darkest Dungeon II)|Highwayman]] (Available at start) *[[Man-at-Arms (Darkest Dungeon II)|Man-at-Arms]] (Available at start) *[[Hellion (Darkest Dungeon II)|Hellion]] (Unlocked at the Altar of Hope) *[[Runaway (Darkest Dungeon II)|Runaway]] (Unlocked at the Altar of Hope) *[[Jester (Darkest Dungeon II)|Jester]] (Unlocked at the Altar of Hope) *[[Leper (Darkest Dungeon II)|Leper]] (Unlocked at the Altar of Hope) *[[Occultist (Darkest Dungeon II)|Occultist]] (Unlocked at the Altar of Hope) *[[Vestal (Darkest Dungeon II)|Vestal]] (Unlocked at the Altar of Hope) *[[Flagellant (Darkest Dungeon II)|Flagellant]] (Unlocked at the Altar of Hope) *[[Bounty Hunter (Darkest Dungeon II)|Bounty Hunter]] (Unlocked at the Altar of Hope) === Enemies === {{Main|Enemies (Darkest Dungeon II)}} The game features various new and returning enemies. Each region that the party ventures through features a different enemy faction, such as the Plague Eaters, who are found in [[The Foetor]]. Enemies are also randomly encountered during road travel sequences, where unique encounters can occur. === Items === * [[Trinkets (Darkest Dungeon II)|Trinkets]] * [[Combat Items]] * [[Stagecoach Items|Stagecoach Equipment]] * [[Inn Items]]
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