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Darkest Dungeon Wiki
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==The Hamlet== [[File:hamlet.jpg|600px|thumbnail|right|The hamlet as it initially looks.]] The [[Hamlet]] is the main hub of the game, accessed when not in a dungeon. The hamlet contains various buildings that allow the player to form, manage, and improve a roster of adventurers to send into the various expeditions needed to reach and purge the Darkest Dungeon of the evil that has encroached upon it. The Hamlet contains a variety of facilities with disparate purposes, most of which revolve around the management of heroes. Most buildings can be upgraded through the use of heirlooms in order to unlock further benefits, make the facilities more efficient, and reduce the prices of their services. Each building consistently requires the same kinds of heirlooms, though the amount needed for each upgrade increases exponentially. '''''The most important building to start upgrading is the Stage Coach''''' as it will let you recruit heroes, which is free. Through upgrading it, you can expand your hero roster, the number of recruits available, and even the base levels of recruits fresh off the stagecoach. The Blacksmith and Guild take a close second, as better stats and skills for your heroes are vital for successful expeditions. Here is a list of the upgradable buildings in town, along with what they do and which heirlooms are needed to upgrade them. Also note that every building needs Crests. {| class="wikitable sortable" style="text-align: left" cellpadding="10" width="75%" !Building Name !Function !Heirlooms Needed !Week Unlocked |- |[[File:Abbey.icon.png|50px|top left]][[Abbey]] |[[Stress]] relief. |[[File:Currency.crest.icon.png|36px]]Crests [[File:Currency.bust.icon.png|36px]] Busts |style="text-align:center;"|'''Week 2''' |- |[[File:Blacksmith.icon.png|50px|top left]][[Blacksmith]] |Upgrade weapons and armor. |[[File:Currency.crest.icon.png|36px]]Crests [[File:Currency.deed.icon.png|36px]] Deeds |style="text-align:center;"|'''Week 3''' |- |[[File:Guild.icon.png|50px|top left]][[Guild]] |Upgrade heroes' skills. |[[File:Currency.crest.icon.png|36px]]Crests [[File:Currency.portrait.icon.png|36px]] Portraits |style="text-align:center;"|'''Week 3''' |- |[[File:Nomad wagon.icon.png|50px|top left]][[Nomad Wagon]] |A shop to buy [[Trinkets]] from. |[[File:Currency.crest.icon.png|36px]]Crests |style="text-align:center;"|'''Week 4''' |- |[[File:Sanitarium.icon.png|50px|top left]][[Sanitarium]] |Remove negative quirks and diseases.<br>Make positive quirks permanent. |[[File:Currency.crest.icon.png|36px]]Crests [[File:Currency.bust.icon.png|36px]] Busts |style="text-align:center;"|'''Week 4''' |- |[[File:Stage coach.icon.png|50px|top left]][[Stage Coach]] |Recruit heroes.<br>Increase the number of heroes you can recruit. |[[File:Currency.crest.icon.png|36px]]Crests [[File:Currency.deed.icon.png|36px]] Deeds [[File:Currency.bust.icon.png|36px]] Busts |style="text-align:center;"|'''Week 1''' |- |[[File:Camping trainer.icon.png|50px|top left]][[Survivalist]] |Unlock [[Camp|camping skills]]. |[[File:Currency.crest.icon.png|36px]]Crests |style="text-align:center;"|'''Week 4''' |- |[[File:Tavern.icon.png|50px|top left]][[Tavern]] |[[Stress]] relief. |[[File:Currency.crest.icon.png|36px]]Crests [[File:Currency.portrait.icon.png|36px]] Portraits |style="text-align:center;"|'''Week 2''' |} [[File:Tutorial popup.stress_relief.png|thumbnail|270px|left]] ===The [[Abbey]], The [[Tavern]] and what to be aware of=== The Abbey and the Tavern are the main way to reduce stress of a hero in between expeditions. When in town you can put heroes inside the rooms, pay a fee, and after you complete your next quest they will have recovered most of their stress, if not all of it. The rooms at the top relieve less stress but also cost less, and the rooms on the bottom are more costly and relieve much more stress. While the Tavern and the Abbey seem to be the same on the surface, sometimes when you return from a quest you will learn of events that transpire while you were away. At minimum, your heroes may become engrossed with their activities that they will remain unavailable for the next week or so, but more severe side effects can happen. What if while praying your hero sees unsightly things, hidden among the pews and pedestals? Are you willing to bet your own money and items on a game of chance you have no sway in? To make matters worse some quirks will not only have your characters refuse using certain rooms, but other quirks will cause your hero to only accept certain rooms! What happens when your Man-at-Arms has a lover and will only go to the brothel and refuse everything else? While unlikely, it is also possible for contradictory behavioral quirks to exist; for instance, a Highwayman who will only gamble to relieve stress can be caught in a precarious predicament if he was caught cheating and banned from the premises. For the most part it is not recommended to go to the tavern's bar or gambling hall, since they will most likely cause you to lose gold and [[Trinkets]]. One more obstacle in healing the stress of your heroes is the caretaker. He has long served your ancestor, and as a result his mind is under constant strain from what he has witnessed. Every week he will occupy a random room, preventing you from using it, which can be a nuisance with the aforementioned quirks that make characters only use certain rooms. There is no way to remove the caretaker. The only way around him is to increase the number of rooms you have. When you've upgraded enough of the Abbey or Tavern to have 6 extra rooms (for a total of 12), the Crier also will come to occupy rooms.
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